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Rampage rebalancing.

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Grobi00F
Posts: 33

Re: Rampage rebalancing.

Post#31 » Thu Apr 09, 2020 6:36 pm

double post by accident
Last edited by Grobi00F on Thu Apr 09, 2020 6:37 pm, edited 1 time in total.

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Grobi00F
Posts: 33

Re: Rampage rebalancing.

Post#32 » Thu Apr 09, 2020 6:36 pm

teiloh wrote: Thu Apr 09, 2020 6:08 pm
Grobi00F wrote: Thu Apr 09, 2020 5:49 pm Go to the RoR career Builder, click on the skill and it will tell you how much base damage the skill does and that it does 400-500 damage (roughly) every 2 seconds depending on your STR. The reason you see those high damage numbers is that GTDC can crit too like ID and other skills.

EDIT: The Skill you are seeing doing ton of damage is "Bring it On" (which the Slayer has too) not Git to da Choppa, GTDC does supbar damage and is even a damage loss since it's 400-500 damage for 2 GCD's
That's 400-500 without tactics or your Rage mechanic. In reality it hits soft targets for 700ish without a crit, and by soft target I mean BWs/AMs who are fully geared for mitigation and -not- armor debuffed.
ID works the same (380 damage with 800 STR on my Level 39 Slayer). I don't understand what you are trying to do here by trying to masquerade the face that you have no idea how the skills of either GTDC or Slayer seem to work. I'm a fully Invader Choppa with Anathema weapons and the only time I do over 700 damage non-crit with GTDC, is against undergeared Order players.

Pic related, just took it while fighting a Level 29 AM. Mind you this is after a crit +25% damage increase from Tactics.

Image

This is against a Level 40 RP who looked like he was decked out in Sov gear.
Image

I made sure the RP and AM didn't detaunt me.
Last edited by Grobi00F on Thu Apr 09, 2020 6:41 pm, edited 1 time in total.

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adamthelc
Posts: 832

Re: Rampage rebalancing.

Post#33 » Thu Apr 09, 2020 6:38 pm

Illuminati wrote: Thu Apr 09, 2020 6:00 pm I would put it as a 13 point ability in the 2H tree so that you can’t get it and ID without build sacrifice or +2 mastery. At the same time I would reduce its duration to half so there is not capability to reach full damage while its up. Spell breaker sucks anyway.

In Rampages place, I would give Slayer the AP gain exhaust ability the Choppas have and modify it to +200 AP instead of +100 for both classes.

To balance it, I would modify GTTC in this way,

Increase the cooldown to 30s. Increase the speed buff to 40% (20% is worthless as most people are snared by 20%). Make it defendable.

My 2 cents...
I think that's the wrong way to go.

First of all giving Slayers a lackluster ability that Choppas have is pointless. If anything Choppas should get a better ability in that spot.

Tying the ability to a specific build is also kind of goofy considering you wouldnt even need it as much in that build. And it's a stupid build.

Tying the best build to a gear set would make that gear set more attractive, but no one is going to get the best gear so they can split point between two trees that have different weapon requirements while giving up a HD.

If the idea is to just put it in a place that it would never see much use, that would accomplish that.

The placement isnt a problem imo. Its core essence also isnt a problem. With all the mindless passive avoidance out there, I think more strikethrough is better than less. Its effect just needs to be dulled to some extent.

Or the more outside the box option is to make it a morale 1.

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teiloh
Posts: 691

Re: Rampage rebalancing.

Post#34 » Thu Apr 09, 2020 6:42 pm

Grobi00F wrote: Thu Apr 09, 2020 6:36 pm
I made sure the RP and AM didn't detaunt me.
No way of telling what kind of damage boosts you were getting, e.g. flanking/rage, etc.

Illuminati
Posts: 485

Re: Rampage rebalancing.

