Questions regarding Leading Shots and Dity Tricks

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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#311 » Mon Jan 11, 2016 10:40 am

they are mandatory to balance some aspect fo the game like resistences damages or the heal debuff aoe to use in wbs vs wbs.

The auras nerf that happened in 1.3.6 is enlighting, the debuff value was nerfed cos the buff to these stats was needed to keep dps under controll. IF you want to nerf auras stats or efficency you would need also to nerf heal and damages aswell.

it did me an headaches before twister, cos you know all meccanic are passive, hate/grudge is passive you, sm/Bo points it's not also active te position/plan are a requirement which using the istant position/plan swap if you are able to get what you want do very easily.
In the case of auras miss a time was a really bad as the global CD of auras was for all 4,5 seconds and if you miss the time even by 1 sec you could have your rotation screw for 1,5 sec then.

Twister fixed this( then ror fixed spam of visual effect and the sopam of effect to re-apply server side)

i found easier make BO a good alternative to chosen and sm a good alternative to IB rather than start toy with base function of party balance.

There is no really a problems with tanks ; there are only 3 x tanks in either realm for 2/3 spot inside a party ( and not like 6 as for the dps/rdps, the only problem is when 1 tank became 2x staple inside party composition. Which is why first thing first super punt should be removed from kobs/chosen! so that you need a tank that can super punt if you play skirmish/sc. Then BO/SM are alredy better than BG/IB when it cames to bomb set up.

I could agree to limit max 3x auras x party rather than 3x chosen/kobs which could avoid the 2x set up.
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Scrilian
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Re: Questions regarding Leading Shots and Dity Tricks

Post#312 » Mon Jan 11, 2016 11:04 am

I could only imagine the lag of distance based auras recalculating all the time.
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Scrilian
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Re: Questions regarding Leading Shots and Dity Tricks

Post#313 » Mon Jan 11, 2016 11:11 am

Torquemadra wrote:
Scrilian wrote:I could only imagine the lag of distance based auras recalculating all the time.
Possible, Im not a coder so couldnt say but doesnt seem an issue running in and out of different knight/chosen radius altering buffs/debuffs, this is why I suggested each aura would essentially become 3
Maybe limit active auras from 3 to 2, that will even hinder that op crit stacking of order. ;)
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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#314 » Mon Jan 11, 2016 11:31 am

the point of doing something like that is that it would only fix 2 on 3 auras as the third one may be a base stat aura like cast increase , heal debuff or ap drain.
Then if the first one is usually resistence one and the third is a utility it just leave you with a stat auras

you just going to fix something that really do not need it. Resistence auras is what keep in balance BW/sorc damages so you really dont have to touch his efficency time or his stats.

That leave us with the second aura, exemple-->a toughness one :which give let's say 104 toughness --> 20 dps reduction x hit.

Are we really gona argument about 20 dps x hit reduction pre armor/resistence? toughness is alredy sub par you dont need any more nerf on toughness.

which make us back to the third auras type which are all fixed stats related.

-if resistence stats is needed as core part of the game
-2nd aura is not so relevant
-3rd have a fix value

what you gona nerf?

The meccanic is fine, if the heals/and damages are fine. It's broken if those auras are over the top and not require for the party composition. It would be better have other tanks be able to give something for what you loose giving away a chosen/kobs . Which will be never happen completly when you go in wb vs wb.

unless 1 tank can have the core function of anti bomb --> which can be BO with some fixes on destru sides

chosen+ BO will be always a good anti bomb party and a better aoe spam than >>>> ch+ ch
kobs+ SM bomb party (same as above) >>> kobs + kobs

which mean it dosen't matter if the chosen/kobs meccanic is easier or with out trade off.


Looking into past chosen/kobs auras were 100 feet out of wb buffer , no ppl limit. I'd say that was a also good and bad, at the same time but from that time the game moved a lot from "an out of party" -->"into a party composition" based game, regard buff (only) so you could maybe try to move them back to work inside wb so that with 3 x chosen you have all kind of aura, which would have both pros and contr
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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#315 » Mon Jan 11, 2016 12:43 pm

they dont have to stand there they have other stuff too do. They are not completly useless they have to do the basic tank work. Those auras are require to all party they are a free and must have for all party.

