Wasnt mdps and melee train in general strong mainly because of RD? With no RD here in RoR i think rdps will be just finePenril wrote:
In T4 mDPS will still reign supreme. A fotm order premade (Double Slayer, or Slayer + WL/WH) would wreck those Sorcs in no time.
Poll: BOs and SMs
Re: Poll: BOs and SMs

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Re: Poll: BOs and SMs
Didn't had a dok up at that time so i not really remember what the patch was about, but if they touched the value x sec (rather than cost) of the aoe heals i guess those patch should negate each other more or less.Penril wrote:All the good Doks/WPs agreed that that wasn't a nerf, they pumped out pretty much the same healing; just needed to press a couple more buttons.Tesq wrote:well nice but with no number how i can compare the values? :/
Also even if they would do like x% damage after the nerf , the last dok/wp aoe heal nerf bring this in pair :/
With the aoe damage nerf and then the aoe heal nerf they change all to change nothing ( damagae impact side i mean)
Anyway i feel like destru have more tool to shut down or counter a bomb than what an order party have exept obviusly having a permanent 15% more to all heals from kobs.

Re: Poll: BOs and SMs
Didnt rDPS was strong mainly because of LotD weapons and talismans? without that in RoR i think mDPS will be just fine.Coryphaus wrote:Wasnt mdps and melee train in general strong mainly because of RD? With no RD here in RoR i think rdps will be just finePenril wrote:
In T4 mDPS will still reign supreme. A fotm order premade (Double Slayer, or Slayer + WL/WH) would wreck those Sorcs in no time.
Re: Poll: BOs and SMs
Azarael wrote:What are you talking about?Grolar wrote:Great classes, and I know you're all trying your best here to make this game as is was, but the knock back and knockdown are not working properly at the moment. They worked better before. Without them, tanks don't have much purpose during battle or keep defense anymore. The punt and knockdown are essential functions and need to return to how they were. Tanks are not a dps class as a whole and the people complaining about the punt clearly don't get it or they don't play the class. Putting immunity's on these abilities breaks the class and is not how it was in live. Sorry to inform you all, but we aren't suppose to just stand there an use 'Hold the line" all day.
-My two cents
I am talking about the recent change to knock backs and knockdowns. They are behaving very differently and seems that everyone is more immune to them than ever before. That is making tanks less viable in defense. To everyone else, no I am not talking about 0 immunity to all tank abilities, just not knock downs and knock backs. Snares are more of a problem than knock backs ever were. It wasn't like tanks were playing ping pong with players. Knock backs happened periodically at best.
Example of what I'm talking about; I was trying to defend a keep on the second floor as 20-40 order tried to kill the lord. I attempted to run out and knock back at least three or four order away from the keep using big slash only to knock back none of them. That was a little weird to see considering there were so many players. I was then instantly snared, rooted and killed on the spot before I could even get away. How is it possible none of them were affected by the knock back, being that I was the only tank present?
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Re: Poll: BOs and SMs
No changes were made, the thing is that classes like enginner/magus and blorcs/sms are giving out immunites like candy because bad players are constantly throwing out cc abilites with little though
Also penril i cant tell if your asking a legitimate question or mocking me or something
Also penril i cant tell if your asking a legitimate question or mocking me or something

