Recent Topics

Ads

[Review] [BW/Sorc] Mechanic

Proposals after the two week discussion period will be moved to this sub-forum for internal review.
User avatar
wargrimnir
Head Game Master
Posts: 8415
Contact:

Re: [BW/Sorc] Mechanic

Post#131 » Fri Sep 29, 2017 5:56 am

Danord wrote:I just read thru this whole thing.
Is this for real?
Yes, and it's in the Balance Forum, so read the rules for this specific forum before posting again.
Image
[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

Ads
User avatar
Acidic
Posts: 2074
Contact:

Re: [BW/Sorc] Mechanic

Post#132 » Fri Sep 29, 2017 7:14 am

I would put a change that soc/bw can control, this effect should have same effect/impact solo as in group.

Current mech is managable in groups but not so easy to manage solo this is not great for allowing solo activities including farming , sc without healers and possible keep defense solo.

My soc would love to have a way to increase survivability and I could see a way to dump this dark magic into a physical barrier / targetable slowing gas cloud . This would allow the soc/bw to hide behind something to hinder targeting / chasing and give them a chance to run so a good tool to help live a bit longer.

Downside of not dumping the energy would be that you have to spend more time filtering out the good from the bad magic slowing down cast time /gcd this effect is only the soc/bw can deal with so does not allow easy mechanism for others to fix it. The effect would be same solo and wb.

How I see the scale:
Bad magic 0-50 adds instability to spells increasing damage (damage buff) sliding scale
50-100 instability effects react with itself reducing damage buff (higher density of bad magic causes spells to break up ) also as caster has more bad magic they have to spend significant time to filter good from bad magic so cast times and GCD go up (sliding scale)

Dump : new spell to create a bad magic cloud around themselves . This cloud is effectively the expelled bad magic so has a form that is targetable and as its unpleasant it slows opponent going through it.
Last edited by Acidic on Fri Sep 29, 2017 8:45 am, edited 1 time in total.

Sulorie
Posts: 7461

Re: [BW/Sorc] Mechanic

Post#133 » Fri Sep 29, 2017 7:26 am

Wdova wrote:Insted of blowing up BW at 100% combustion, make some major BW skill COST combustion insted of building up. Mechanic will work the same as BG/Sorc or AM/Shaman. More often You use your best skills, less class mechanic points You have. Lets make some of theyr major skills cost 20-30 combustion. It is stupid, that all skills build combustion, but non of them cost it. This will force BW/sorc build up combustion between rotations to maintain high class mechanic points.

Example. You build up 100% combustion, than Your rotation of 4-5 skills will get you down to 20% - 0%.
This wouldn't work because then every skill in your rotation will deal less damage than the previous one, as you constantly lose mechanic.
Dying is no option.

User avatar
saupreusse
Former Staff
Posts: 2507

Re: [BW/Sorc] Mechanic

Post#134 » Fri Sep 29, 2017 8:51 am

Combustion dmg scales with lvl, doesnt it? Could make it scale with intelligence and magicpower + magic crit + double/triple the effect for aoe bombing several targets with one spell. So as your passive increases your crot chance and crit dmg, combustion will rise the same way by dealing horrible amounts of backlash to you. Correct me if im wrong on how it scales.
Saup - RR 8x WP
Son - RR 8x AM

User avatar
Natherul
Developer
Posts: 3219
Contact:

Re: [BW/Sorc] Mechanic

Post#135 » Fri Sep 29, 2017 9:03 am

saupreusse wrote:Combustion dmg scales with lvl, doesnt it? Could make it scale with intelligence and magicpower + magic crit + double/triple the effect for aoe bombing several targets with one spell. So as your passive increases your crot chance and crit dmg, combustion will rise the same way by dealing horrible amounts of backlash to you. Correct me if im wrong on how it scales.
((10 + (65 * (Level - 1) / 39 )) * 0.1f * critDmgBonuses

Ignes
Posts: 5

Re: [BW/Sorc] Mechanic

Post#136 » Fri Sep 29, 2017 9:17 am

Spoiler:
I am a mostly casual player, playing mainly a BW and often roaming solo without even joining warbands. I also join scenarios pug. I die a lot of course, often from combustion and i don't complain. I face: tanks with insanely high resists, cheap block/disrupt renown skills, and enough dmg power to melt me if they close by; squig herders with a pet that alone can pose me a threat and can follow me behid walls; hordes over hordes of healers dps with high resists, detaunt, snare, heals and passive heals while they do dmg; healers allowed to stack so much defenses to the point of being harder to kill than tanks.

BW/SORC are supposed to be RDPS, they are supposed to have far less survival rate than other RDPS and honestly if they're not in a premade they do. Honestly what do they gain versus others RDPS to balance this squishiness?

I don't want to complain nor whine. I just want to know if I should delete and reroll an healer dps or an engineer before hitting rr50.
Cool story. Take it somewhere else, we are discussing other things here.

User avatar
Xissc
Posts: 18

Re: [BW/Sorc] Mechanic

Post#137 » Fri Sep 29, 2017 10:15 am

I have two Ideas:

1) Set up so you have builders and spenders. Builders cost AP and don't benefit from Dark power. The sole purpose of these abilities is to build dark power for stronger abilities that do benefit from DP. Spenders Use 50%-75% of DP for a massive burst of damage. if balanced right you will see about the same amount of power as now with burst damage, but you can't ride 35% crit 100% crit damage 100% of the time.