Post#35 » Thu Apr 09, 2020 7:02 pm

adamthelc wrote: Thu Apr 09, 2020 6:38 pm
Illuminati wrote: Thu Apr 09, 2020 6:00 pm I would put it as a 13 point ability in the 2H tree so that you can’t get it and ID without build sacrifice or +2 mastery. At the same time I would reduce its duration to half so there is not capability to reach full damage while its up. Spell breaker sucks anyway.

In Rampages place, I would give Slayer the AP gain exhaust ability the Choppas have and modify it to +200 AP instead of +100 for both classes.

To balance it, I would modify GTTC in this way,

Increase the cooldown to 30s. Increase the speed buff to 40% (20% is worthless as most people are snared by 20%). Make it defendable.

My 2 cents...
I think that's the wrong way to go.

First of all giving Slayers a lackluster ability that Choppas have is pointless. If anything Choppas should get a better ability in that spot.

Tying the ability to a specific build is also kind of goofy considering you wouldnt even need it as much in that build. And it's a stupid build.

Tying the best build to a gear set would make that gear set more attractive, but no one is going to get the best gear so they can split point between two trees that have different weapon requirements while giving up a HD.

If the idea is to just put it in a place that it would never see much use, that would accomplish that.

The placement isnt a problem imo. Its core essence also isnt a problem. With all the mindless passive avoidance out there, I think more strikethrough is better than less. Its effect just needs to be dulled to some extent.

Or the more outside the box option is to make it a morale 1.
Actually, a Morale 1 would be a good damn idea. In its place, give Slayers the AP Exhaust, increasing it to +200 (instead of +100) for both classes. Problem solved. Both classes are AP starved.

Turn GTTC into a morale 1. Make it 10 seconds, undefendable, Choppa immune to all CC, snares while its up. Give Choppas ID in its place.

Adamthelc for president.
————————————————
Destro realm pride parade in ROR since 2015

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teiloh
Posts: 691

Re: Rampage rebalancing.

Post#36 » Thu Apr 09, 2020 7:11 pm

Illuminati wrote: Thu Apr 09, 2020 7:02 pm
Actually, a Morale 1 would be a good damn idea. In its place, give Slayers the AP Exhaust, increasing it to +200 (instead of +100) for both classes. Problem solved. Both classes are AP starved.

Turn GTTC into a morale 1. Make it 10 seconds, undefendable, Choppa immune to all CC, snares while its up. Give Choppas ID in its place.

Adamthelc for president.
Or just give Slayers Chop Fasta where Rampage is. I like that idea. Sword Masters can get GTDC instead of Whispering Winds. There, we replaced overpowered Order abilities with weak Destro abilities, this will help keep Order's rampant city wins/gear advantage in check.

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kmark101
Posts: 483

Re: Rampage rebalancing.

Post#37 » Thu Apr 09, 2020 7:24 pm

This "proposal" is a clear example why people should be restricted to post one. OP is extremely biased or simply clueless to the point that it makes no sense to even react to his mumbling.

"With the push of a button"? Really OP? So go push that button and see what happens. Oh so it's greyed out and you can't push it because you need to be in combat for a while first? You know, in combat in melee, where you get randomly pulled by choppa spam showing your back to everyone while flying, or in combat where a meatball stomps on your head for 1k+ hits spam? Yea right... so now eventually got your hits down to 20%, you can finally push that 1 button and you can start smashing everything... oh wait, you just lost your rage and your skills do approx 200 damage per hit on those tanks again for 10 seconds... but RAMPAGE... damnit it almost ran out now since its 20 seconds duration and you spent the first 10 seconds of it trying to survive in melee for rage or spent it in the various forms of cc's/flying/knocked to the crap.

So yes, OP, do it, push that 1 button and stfu.
Gryyw - Ironbreaker

Foofmonger
Posts: 524

Re: Rampage rebalancing.

Post#38 » Thu Apr 09, 2020 7:58 pm

kmark101 wrote: Thu Apr 09, 2020 7:24 pm This "proposal" is a clear example why people should be restricted to post one. OP is extremely biased or simply clueless to the point that it makes no sense to even react to his mumbling.

