[DEVELOPER PREVIEW] Armor Set Redesigns

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Tesq
Posts: 5713

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#121 » Tue Jan 12, 2016 10:57 pm

may i suggest to use maybe tome jewerly procs? there were some prcos that scale with rank and were not fixed as 10% they may results better and even have lesser chance to proc
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Tesq
Posts: 5713

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#122 » Tue Jan 12, 2016 10:57 pm

may i suggest to use maybe tome jewerly procs? there were some prcos that scale with rank and were not fixed as 10% they may results better and even have lesser chance to proc
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navis
Posts: 784

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#123 » Tue Jan 12, 2016 11:15 pm

Anyways, I was just thinking also about the power level between the PvP and PvE sets. The more I think about it I think it would be better to keep them roughly equal in power.
But the argument made was - too easy to get the PvE gears. Well, I say to hell with that and there is still the kill quest required of 20 specific class kills per piece of gear (which if fixed could be manipulated as well to be a greater value kills). I don't see any reason why the sets should be equal in stat value because there is a lot of reasons to keep those gear sets the same. Such as keeping the aspect of making parties to do those boss quests - which I've enjoyed greatly doing for all my alt's. As well there is to consider the other Inf gear which is already fairly inferior to the set items once you consider the 'set bonus' for 2 or more pieces.

It seems very obvious that a Stalker/Dev gear set is the 'norm' and that it shouldn't be all that difficult to achieve - and it isn't.
If Dev gear becomes superior it will simply blow a lot of inherent game balance out of stability.

Also I would like to suggest that the team considers reimplementing boot drops as PvP item for that players level tier.
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Genisaurus
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Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#124 » Tue Jan 12, 2016 11:33 pm

navis wrote:Anyways, I was just thinking also about the power level between the PvP and PvE sets. The more I think about it I think it would be better to keep them roughly equal in power.
But the argument made was - too easy to get the PvE gears. Well, I say to hell with that and there is still the kill quest required of 20 specific class kills per piece of gear (which if fixed could be manipulated as well to be a greater value kills). I don't see any reason why the sets should be equal in stat value because there is a lot of reasons to keep those gear sets the same. Such as keeping the aspect of making parties to do those boss quests - which I've enjoyed greatly doing for all my alt's. As well there is to consider the other Inf gear which is already fairly inferior to the set items once you consider the 'set bonus' for 2 or more pieces.

It seems very obvious that a Stalker/Dev gear set is the 'norm' and that it shouldn't be all that difficult to achieve - and it isn't.
If Dev gear becomes superior it will simply blow a lot of inherent game balance out of stability.

Also I would like to suggest that the team considers reimplementing boot drops as PvP item for that players level tier.
There's no "keeping" Stalker and Devastator equal in power, because they never were. Stalker always had lower itemization and lower set bonuses, presumably because it was relatively easy to get. At launch, Devastator gear only dropped from gold bags in keeps, with no medallion system as a backup. As such, it was entirely possible to level out of T3 without completing your set, and you would be forced to rely on other sets to fill in the gaps. The sets were competitive not because they were equal in power, but because the distribution of the best gear was entirely random.

I, personally and unilaterally, made the decision to increase Stalker's armor values to match Devastator (and Tracker in T2, but nobody uses that). I did this to reduce the inevitable power gap problems we would (and are starting to) see, and to encourage mixing and matching gear in the absence of a functional Redeye set. T3 is the first tier that's possible, and I wanted to have the option available.

It won't be boosted anytime soon, not only because it's a pain in the ass(24 classes * 5 pieces = 120 items to rework and change), but also because the new sets effectively replace it as a mixing option for now. In the future, the gear distribution might become more random again, and Stalker might become more valuable again in the short term. But there's still Redeye to fix and implement, and that's also roughly equal to Devastator in power. You'll have three top-level sets to choose from.

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Omegus
Posts: 1530

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#125 » Tue Jan 12, 2016 11:42 pm

Thank you for putting this up early for feedback. I have a few thoughts regarding the Zealot's Duelist gear...

Zealots have quite possibly the worst defensive tools in the game and generally only survive by not getting hit. In addition, when they are moving then they are only casting Flash of Chaos as it is instant cast.

Can the defensive proc on the Duelist gear be changed to something that helps out with the run-and-flash nature of Zealots trying not to die? A (good) chance to remove and make immune to roots and snares for a few seconds will help out with this without turning it into an uncatchable Goblin (Zealot has no speed procs).

When combined with speccing for other defensive abilities (Wind of Insanity) this will allow the Zealot to create a bit of space between it and the enemies. Wind of Insanity can then be turned off and the Zealot moves away from the enemies unimpeded while flashing away.

Such as proc will also help compensate for the loss of heal crit compared to the Devastator gear (Zealots love their heal crit). It also... maybe... probably not... remove some of the dependence on Focused Mind.


