Recent Topics

Ads

Limit ability to chain Rez

We want to hear your thoughts and ideas.
Forum rules
Before posting on this forum, be sure to read the Terms of Use

Structured class balance suggestions belong in the Balance Proposal subforum. Class-related discussion in this section are considered as ongoing debates and ARE NOT reviewed for balance changes.
User avatar
sioding
Game Master
Posts: 1238

Re: Limit ability to chain Rez

Post#11 » Mon Nov 25, 2019 5:18 pm

toffikx wrote: Mon Nov 25, 2019 4:22 pm
Aurandilaz wrote: Mon Nov 25, 2019 2:46 pm Not a good idea.
OCRANA ...deal with it!
Jolinor
Siolor

sioding[at]returnofreckoning.com

Ads
Zxul
Posts: 1396

Re: Limit ability to chain Rez

Post#12 » Mon Nov 25, 2019 7:16 pm

Acidic wrote: Mon Nov 25, 2019 10:44 am I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.
As a healer who played during the event, die :P
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

Gottschalt
Posts: 36

Re: Limit ability to chain Rez

Post#13 » Mon Nov 25, 2019 10:10 pm

Definitely not a good idea, would make people even more scared to actually fight.

There is also an advantage. While a healer conjure up a rezz, they ain't healing and then the rezzed needs to heal up as well. Killing fair chunk of the enemy team even if they an be ressed safely, say during keep fight, does tax the team.
Also resets morale bars.
Yeah, to the killer it may seem much and effect of single death and the AP/CD penalty to death isn't much per kill, but they stack up. Seen walls get emptied because one rezz led to healers not keeping up with the pressure they were dealt, starting a chain reaction of steady decline of ready defenders and causing the vicious cycle of "Trickling in". The keep siegers noticed this and sent ALL they could through postern to wreck up the walls.

..You never guess which side was the siegers..

User avatar
Acidic
Posts: 2047
Contact:

Re: Limit ability to chain Rez

Post#14 » Tue Nov 26, 2019 7:11 am

sioding wrote: Mon Nov 25, 2019 5:18 pm
toffikx wrote: Mon Nov 25, 2019 4:22 pm
Aurandilaz wrote: Mon Nov 25, 2019 2:46 pm Not a good idea.
Thank you for the constructive post and clear justification of your position.
The suggestion is mainly aimed at keep and bottlenecks. As such your argument is not relevant as the situation and reasoning you describe does not apply. (Quoting a quote of a quote containing changed text, does not add to any discutions)
The other discutions appear to be related to open field battles where chain rezzing is typically not the case but rather individual Rez occur which is not affected by this suggestion. This suggestion affects only a player being texted for a second time in 30 seconds and most ppl would consider that if you need to Rez so often you are doing something wrong

User avatar
madrocks
Suspended
Posts: 223

Re: Limit ability to chain Rez

Post#15 » Tue Nov 26, 2019 7:53 am

Acidic wrote: Mon Nov 25, 2019 10:44 am Following the recent changes to the cap and the problems with breaking sieges , I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.

Problem
Defenders hidden from the attackers can Rez in peace preventing any “withering down” of the defenders by attackers while attackers can easily be caught behind walls etc so they can not be rezzed. This also is an issue with players dropping onto rams with little to no consequence. They die so often they don’t even give rr to attackers. The existing debuff is too little of downside to affect the players and is not a deterrent for chain rezzing.

Solution: reduce the ability to chain Rez .
The solution I suggest is that on each Rez (release and player Rez) the player gains a debuff which prevents them from releasing or accepting a Rez . This stacks in the following way.
1 stack (Initial debuff ) cant be rezzed 30 secs , lasts 30 secs
2 stacks can’t be rezzed 1 min lasts 1 min
....
Max 4 stacks 2 mins can Rez or release

This means kills and avoiding dieting becomes important and suicide becomes painful
Nonsense. Sorry buddy, but don't pull a bombling here. (just kidding.... )
Instarezz and group rezz is a viable tactic and a 25% debuff on all skills but wounds for a whole minute is quite a punch in the guts.
25% is alot, it means more hits miss the target (dodge,parry,disrupt,block).
So if you give the defenders/attackers a big blow wiping them partially their fighting capabilty has been lowered alot.
I totally think it's working as intended.
Last edited by madrocks on Wed Nov 27, 2019 1:53 pm, edited 1 time in total.
Lutz

