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[Split] Marauder discussion

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#291 » Tue Oct 13, 2015 10:18 am

wos wrote:ok lets put it this way tank kill dps/dps kill healer/healer kill tank
wos wrote:healer kill tank
no

look guys tanks are ment to be exactly that, giant frontline,durable meat shields


this isnt some fps like tf2 where one thing needs too "kill/counter" another
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wos
Posts: 218

Re: [Split] Marauder discussion

Post#292 » Tue Oct 13, 2015 11:12 am

Coryphaus wrote:
wos wrote:ok lets put it this way tank kill dps/dps kill healer/healer kill tank
wos wrote:healer kill tank
no

look guys tanks are ment to be exactly that, giant frontline,durable meat shields


this isnt some fps like tf2 where one thing needs too "kill/counter" another
well healers for the most part unlimited hp and do magic damage so they will kill tanks for tanks lack of burst damage hybrid tank will with well timed cc

with no kill/counter how do u even do anything in pvp there are roles to play for this very reason and from memory mmo have been loosely based on this with pvp everything u do in pvp is to counter the other parties moves

so if ur a tank what the best cause of action stop the heals to the rest of there party with cc or assisting ur dps or hinder your enemy dps stop them from getting to your heals if u fail that u can alway just gard the the players on ur side being focused if u want to soak up the dps u got to make yourself the target get in there faces hider the **** out of the other party stay on there best dps/heals take him out of the fight

this does not apply to you, you are not a bad tank ive seen u play u do it well you probably play all the classes well

and i did forget to clump rdps/mrdps in there to

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Ungrin
Posts: 170

Re: [Split] Marauder discussion

Post#293 » Tue Oct 13, 2015 12:32 pm

foof wrote:
Azarael wrote:Yeah, I know. That risk exists, and it's happened already in the game's history. Thankfully, we /know/ it's a risk should two hand tanks ever come up for modification.

The optimal method would be to make two hand tanks interact with the game in a novel manner which deals with existing issues (such an example being what was mentioned in a previous thread about having 2h tanks interact with Guard on enemies in a different way.)
Another idea would be to give the anti-detaunt tactic to all tanks, as a core tactic, and make it require a 2h.

Then they would have a specific role in being the only un-detauntable DPS. While their overall DPS may be lower than real DPS classes, it would give them a specific DPS niche.
I like that idea. It's very interesting..
"Look at all my RR100s!" brigade

RR100 of everything ~Badlands

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Ungrin
Posts: 170

Re: [Split] Marauder discussion

Post#294 » Tue Oct 13, 2015 12:35 pm

Coryphaus wrote:i still feel that 2h slayer is legit, the problem is that its completely overshadowed by AoE slayer
I disagree, you're pretty much forced into taking certain tactics which gimp your damage overall just to bring your damage up enough to make it seem like you're actually doing damage.

Problem is that 2H slayer just isn't viable. The damage on 2H needs to go up significantly to make it viable.
"Look at all my RR100s!" brigade

RR100 of everything ~Badlands

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#295 » Tue Oct 13, 2015 12:56 pm

If you make all tanks have anti detaunt then you should probably tie it to 2h only and perhaps make it use the focused offensive tactic but then you guys will need to change un ending fury to something else
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Iskra
Posts: 140

Re: [Split] Marauder discussion

Post#296 » Tue Oct 13, 2015 2:51 pm

OK nerf to sw,am and bw then

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Azarael
Posts: 5332

Re: [Split] Marauder discussion

Post#297 » Tue Oct 13, 2015 2:51 pm

Iskra wrote:OK nerf to sw,am and bw then
You read the title and nothing else, right?

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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#298 » Tue Oct 13, 2015 9:19 pm

the easier thing is swap things around as it not requrie modify the client unless (aza can you answer?) there is something you can change in tooltip via server like eff duration or damage value? (i mean with toolltip display it correctly).
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Genisaurus
Former Staff
Posts: 1054

Re: [Split] Marauder discussion

Post#299 » Tue Oct 13, 2015 9:36 pm

Tesq wrote:the easier thing is swap things around as it not requrie modify the client unless (aza can you answer?) there is something you can change in tooltip via server like eff duration or damage value? (i mean with toolltip display it correctly).
All ability information is stored on the server/DB. No dev is going to suggest changes that require changes to the client, at least not for a long time.

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Azarael
Posts: 5332

Re: [Split] Marauder discussion

Post#300 » Tue Oct 13, 2015 9:46 pm

Start with changing ability rank / tree positions before doing anything else, as the client handles this perfectly.

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