Update 01/09

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magter3001
Posts: 1284

Re: Update 01/09

Post#141 » Wed Sep 02, 2015 5:05 pm

Azarael wrote:I must admit that Tesq is owning this topic.

So, if anything is to be done about Shatter Limbs, it's a cooldown increase?
First of all, this forum since I went to sleep last night turned into a "nerf everything" thread instead of what I designed it to be which was only to BALANCE one ability (Shatter Limbs) and one tactic (group cleanse).

Personally, I think Shatter Limbs would not be a huge problem if it didn't effect so many targets at once. Increasing it's cooldown to 30 seconds I think would be enough if the amount of people it effected was also reduced to 3 instead of 9. The Slayer's Flurry ability already hits up to 3 targets (unless a tactic is used which gets it to 9 targets). I think that would be a good enough band-aid fix for the time being. The reason I chose 30 seconds is because if a group is running 2 Slayers, they can easily have that ability on 100% of the time if the Slayers take turns using it. Effecting a max of 3 people would also push toward that as well as making it a little easier for the healer to choose which of his healing buddies would be most beneficial to cleanse, so it still keeps it competitive for both the Slayer groups and the ones who heal/cleanse those said Slayer groups.

Group cleanse tactic, when the time comes, can also maybe be reduced to effecting a max of 3 people.

Something to think about at least. ;)
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Tesq
Posts: 5713

Re: Update 01/09

Post#142 » Wed Sep 02, 2015 5:05 pm

Azarael wrote:I must admit that Tesq is owning this topic.

So, if anything is to be done about Shatter Limbs, it's a cooldown increase?
game is not mean to be balanced on t2-t3 : this is fault of war dev that make this stupid skill disposition x rank :/

So now to answer you in t2-t3 do not expect shatter limbs with 2 min cd will be even less strong.

Put a 2min CD would not make shatter limbs less op but it will give time to enemy wb to take conuter measure and rest while the next shatter limbs income, Also if enemy use choppa fasta this mean they cannot use when they want shatter limbs but it need to be used tactically.(what war requrie, less spamm more tactic).
Pugs will still loose vs 1 premade that use well shatter limbs but/and this is ok).

Then warhammer fight last(or should) a LOT more than other games (god will be bless for this it's mroe epic), 2 min CD are nothing. Also shatter limbs have no associate immunity this make it even more require give to the skill a long CD.
Last edited by Tesq on Wed Sep 02, 2015 5:24 pm, edited 1 time in total.
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Tiggo
Former Staff
Posts: 1948

Re: Update 01/09

Post#143 » Wed Sep 02, 2015 5:07 pm

Coryphaus wrote:I feel 20% grp crit on kotbs deserves the honorable mention
10% isnt it?
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Coryphaus
Posts: 2230

Re: Update 01/09

Post#144 » Wed Sep 02, 2015 5:11 pm

Tiggo wrote:
Coryphaus wrote:I feel 20% grp crit on kotbs deserves the honorable mention
10% isnt it?
Dirty tricks: Enemies in the area are 10% more likely to be crit'd

Encouraged aim: When ou block grp mates get 10% increased crit chance for 10s

10% + 10%
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Bozzax
Posts: 2650

Re: Update 01/09

Post#145 » Wed Sep 02, 2015 5:12 pm

Tesq wrote:Shatter limbs need a cd increase
Yep would be a good way to reduce efficiency (better then reduced range)
Tesq wrote:
Bo/Sm need a warshout rework, to be an alternative to chosen/kobs, they need to proc in a better way
10pts KD + 0AP bellows that affect group and BO/SM stop being the last pick for groups
Tesq wrote:
Super punt are a problem that require to nerf super punt, there are no other choice, give to bo/SM a anti punt one trick pony do not make those super punt less spammy also do not solve the problem for other classes
Spot on mate
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Tesq
Posts: 5713

Re: Update 01/09

Post#146 » Wed Sep 02, 2015 5:17 pm

magter3001 wrote:
Azarael wrote:I must admit that Tesq is owning this topic.

So, if anything is to be done about Shatter Limbs, it's a cooldown increase?
First of all, this forum since I went to sleep last night turned into a "nerf everything" thread instead of what I designed it to be which was only to BALANCE one ability (Shatter Limbs) and one tactic (group cleanse).

