Changelog 28/10/16
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Re: Changelog 28/10/16
Already happens. It's related to the battlefront population scaler, though, not AAO - the same one that affects BO capture values.
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Re: Changelog 28/10/16
The essence of my post was that I think its great if people have options to use different gear, and that not all people run the same cookie cutter setups (which traumatised me in swtor).Torquemadra wrote:Stacking crit isnt variation, its just more of one stat that some classes get more out of than others, your premise is a false one. I guess we could eliminate crit entirely from gear then you could be more free to choose this "variety" that you crave.theoddone wrote:Variation and flexibility with gear used to be one of the things I highly enjoyed on live, ofc it got worse in the later years.
Before the sov change there were plenty of possible setups and variations from pve. My memory might be wrong, but for example the west praag lair had a great offhand for zealots, but not that good for other classes. Which was ok because there were other great pieces for other classes elsewhere.
An example from RoR can be that that you could either run 4 piece of anni/merc with ruin crit shoulders, or the crit reduction lair boss chest. You could pick what would suit your playstyle.
I had hoped as more pve content become available there will be more options to gear your character after your own preference. This recent change, however, seems to put more restrictions on gear alternatives.
I agree that most people will go for max crit, but why is that, imo because crit is "the name of the game". Then the problem is about the importance of a single stat. With this change the stat will remain equally important as before, but people will be more restricted in gear options. Basically the amount of crit has been nerfed, why? To increase TTK? And is this the best option?
There should be good trade-off possibilities to counter crit stacking. Variations:)
I can provide an example from my mara.
1. Run max crit setup. 4merc, ruin shoulders, t3 crit belt, bloodfist slayer, sc weapon, t4 inf cloak, max crit renown. 29% crit total.
2. 2merc, 2ruin(with shoulders), t4 inf helm, t3 crit belt, bloodfist slayer, sc weapon, t4 inf cloak, max crit renown. 26% crit, but additional strength bonus. You trade 3% crit for more strength, but also loose the 3-piece set bonus from merc.
However, now, both setups should be at 23% crit total.
I think there are some great options with jewlery, like the green t4 vendor jewlery. Or for example use skaven 3% parry jewlery with talisman slot, or genesis 3% parry 14str jewlery with possible set bonus.
Then there is the comparison with t3 inf crit belt and t4 inf belt, bad trade-off atleast for a marauder.
Regarding your second sentence. I really dont see the value or understand the need to write something like that. You think removing all crit is a good solution?
Nothing good will come out of being hostile. I simply tried to provide my opinion and feedback.
-Theo
Re: Changelog 28/10/16
Actualy nerfing crit chance from gear favour just classes with high crit chance mechanics/tactics/group synergies.BW,Sorc,Kotbs etc. Expect even more rerolls on these classes.Torquemadra wrote:Stacking crit isnt variation, its just more of one stat that some classes get more out of than others, your premise is a false one. I guess we could eliminate crit entirely from gear then you could be more free to choose this "variety" that you crave.theoddone wrote:Variation and flexibility with gear used to be one of the things I highly enjoyed on live, ofc it got worse in the later years.
Before the sov change there were plenty of possible setups and variations from pve. My memory might be wrong, but for example the west praag lair had a great offhand for zealots, but not that good for other classes. Which was ok because there were other great pieces for other classes elsewhere.
An example from RoR can be that that you could either run 4 piece of anni/merc with ruin crit shoulders, or the crit reduction lair boss chest. You could pick what would suit your playstyle.
I had hoped as more pve content become available there will be more options to gear your character after your own preference. This recent change, however, seems to put more restrictions on gear alternatives.
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- th3gatekeeper
- Posts: 952
Re: Changelog 28/10/16
I think the point in this whole armor debate is that players love choice.
I personally would love to see more gear variation available - outside of the "sets". Lair drops were amazing for a while as they gave some good options, personally i would love to see them adjusted and made stronger.
I would love to see all the RVR influence rewards given some additional benefits to make them better in comparison as well - not just sheer stats.
In an "ideal" world, you would have a handful of pieces that individually were all about equal. SC/RVR/Influence/Ruin/Lair/Purples
The other thing you could do, in buffing the Lair gear, is removing the restriction that it always drops an item corresponding to a class within that party. So now its stronger, but harder to get the piece you wanted. You could also remove double drops and allow only 1 to drop, and could also allow them to be sellable which would be pretty cool too.
You could also increase spawn time on lair bosses. So there are many ways to make Lair gear harder to get, which allows you to buff the gear to be another viable option to compete with the 5/5 sets.