2) Make is to DP builds like normal. Al benefits and such. If you ride DP longer than x sec you start to incure a damage debuff till you reach 0% making you worse than a level 1 character.

I'm not a fan of any mechanic that messes with Health. it's already a squishy class and I think the penalty should hit where they are the strongest. Not the weakest. So it would have to be centered around a debuff around your damage to force you dump DP or to make is a build/spend type of mechanic.

User avatar
Buran
Posts: 136

Re: [BW/Sorc] Mechanic

Post#138 » Fri Sep 29, 2017 10:30 am

Spoiler:
I think it's wrong to rebalance classes. The fact is that the payment for great damage to these classes is burning yourself.

I understand perfectly well that the strategy of lowering the total damage to the rvr in order for mass battles to be longer and more interesting, as well as the introduction of new stronger sets, will sooner or later lead to a revision of the mechanics of each class in the direction of reducing the damage. But at the same time, if we consider combinations for premade warbands, then it turns out that due to the features of mirror classes, the destruction has better variability than order. And on the basis of this, turning off the class, which is the core of the AOE warband, will result in a more or less leveled balance again resting on the speed of the set of morals that the order will be cut by 24/7 marauders. Those. again the balance will be given to destruction.

The destruction has more control than the order, incl. one that does or does not have order or has in extremely unprofitable specks. Yes, according to the directory groups, the order is all right, but as soon as we form the AOE warband, it turns out that the order has:
Engi, SW - support
BW, Sleer - DPS

Destruction has:
Marouder, Squig, Magus - support
Sorc, Choppa - DPS

4 vs 5 classes for RvR WB. That is why the order will lose more than destruction.

If u want to nerf DPS of [BW/Sorc] for balance u need to up DPS of another Order class, or give the same Marouder skill debuf to morals, for ex. to sleers, or SW, or Engi. But this way is the way to make 100% mirrow skills at Order and Destruction. I Think that the balance is way - Order should have a few much more dps and bufs than destruction, Destruction should have a few much more debufs and control than order like NOW!
We don't intend to nerf the classes. User has receivd a warning for this post; read the whole thread and UNDERSTAND it before posting again.
Image

Ads
User avatar
daniilpb
Posts: 591

Re: [BW/Sorc] Mechanic

Post#139 » Fri Sep 29, 2017 11:01 am

Spoiler:
I can't understand those people who whine about incoming nerf of Sorc/BW. Why do you think it is going to be nerf? Wake up! It's about REWORK, not about nerf. Look at Magi/Engis, rework was successful. So please concentrate on the topic and a bit more faith in devs.
I like the idea about increasing the Backlash damage.
Just want to remind you about this tactic (e.g. Sorc one):
Piercing Shadows
Any time that your Dark Magic causes an Backlash, the blast will also deal 50% of the damage to all enemies within 30 feet of you.
Such change may open some opportunities for this tactic.
But mechanics would still require some tweaks or Sorc/BW will just become ISIS agents))
But, in general, I see some use of this change.
Image
<Fusion>
Riphael - Black Guard.
Meridin - Sorcerer.
<FusionII>
Ripliel - Shadow Warrior.
Arfi - Swordmaster.
Very Serious Warhammer Online Montage

User avatar
Toldavf
Posts: 1586

Re: [BW/Sorc] Mechanic

Post#140 » Fri Sep 29, 2017 11:14 am

Spoiler:
Buran wrote:I think it's wrong to rebalance classes. The fact is that the payment for great damage to these classes is burning yourself.

I understand perfectly well that the strategy of lowering the total damage to the rvr in order for mass battles to be longer and more interesting, as well as the introduction of new stronger sets, will sooner or later lead to a revision of the mechanics of each class in the direction of reducing the damage. But at the same time, if we consider combinations for premade warbands, then it turns out that due to the features of mirror classes, the destruction has better variability than order. And on the basis of this, turning off the class, which is the core of the AOE warband, will result in a more or less leveled balance again resting on the speed of the set of morals that the order will be cut by 24/7 marauders. Those. again the balance will be given to destruction.

The destruction has more control than the order, incl. one that does or does not have order or has in extremely unprofitable specks. Yes, according to the directory groups, the order is all right, but as soon as we form the AOE warband, it turns out that the order has:
Engi, SW - support
BW, Sleer - DPS

Destruction has:
Marouder, Squig, Magus - support
Sorc, Choppa - DPS

4 vs 5 classes for RvR WB. That is why the order will lose more than destruction.

If u want to nerf DPS of [BW/Sorc] for balance u need to up DPS of another Order class, or give the same Marouder skill debuf to morals, for ex. to sleers, or SW, or Engi. But this way is the way to make 100% mirrow skills at Order and Destruction. I Think that the balance is way - Order should have a few much more dps and bufs than destruction, Destruction should have a few much more debufs and control than order like NOW!
I do not see why a bilateral nerf of 2 mirrored classes should subsequently mean that one faction should receive buffs in compensation.

The Dev staff are looking to give BW a better mechanic that requires management, not gimp BW into unplayability.

No need to reply to posts from people who are whining/derailing/don't understand what this thread is about.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

Image

Who is online

Users browsing this forum: No registered users and 1 guest