It would be awesome if you could tie the Zealot's procs into the Harbinger of Doom but that's probably not the easiest thing in the world to do :P
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Toldavf
Posts: 1586

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#126 » Wed Jan 13, 2016 12:23 am

Bretin wrote: Slayer / Choppa
Devastator: change 5 piece bonus to clarity, stat steal is garbage and those classes have AP issues. at this point i recommend to test if clarity procs on reckless gamble / hurtin time or auto attacks. if yes, change it so that it only procs on abilities!
Duelist: The duelist seems a bit too good for me. The 4 piece bonus is already superior to Devastator and basically you lose 47 str (14,1 tt) and 19 ws while you gain 66 toughness. Crit stays the same and the 5 piece bonus of duelist is broken. A slayer in group usually runs both stat tactics + flanking at this point (situational option is the racial armor tactic) so he is at the soft cap anyway and would definitely not sacrifice his dmg (47 str are ain't worth anything when it comes to dmg imho). Moral dmg procs such as Pilfer or even worse Siphon Vitality are gamebreaking and shouldn't be implemented in RoR. Change it to a moral heal for 87 on being hit without dealing damage or remove it from the game and take Preservation. I also suggest to remove around 30 WS and 20 Str and add them to Wounds and Initiative.
I'm glad somebody else noticed this slayer is an absolute procing machine and choppers just behind it. I second Bretin's opinion here this proc is to strong.

Toughness debuff for a mara as a 5 piece is meh unless its stacking with corruption.

What is the planned internal cool down on these procs?
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Genisaurus
Former Staff
Posts: 1054

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#127 » Wed Jan 13, 2016 12:47 am

Omegus wrote:Thank you for putting this up early for feedback. I have a few thoughts regarding the Zealot's Duelist gear...

Zealots have quite possibly the worst defensive tools in the game and generally only survive by not getting hit. In addition, when they are moving then they are only casting Flash of Chaos as it is instant cast.

Can the defensive proc on the Duelist gear be changed to something that helps out with the run-and-flash nature of Zealots trying not to die? A (good) chance to remove and make immune to roots and snares for a few seconds will help out with this without turning it into an uncatchable Goblin (Zealot has no speed procs).

When combined with speccing for other defensive abilities (Wind of Insanity) this will allow the Zealot to create a bit of space between it and the enemies. Wind of Insanity can then be turned off and the Zealot moves away from the enemies unimpeded while flashing away.

Such as proc will also help compensate for the loss of heal crit compared to the Devastator gear (Zealots love their heal crit). It also... maybe... probably not... remove some of the dependence on Focused Mind.


It would be awesome if you could tie the Zealot's procs into the Harbinger of Doom but that's probably not the easiest thing in the world to do :P
As I mentioned in a previous post, we're limited to procs that have already been implemented, and none do something like this. Speed procs are also something that so far have been disliked, and probably for good reason. As it is, quickening would help them get casts off faster while moving, and if you want an instant-cleanse you can pick up Cleansing Wind or Resolute Defense from the renown trainer.
toldavf wrote:I'm glad somebody else noticed this slayer is an absolute procing machine and choppers just behind it. I second Bretin's opinion here this proc is to strong.

Toughness debuff for a mara as a 5 piece is meh unless its stacking with corruption.

What is the planned internal cool down on these procs?
For what it's worth, Reckless Gambit and Hurtin' Time are implemented as additional damage, not a damage proc, and thus won't proc on-hit abilities. That being said, between dual wielding and regular abilities, these classes will proc a lot. Their passives are being changed.

Ditto for the Marauder, because the overlap with their existing abilities wasn't noticed.

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Karast
Posts: 554

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#128 » Wed Jan 13, 2016 3:55 am

lator wrote:
Karast wrote:The proc's on a few of the sets in particular were ridiculous as well.
Corrosion - On Hit: 10% chance to lower target's Armor by 900 for 10 seconds (Engineer only)
Yeah it is strong. Unless if you were deep rifleman it gave a better armor debuff than the class skill. I think the GCD was either 3-5 seconds on the proc so if you were AoE'ing you could get a lot of random procs up which was great. Most Engineers used the spanner from LV for it.

I was more thinking the crit / crit damage procs on classes like sorc / bw. The heal debuffs as well.

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Karast
Posts: 554

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#129 » Wed Jan 13, 2016 5:02 am

Will we be getting access to the other old T3 sets like Redeye / Mayhem. They had some unique set bonuses / skins that I remember being real nice.

Here is a nice site that still has the old set sat information, the stat values for the low level sets should be accurate to what they were.

https://gaarawarrgabs.wordpress.com/201 ... er/#Mayhem

*edit* failure to use English correctly

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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#130 » Wed Jan 13, 2016 6:23 am

Torquemadra wrote: As I mentioned earlier the corrosion proc on the great oathstones jewellery set was reduced from 800 to 400 and that was a tier 4 set, the city end stage purple bag weapons (pre rr100) corrosion proc was 800 and that was very end game. I know redeye had the corrosion proc as used to use it in t4 on my BG to spam monstrous rending and aoe debuff warbands for lols but I feel this is overpowered, at least inside tier 3
Corrosion was even 880 on the 66dps weapons from the trash mobs before the Tsarzanek, had one on live and it was stacking with 1200 armor debuff from the slayer warlord set proc.
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