Re: Poll: BOs and SMs
No mocking. Asking a legit question.Coryphaus wrote:No changes were made, the thing is that classes like enginner/magus and blorcs/sms are giving out immunites like candy because bad players are constantly throwing out cc abilites with little though
Also penril i cant tell if your asking a legitimate question or mocking me or something
Re: Poll: BOs and SMs
Save me Hide reduce 20% for 4 sec yes but is really useless against those bomb spec BW whit +20% critik or BW full fire they just to more insane dmg and same when we have elem resist capped (495 resist whit sham buff) and its useless we staying squigshy against those BW premade so useless to spamming SMH im using it for the tough buff that all.Penril wrote:Obviously you never played a BO.Tesq wrote:there also other counter to bw bomb like chosen disrupt -silencet, and chosen backslash damage, the more damage they do the mroe damage they take, also i dont see the problem if 1/3 skilsl BO spam in rotation became a 20% magic damage less to all party :/Penril wrote:SMH -20% incoming magic damage to your group buff lasts only 4 seconds. You need to spam it in order for it to qualify as a "counter" to BWs bomb groups. Even if you did, it wouldn't be enough to qualify as that.
Increase the duration to 20 seconds and then you would have a point, otherwise BOs would just be a one-trick-pony spamming one skill (and i thought you were against one-trick ponies, correct?).
- Down ye go!: Single target KD. Requires Da Best Plan!
- Not in Da Face!: Single target CD increaser. Requires Da Best Plan!
- Shut Yer Face: 4 sec Silence. Requires Da Best Plan!
- Savin me hide: Reduces inc magic damage by 20% for 4 secs. You guessed, requires Da Best Plan!
And you want to spam SMH?
First you say BOs can already counter BWs thanks to SMH. But when proven wrong you say that's ok because Chosen can still counter BWs (wtf? how does that help BOs?).
Atm there is no BW premade counter so give us RvR set whit the +235 elem resist (Devastator) and Renown abilities and after maybe we can be able to counter them whit reduce / intiative / % dissip etc etc .
Last edited by Bignusty on Wed Sep 16, 2015 12:35 am, edited 1 time in total.
Re: Poll: BOs and SMs
I played in closed beta and off and on for fours years after. I didn't play the last year.Genisaurus wrote:
When exactly did you stop playing WAR? CC Immunities were introduced in 1.3.x, and were an integral part of the meta. I don't think anyone would want to return to the state of the game before their introduction.
I don't ever recall in that time, things changing to how they are currently in RoR. Tanks need to be able to perform these abilities with a much greater chance of success or they are worthless walls of meat. Again, I'm not saying immunities are bad, but in these two instances, they are too extreme and hurt the tank class as a whole.
We already have cool downs, build ups, positioning and lag making these abilities hard enough to achieve success as is, so I'm just not sure why it was changed.
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Re: Poll: BOs and SMs
Well, does ED reset AAs? That can be looked at if not.
Heal debuff in the tank would be nice, put more pressure on healers.
Dragon talons increased to 6 secs is a meh buff but not a bad qol improvement.
The 10s on parry buff should definitely be implemented.
I'm leaning also on the blade enchants heal to heal the party without it requiring a tactic or it being heal over time.
Buff the absorb amount on the hoeth tree, either damage absorbed or lessen the cd.
Change Aetheric Armors disrupt to parry, or add parry to it.
Just spouting ideas...
Heal debuff in the tank would be nice, put more pressure on healers.
Dragon talons increased to 6 secs is a meh buff but not a bad qol improvement.
The 10s on parry buff should definitely be implemented.
I'm leaning also on the blade enchants heal to heal the party without it requiring a tactic or it being heal over time.
Buff the absorb amount on the hoeth tree, either damage absorbed or lessen the cd.
Change Aetheric Armors disrupt to parry, or add parry to it.
Just spouting ideas...
Live free, die heroically.
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- Posts: 80
Re: Poll: BOs and SMs
Here's a quick wish list:
1. Changes all SM bubbles to straight-up heals.
2. Change the Plan/Dance mechanic so that there's cumulative buff to the bellow/blade enchant each time the BO/SM hits Perfect Balance/Best Plan (bellows and enchants are 25% more effective each Plan/Dance cycle, stacks 5 times).
3. Get rid of all the damn tactics that does X at Good/Improved and Y at Best/Perfect and swap them for tactics that give fixed increases. Unlike all other mechanics in the game, SMs/BOs can't actually STAY at best/perfect, we're forced to switch plan/balance every. single. move.
4. When an enchant/bellow activates, make it activate for your friendly target too.
5. FOR THE LOVE OF ALL THAT'S GOOD: let us keep our Plan/Balance out of combat (or at least, not wipe it out just because I don't use an ability for 5 damn seconds). It absolutely kills me when I angle myself perfectly for a punt, only to drop out of balance just before I hit the button.
1. Changes all SM bubbles to straight-up heals.
2. Change the Plan/Dance mechanic so that there's cumulative buff to the bellow/blade enchant each time the BO/SM hits Perfect Balance/Best Plan (bellows and enchants are 25% more effective each Plan/Dance cycle, stacks 5 times).
3. Get rid of all the damn tactics that does X at Good/Improved and Y at Best/Perfect and swap them for tactics that give fixed increases. Unlike all other mechanics in the game, SMs/BOs can't actually STAY at best/perfect, we're forced to switch plan/balance every. single. move.
4. When an enchant/bellow activates, make it activate for your friendly target too.
5. FOR THE LOVE OF ALL THAT'S GOOD: let us keep our Plan/Balance out of combat (or at least, not wipe it out just because I don't use an ability for 5 damn seconds). It absolutely kills me when I angle myself perfectly for a punt, only to drop out of balance just before I hit the button.
Last edited by Greatwarden on Fri Sep 18, 2015 11:35 am, edited 1 time in total.
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