Exatly why all party benfith it would be the same if anyother classes give these buff,

Which mean it's even better cos you have all MUST party composition stuff on 1 char which mean more chance to see more classes freely inside party.

If you dont get it know...

what kobs/chosen need is get in line with other buff they provide, loose SUPER PUNT and be whatthey what they suppoose to be buffer tanks and not Op every trick tank.

chosen/kobs buffer
sm/BO hafl buff half active tanks
IB/BG active tank

this is what classes should be like. If something is wrong it mean 1 class do something he shouldn't which mean : chosen/kobs buff are too much buff potential or have active tools they shouldn't have.

@auras WERE the worst meccanic ever, i dont give a **** how they suppose to work they got changed as they suck they meant to be relevant into 100 feet but cost 40 ap to work. They are fine atm appart being able to use x6 aura in 1 party.

i will make drop all your request with one question:

What you want achive nerfing auras?

-if its nerf kobs/chosen you are doing wrong cuz if they feel op they have other tools which should be touch firstly than auras , some stuff they should not have and are peculiar of other tanks (super punt primary)

-if it's just because you wanna see other tanks inside party this is totaly a **** request, auras are needed to buff stats to certain degree, make other tanks better by buff these stats not nerf those of chosen/kobs ....you still gona have still 1 x chosen inside party BUT take even more damages from bw/sorcs as exemple.

Auras buff (what they do ) can be moved onto other classes not nerfed (which is alredy true as other classes can buff alredy over some extent all what chosen/kobs can buff---> exemple bo/sm can buff all stats by the same ammount of chosen auras so they are better buffer in the aoe spam build than chosen/kobs, so basically chosen+BO is better than any other composition when you going aoe and you do not buff both str and/or tough as a chosen would do but ALSO ALL OTHER STATS PLUS also get another free aura to pick for another none stat aura. So BO can alredy do 1 or 2-3 auras that chosen can do ( buff resistenes only or buff all stats) appart that his resistence buff is not reliable and do not have specific fixed stat auras like chosen does with ap drain/heal debuff/cast increase).


The problem is the lack of reliability of those other classes not the opness of auras. You need alternaive which make a game balanced and fun and elimitate the core party composition. Not nerf 1 core feature that is alredy and deep balanced into the game meccanics.
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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#316 » Tue Jan 12, 2016 7:30 pm

i am fine if any trade is put but not a stat or a update time nerf .

1)I do really think that resistence auras is need as a core feature in every party, the chance to jump into a bomb wb and be melt in few seconds are really high in open rvr so 1 auras is just a MUST to have for every party. Also all st resistences debuff --> reduces exatly auras value which mean if you lower the aura you also need to fix cascades those debuff.

2)The second auras is generaly a stat buff which also is restricted to what path are you focus on and being toughness mean you just buff your toughness as any other tanks do, buff also 100 tough on a mate and reducing his dps taken of 20 points is not so graeat as you may think. Which mean if the first auras is needed the second one is really a low buff in comparison to what active tools should other tanks have.

3)Which lead to the 3rd aura which is what for me should get the focus of the attention, those fixed effects auras should be look into and then judge if being or not op.



@about auras range i remember the change from out party to inside party only and i remember buff auras were 100 feet.
-anyway auras were once 1 max then became max x3 with ap cost, their value were always intended to be this way. If a nerf can came it can be done on their debuff components do exatly what was done in 1.3.6. and not to their buff components.