Personally, I think Shatter Limbs would not be a huge problem if it didn't effect so many targets at once. Increasing it's cooldown to 30 seconds I think would be enough if the amount of people it effected was also reduced to 3 instead of 9. The Slayer's Flurry ability already hits up to 3 targets (unless a tactic is used which gets it to 9 targets). I think that would be a good enough band-aid fix for the time being. The reason I chose 30 seconds is because if a group is running 2 Slayers, they can easily have that ability on 100% of the time if the Slayers take turns using it. Effecting a max of 3 people would also push toward that as well as making it a little easier for the healer to choose which of his healing buddies would be most beneficial to cleanse, so it still keeps it competitive for both the Slayer groups and the ones who heal/cleanse those said Slayer groups.

Group cleanse tactic, when the time comes, can also maybe be reduced to effecting a max of 3 people.

Something to think about at least. ;)
so that they could still cd increase 3 target x8 slayer shatter limbs around for 20 sec on 30 sec?

20/30 sec with 24 ppl ( 1 whole wb ) with 5 sec CD.......and i wanna point that this was the norm in atldorf exept when choppa fasta or 8 tank in front of wb get all the shatter limbs on them.
I alredy said why choppa fasta is alredy less strong as counter to shatter limbs or how gropu cleanse do not solve this issue.
This would solve small scale rvr issue and not wbs vs wbs. Also choppa fasta and shatter limbs where deisgned to counter each other, and also being a balance break skill, it would be better(for me at least) to leave this spirit in those skills. Make them equal in term of CD alredy balance better the whole issue. And it' creat less problem.


wrote from aza:


"A cooldown can be added to Pounce, but please bear in mind that changing one ability for balance reasons opens the door for others to be changed as well.

When it comes to modifications, there are tiers of viability:

Perfect - displays correctly on client

- Switching tactics and abilities around, changing level requirements for them, changing mastery organisation

Good - client's info will be partially correct

- Changing cooldown (hotbars will display correct cooldown but tooltip will be wrong)
- Changing effect of buffs (buff icon and stats screen will be correct)
- changing AP (consumption will be correct, tooltip will be wrong)
- changing damage (combat log / wsct / buff icon / etc will be correct, tooltip will be wrong)

Tolerable - client's info will be wrong

- changing stacking group for buffs
- adding functionality to abilities

Bad - client's info will be grossly wrong

- changing ability functionality entirely

Unacceptable - client will actively interfere

- changing ability requirements (mechanic points, requiring block/parry etc)"
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Tesq
Posts: 5713

Re: Update 01/09

Post#147 » Wed Sep 02, 2015 5:21 pm

Bozzax wrote:
Tesq wrote:
Bo/Sm need a warshout rework, to be an alternative to chosen/kobs, they need to proc in a better way
10pts KD + 0AP bellows that affect group and BO/SM stop being the last pick for groups

you know there is no reasons why that should not happen box, i have reserve about ap i dont wanna they became like auras.
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Azarael
Posts: 5332

Re: Update 01/09

Post#148 » Wed Sep 02, 2015 5:26 pm

I have to issue a correction to my previous post.

AP cost changes come under the "Bad" heading, because the client partially enforces the AP cost and thus your Bellows and Blade Enchantments would be blocked by the client if you had less than 55 AP, even if the serverside cost was 0.

We really are hamstrung when it comes to making the most optimal changes by the client's interference.

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Tesq
Posts: 5713

Re: Update 01/09

Post#149 » Wed Sep 02, 2015 5:30 pm

Coryphaus wrote:
Tiggo wrote:
Coryphaus wrote:I feel 20% grp crit on kotbs deserves the honorable mention
10% isnt it?
Dirty tricks: Enemies in the area are 10% more likely to be crit'd

Encouraged aim: When ou block grp mates get 10% increased crit chance for 10s

10% + 10%
and also 15% heall to all party yeiiiiiiii!!!! :lol:
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Bozzax
Posts: 2650

Re: Update 01/09

Post#150 » Wed Sep 02, 2015 5:53 pm

Tesq wrote:you know there is no reasons why that should not happen box, i have reserve about ap i dont wanna they became like auras.
No no auras :P

0Ap 20s CD would have been awesome IMHO. That would have forced SM/BOs to work the enc/bellows instead of being limited to one dumb passive due to cost.

Client says no so let not dwell on it :)
Last edited by Bozzax on Wed Sep 02, 2015 6:01 pm, edited 2 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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