User avatar
Alfa1986
Posts: 542

Re: Limit ability to chain Rez

Post#16 » Tue Nov 26, 2019 9:14 am

purely theoretically, increasing the cooldown time of rezz spells to at least 1 minute would be good. it can also be added
a new tactic for healers that would return the old conditions, but would take away one tactic's slot. but a complete prohibition on resurrection skills is a bad idea.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

User avatar
Lithenir
Posts: 370

Re: Limit ability to chain Rez

Post#17 » Tue Nov 26, 2019 10:44 am

I've seen order running away from even numbers many times already. Imagine the devs would bring this up, they would run away from half their numbers...

User avatar
Acidic
Posts: 2047
Contact:

Re: Limit ability to chain Rez

Post#18 » Tue Nov 26, 2019 2:59 pm

Alfa1986 wrote: Tue Nov 26, 2019 9:14 am purely theoretically, increasing the cooldown time of rezz spells to at least 1 minute would be good. it can also be added
a new tactic for healers that would return the old conditions, but would take away one tactic's slot. but a complete prohibition on resurrection skills is a bad idea.
Think maybe I was not clear enough who the debuff went on. The debuff only would stop chain rezzing specific player not the rezzing if the rezzer is trying to Rez different ppl.
So this suggestion is milder than the blanket cool down timer increase as it gives each player ability to be instant rezzed once but if they die in next 30secs they will have to wait before they can go again

Ads
Direbloodykiller
Posts: 80

Re: Limit ability to chain Rez

Post#19 » Tue Nov 26, 2019 3:21 pm

Acidic wrote: Mon Nov 25, 2019 10:44 am Following the recent changes to the cap and the problems with breaking sieges , I would like to suggest a changes based after seeing how the dreaded pumpkins affected the game.

Problem
Defenders hidden from the attackers can Rez in peace preventing any “withering down” of the defenders by attackers while attackers can easily be caught behind walls etc so they can not be rezzed. This also is an issue with players dropping onto rams with little to no consequence. They die so often they don’t even give rr to attackers. The existing debuff is too little of downside to affect the players and is not a deterrent for chain Rezzing.

Note: the debuff I describe is on the player being rezzed so only affecting the ability to chain rezzing a specific player , so no affect to DrWho rezzing the destro hordes just has to wait 30 secs between rezzing the same player if they instantly die.

Solution: reduce the ability to chain Rez .
The solution I suggest is that on each Rez (release and player Rez) the player gains a debuff which prevents them from releasing or accepting a Rez . This stacks in the following way.
1 stack (Initial debuff ) cant be rezzed 30 secs , lasts 30 secs
2 stacks can’t be rezzed 1 min lasts 1 min
....
Max 4 stacks 2 mins can Rez or release

This means kills and avoiding dieting becomes important and suicide becomes painful
Awful suggestion, this is only helpful for the blob, getting even less ppl to presure.

User avatar
Alfa1986
Posts: 542

Re: Limit ability to chain Rez

Post#20 » Wed Nov 27, 2019 9:47 am

Acidic wrote: Tue Nov 26, 2019 2:59 pm
Alfa1986 wrote: Tue Nov 26, 2019 9:14 am purely theoretically, increasing the cooldown time of rezz spells to at least 1 minute would be good. it can also be added
a new tactic for healers that would return the old conditions, but would take away one tactic's slot. but a complete prohibition on resurrection skills is a bad idea.
Think maybe I was not clear enough who the debuff went on. The debuff only would stop chain rezzing specific player not the rezzing if the rezzer is trying to Rez different ppl.
So this suggestion is milder than the blanket cool down timer increase as it gives each player ability to be instant rezzed once but if they die in next 30secs they will have to wait before they can go again
in this case, I don’t think that it will in any way affect. and it will be a waste of time and effort for developers. just if in a short period of time there is a large number of ress, then that warband is doomed to lose any way.
15th orks on a dead elf's chest
yo ho ho and a bottle of rum

Who is online

Users browsing this forum: Dackjanielz, Google Adsense [Bot], illumius, Ysaran and 108 guests