"With the push of a button"? Really OP? So go push that button and see what happens. Oh so it's greyed out and you can't push it because you need to be in combat for a while first? You know, in combat in melee, where you get randomly pulled by choppa spam showing your back to everyone while flying, or in combat where a meatball stomps on your head for 1k+ hits spam? Yea right... so now eventually got your hits down to 20%, you can finally push that 1 button and you can start smashing everything... oh wait, you just lost your rage and your skills do approx 200 damage per hit on those tanks again for 10 seconds... but RAMPAGE... damnit it almost ran out now since its 20 seconds duration and you spent the first 10 seconds of it trying to survive in melee for rage or spent it in the various forms of cc's/flying/knocked to the crap.

So yes, OP, do it, push that 1 button and stfu.
This is probably the worst take in this thread. If you were paying attention, the OP is a Order KOTBS player and not biased to nerfing Slayer.

If you can't figure out how to swing for more then 200 damage on a slayer, while you are getting hit by Squigs for 1k, that sounds like a player problem. I know plenty of Slayers who can figure out how to deal more then 200 damage.

Please Note: I'd say the exact same thing if you said Choppa, and in fact, in the GTDC thread, I've said similar things to Choppa players who make bad arguments. This is not about destro vs order, this is about not using emotionally charged hyperbole and anecdotal evidence to try and "prove" a point. The only thing you've proven thus far, is that either you are making a bad faith argument, or you don't understand what you are speaking about.

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Detangler
Posts: 1030

Re: Rampage rebalancing.

Post#39 » Thu Apr 09, 2020 8:07 pm

teiloh wrote: Thu Apr 09, 2020 5:39 pm
Detangler wrote: Thu Apr 09, 2020 5:27 pm lets see, we have "rampage isn't that OP cause tanks still absorb tons of damage, and you shouldnt be hitting them anyway" and ALSO "if you nerf rampage, the slayer class becomes unplayable."

WHICH IS IT?

Also, "but if you use rampage you drop your rage." Aaaaand 5 seconds later you're back in the yellow with 15 seconds of undefendable damage left. Lots of downsides to that mechanic, sure sure.

Has anyone here defending rampage actually played a defensive tank vs. 3+ slayers in a warband situation? You cant block the damage, you can't block guard on your squishy friend, and your lifebar just drops. Invader gear makes this even worse....
Rampage is good for what it does and its costs. Removing a good ability and turning it into a **** one (like restricting it to 2h) significantly reduces a class' overall effectiveness. Is that well understood? Speaking a bit for the other poster here, but that's not quite the "gotcha" you hoped it'd be.

So what is your effective block rate sans-Rampage? We need that to calculate how much more damage you're taking. And you're complaining about AOE damage as Destro? lol, try playing Order where a Sorc can laser gun you and 23 of your friends on -360 spirit resist.
Using warband spec and gear, I run about 33% block and 80-ish% parry. And rampage gets to negate all of that.
Detangler and alts - 84 Chosen, other 40s - DoK, Zealot, SH, WE, BG, BO
Destro - Mostly Harmless
Tangler and alts - 8X IB, other 40s - RP, SM
Order - Most dishonorable

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teiloh
Posts: 691

Re: Rampage rebalancing.

Post#40 » Thu Apr 09, 2020 8:16 pm

Detangler wrote: Thu Apr 09, 2020 8:07 pm Using warband spec and gear, I run about 33% block and 80-ish% parry. And rampage gets to negate all of that.
So basically, it means you take some more guard damage from having your blocks ignored, 50% more to be exact assuming no defense penetration. You'll probably be hit with a 10 or 15% block reducer though so it's closer to 30% more. Otherwise you're probably the last target anyone is going for anyway.

Not a big deal. Just give Slayers Chop Fasta instead of Rampage I guess.

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