I've been praying that for some time now. Too much of everything. Too high defenses, too high dps, too high healing.
The real problem is the defenses (block, parry, disrupt, dodge, immunity, armor, stats, morals). Because of this they increased the dps and because of this they increased the healing. It was the wrong approach instead of fixing the defenses.
There are 4 things that are just wrong:
- Guard relying on parry not block anymore - as it was in WAR. They did that because of 2h tanks but it was not the best change. Why should a 2h tank have the same guarding capabilities as a shield tank? Lots of tanks can increase parry to crazy levels of 70%+.
- The stats rework with willpower contributing to disrupts. Healers now can have 40-50% disrupt. It basically broke Sorcs and BWs. They can't do a single rotation on healers without getting disrupts.
- They changed another mechanic. You can now only pierce half of the targets defense. So if the target has 10% disrupt and you have 10% pierce disrupt then it will be still 5% disrupt you are facing. Why?
- The ultra cheap defensive renown abilities. You can get 12% more parry for 10 points and 12% more disrupt+dodge for only 10 points. For blocking you only get 6% for 10 points. Here is the issue with point #1 again. It is too easy for tanks to increase parry for guard and disrupt+dodge. Beside that disrupt and dodge should be separated. You should have to choose.
Tanks basically have no weaknesses. In other games they are very tanky vs physical attacks but weak vs magical attacks. That's completely missing here in RoR.
I really don't like that they don't look at classes as a whole when doing balance. It should be obvious that a dps shaman should not be able to out damage other dps that easily when they have great utility like Gork Sez Stop, knock backs, life drain, heals, shields and run away as well. Yet they are able to. That's just an example but we can see this weird balancing again and again. Like WEs/WHs with their crazy overtuned toolkit or Magus/Engis getting Sorc/BW like damage but still being a lot more tanky. Magus getting a teleport while Sorc/BW actually needed it and so on and so forth. They just lost track. There is no longer a healthy risk/reward and there are not enough weaknesses for certain classes. Like stealthers getting to choose when to fight and when to leave. Where is the risk there? There is none and that was not in the initial game for a good reason. It destroyed small scale.
Wtf op
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Re: Wtf op
The meta has been leaning towards ranged for the last few years, but it has gotten worse and worse as time progresses. Stealthers were totally out of whack, but were the anomaly.
A ranged meta wasn’t such a problem previously, as guild WBs rolled ranged with coordinated groups where mDPS has protection and healers, but most proper guilds have quit. Melee can still roflstomp ranged, but in your average PUG WB half the tanks are 2h and melt or have yet to find their guard button.
Ranged is just objectively easier to play for people that just dip in and out of the game and have no guild or coordinated group to play with.
Order rDPS in T4 was 21.7% over last 730 days, vs 26.6% over last 90 days. Destro was 21.2% vs 24.4%. This doesn’t even include hordes of rDPS healers which really weren’t a big thing until the healer rework.
SW was one of the most played classes with Order, but has taken a bit of a hit but the lakes are now swarming with Engy/Magus, SH, and rDPS healers like AM/Shaman and Zealot/RP.
Sorc/BW are the exception here, as they don’t have a lot of escape mechanics, are paper thin and suffer from disrupt.
Just picking an example… a magus loads a mDPS up with DOTs from range, their pet debuffs resistances to nearly nothing, and by the time a melee gets within mDPS range half their health is gone. Then they have to fight a class that can stack 1k TGH without losing much damage potential, they’ll disarm you and if the fight goes against the magus they teleport to their pet.
Where is the trade-off? Same with the insane mobility of SH (and the Skirmish SW, although its damage got nerfed), as well as all the utility, absorbs, AP drains, CC and lifetaps that rDPS healers get….
Ranged should have lower damage potential than melee, which really isn’t the case as atm they can nuke from 100ft. SW festerbomb got nerfed for that reason, but other classes oddly enough didnt get the same treatment. Or if they can nuke hard, they should have trade-offs like BW/Sorc but most just don’t.
The risk/reward between ranged and melee is completely skewed.
A ranged meta wasn’t such a problem previously, as guild WBs rolled ranged with coordinated groups where mDPS has protection and healers, but most proper guilds have quit. Melee can still roflstomp ranged, but in your average PUG WB half the tanks are 2h and melt or have yet to find their guard button.
Ranged is just objectively easier to play for people that just dip in and out of the game and have no guild or coordinated group to play with.
Order rDPS in T4 was 21.7% over last 730 days, vs 26.6% over last 90 days. Destro was 21.2% vs 24.4%. This doesn’t even include hordes of rDPS healers which really weren’t a big thing until the healer rework.
SW was one of the most played classes with Order, but has taken a bit of a hit but the lakes are now swarming with Engy/Magus, SH, and rDPS healers like AM/Shaman and Zealot/RP.
Sorc/BW are the exception here, as they don’t have a lot of escape mechanics, are paper thin and suffer from disrupt.
Just picking an example… a magus loads a mDPS up with DOTs from range, their pet debuffs resistances to nearly nothing, and by the time a melee gets within mDPS range half their health is gone. Then they have to fight a class that can stack 1k TGH without losing much damage potential, they’ll disarm you and if the fight goes against the magus they teleport to their pet.
Where is the trade-off? Same with the insane mobility of SH (and the Skirmish SW, although its damage got nerfed), as well as all the utility, absorbs, AP drains, CC and lifetaps that rDPS healers get….
Ranged should have lower damage potential than melee, which really isn’t the case as atm they can nuke from 100ft. SW festerbomb got nerfed for that reason, but other classes oddly enough didnt get the same treatment. Or if they can nuke hard, they should have trade-offs like BW/Sorc but most just don’t.
The risk/reward between ranged and melee is completely skewed.
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