EDIT: Actually after writing this, I think that set bonuses may be what CAUSE everyone to run the same set of gear. Ever thought or removing set bonuses altogether and just awarding various pieces with some of those set bonuses? So for example... Some SC set bonuses give 5% crit? Maybe remove a little bit of stats on 1 piece of armor and then give that piece some crit chance. Some 3 pieces give resists, maybe remove a little bit of stats on say teh chest piece and then add that "resist" in some form onto the chest?
So there would be NO set bonuses, which now opens the landscape up to use whatever anyone wants. I think set bonuses ARE what is making it restricting... Maybe I just contradicted my previous points, but I think this would open gear up much more.
I personally would love to see more gear variation available - outside of the "sets". Lair drops were amazing for a while as they gave some good options, personally i would love to see them adjusted and made stronger.
I would love to see all the RVR influence rewards given some additional benefits to make them better in comparison as well - not just sheer stats.
In an "ideal" world, you would have a handful of pieces that individually were all about equal. SC/RVR/Influence/Ruin/Lair/Purples
The other thing you could do, in buffing the Lair gear, is removing the restriction that it always drops an item corresponding to a class within that party. So now its stronger, but harder to get the piece you wanted. You could also remove double drops and allow only 1 to drop, and could also allow them to be sellable which would be pretty cool too.
You could also increase spawn time on lair bosses. So there are many ways to make Lair gear harder to get, which allows you to buff the gear to be another viable option to compete with the 5/5 sets.
EDIT: Actually after writing this, I think that set bonuses may be what CAUSE everyone to run the same set of gear. Ever thought or removing set bonuses altogether and just awarding various pieces with some of those set bonuses? So for example... Some SC set bonuses give 5% crit? Maybe remove a little bit of stats on 1 piece of armor and then give that piece some crit chance. Some 3 pieces give resists, maybe remove a little bit of stats on say teh chest piece and then add that "resist" in some form onto the chest?
So there would be NO set bonuses, which now opens the landscape up to use whatever anyone wants. I think set bonuses ARE what is making it restricting... Maybe I just contradicted my previous points, but I think this would open gear up much more.
Last edited by th3gatekeeper on Fri Oct 28, 2016 10:03 pm, edited 1 time in total.
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Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
Re: Changelog 28/10/16
I scrolled trough the thread and havent found any info on 4/5 set bonus on merc/ruin/anni. It doesnt work!
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Re: Changelog 28/10/16
I play engi only since begining of RoR . The only thing I would change on engi is the positions of abilities in rifleman path . I would put phosphorus shells at 6 , disarm at 9 and sniper at 13 .
1) phosphorus shells is the worst abilities in rifleman path and sniper is the best
2) having sniper at 9 actually allows ppl to take disarm sniper keg and +15% crit tactic .
3) having sniper at 13 won't let ppl allowed to take sniper keg and +15% crit . We'll have to chose .
I think the buff of engi is good like it is . Range and damage now are the good point of engi and being static is his weakness . No need to talk about how dev buff engineer he was useless before and now he got his place .
So maybe like porkstar said it was necessary to remove +3% crit on engi merc shoulders and buff +3% crit the ones on magus .
Maybe just rethink on rifleman path like I said above, that's what in my opinion make engi "OP".
1) phosphorus shells is the worst abilities in rifleman path and sniper is the best
2) having sniper at 9 actually allows ppl to take disarm sniper keg and +15% crit tactic .
3) having sniper at 13 won't let ppl allowed to take sniper keg and +15% crit . We'll have to chose .
I think the buff of engi is good like it is . Range and damage now are the good point of engi and being static is his weakness . No need to talk about how dev buff engineer he was useless before and now he got his place .
So maybe like porkstar said it was necessary to remove +3% crit on engi merc shoulders and buff +3% crit the ones on magus .
Maybe just rethink on rifleman path like I said above, that's what in my opinion make engi "OP".
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Re: Changelog 28/10/16
Thunderous blows nerfed to a 10 seconds cool down, well that's a massive kick in the rotations. This represents a significant dps loss for mara while not reducing the debuffing power at all.
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- TenTonHammer
- Posts: 3806
Re: Changelog 28/10/16
It wasn't enoughToldavf wrote:Thunderous blows nerfed to a 10 seconds cool down, well that's a massive kick in the rotations. This represents a significant dps loss for mara while not reducing the debuffing power at all.
TB is an extremely high tool tip ability with the highest wounds debuff in the game that additionally had no pre requisite requirement and made it a extremely hard hitting ability
The debuff value of the abilities scaling should have been reduced as well
Having a 150% uptime and no requirement justifies it so.

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