Any other change suggested for me will only have very bad conseguence on the game. As i said as an exemple on destru side, BO can alredy do a resistences buff and a stats buff, which make BO very near to be on par with Chosen. The fact that BO is more an ctive tanks than chosen is also due the fact that chosen was also nerf in his damage lots of times, both on the rending blade and both on ravage. I know order situation is different but ; it is due the lack of alternative on SM and IB and cos kobs it's overpowered. Any changes should first hit--->chosen/kobs super punt that is what they should not have, which allow you to throw away BG when build wbs and just go chosen/BO (same on order side different reasons) steal stats of auras values + magic resistence +2 support auras + 2x moral tactics + 1 super punt + 1 stag+ 1 aoe KB + 1 aoe snare in every party.

I would really like first thing first super punt get removed ,
BO /SM get fixed in their buff
destinated for victory be mirrored to SM and
kobs be nerfed in his tactic pocket then we could argument over a general auras nerf.

-Until that what can really be touch would be utility auras limitation ( so only 1 of ap drain, heal debuff, or cast increase)
-a trade of in ap every x seconds while using auras ( which do not need to make the tactic useless which will results only in chosen nerf due the kobs having also ap regen via armor buff and regen aura).
-An ap need to keep up auras on allies which can be cover by tactis with out negate his effect which is part of the chosen build atm and not of the kobs one and touch it woudl result in a chosen nerf only.
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magter3001
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Re: Questions regarding Leading Shots and Dity Tricks

Post#317 » Tue Jan 12, 2016 7:41 pm

Maybe just make auras like BO/SM stat steal works. Every attack has a 25% chance to increase your team's resists by 300 within 100ft while lowering your enemies within 30ft by 150. Would force the Chosen/Knight to actually do damage to get the buff off. I don't really want this and would accept twister be back rather than any change to the mechanic but it's a start :/
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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#318 » Tue Jan 12, 2016 7:58 pm

i do not see as a good way to fix auras just count how to fix 1.

How would you handle the heal debuff and the ap auras or the cast increase? Also that one is by the most the one that for sure need less nerf due to how much sorc/bw damage can go out of controll in few seconds.

-You know for sure that magus can debuff aoe the aura value , what would happen if kobs res aura would not be 100% update time? = sorc doing AOE PURE damages.

As i was telling, a solution could be limiting the auras combination: resistence+ 1 stats + 1 utility

to avoid things like resistences + 2 utility auras like ap drain and heal debuff cos stats are covered by BO aoe spam.

what it really are out of wb group utility are IB/BG cos they have really no group buff like chosen/kobs/BO/SM.

Even sword master have a damage increaser in the cd increase, The only group utility stuff bg can bring aoe is the aoe snare which a BO can also get via tactic.

IB/BG punt can be also leaved away due the fact that chosen/kobs have a 10 SECOND CD SUPER PUNT WHICH ALSO INTERRUPT, WHICH ALSO NOW DONT ALLOW CAST WHILE FLYING, WHICH ALSO DO NOT REQUREI ANY CONTITION TO BE USED AS THE BG ONE.
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Genisaurus
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Re: Questions regarding Leading Shots and Dity Tricks

Post#319 » Tue Jan 12, 2016 10:34 pm

Torquemadra wrote:
Corrupting Wrath - User generates an aura that increases the toughness of group members and debuffs the toughness of enemies within the radius by 2. Radius 30ft.
I dont know what the "2" is representative of, be with 2 per level which seems amazingly low, 2% of an arbitrary number or what

I can send u a phone picture of this stuff but it will look like crap from my phone, I may see if I can pick up a cheap hand scanner on ebay or something as this stuff is pretty interesting, poor launch condition squig herders.....

Im not saying they couldnt have been 100ft but if they were it was a huge bug and not intended but a lot was broken at launch.
Just chiming in to say that 2/level is pretty common. Most buffs/debuffs do 3 or 4 per level, but those are also mostly single target.

There's no consistent balance here, just saying the value is plausible.

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Tesq
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Re: Questions regarding Leading Shots and Dity Tricks

Post#320 » Tue Jan 12, 2016 10:47 pm

now think about how much will be frustruating not be able to punt anyone due to chosen/kobs punt cos it will always work better and easier than your :P

@torque
"From launch, prior to KOTBS even being in game"

what you mean with the comment i didn't understand it
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