Power Creep is when things over time get more and more powerful. Adding a 5th tactic is a fairly large increase in the effectiveness of classes. Yes it improves the power rate for everyone but that is basically the definition of power creep. (also different classes benefit WAY more in their current iteration than others)
Power creep is something that must be tightly controlled in a video game in order for it to not go rampant and allow players of all sorts to still function in the game without being roflstomped. Power creep unchecked is one of the primary reasons AoR tanked.
A better way to handle the "mandatory tactics" is to make every tactic a class has to be useful. Each path build in the class should have 6-10 of the classes's tactics be a compelling choice. This kind of balance takes time to implement and also takes us the community to actively take part in the gameplay and balance forums.
I nearly always have three tactics sets that I change out through in orvr depending on the situation we are about to run into. The rest of the warband has at LEAST two because they are required to do so and change them when called for by the warband leader. Running with only one tactic set for most of the time is a casual player thing. Trust me, you do not want organized warbands to be able to switch tactic sets on the fly in combat.
How badly would a fifth tactic slot break balance?
Ads
Re: How badly would a fifth tactic slot break balance?
Sure I'll start with the two classes I can think of that would love a 5th slot for their powerful tactics.nebelwerfer wrote: Wed May 30, 2018 4:19 pmcan you please elaborate and give a few examples, I am not too familiar with all classes I know marauder would benefit massivly since they have a pretty strong set of tacticsroadkillrobin wrote: Wed May 30, 2018 3:52 pm It would widen every single class in terms of capacity and ballance would go complete haywire. Some classes have tons of tactics that synnergize both for themself and for group options while other ones would even struggle to find a 5th usefull tactic to slot.
In some cases it would fix a weak class, but aplied to everyone it would just wack out the ballance.
A healing warrior priest juggles between 6 powerful tactics.
1. AoE detaunt
2. 20% increased healing after an avoid.
3. Damage absorbs for self after crit healing.
4. AoE Cleanse.
5. 25% chance on heal to add 50 ap to party.
6. Additional RF generation when hit.
A 5th tactic slot means that warrior priests will become more tanky because now they do not have to give up a utility/output tactic for defense.
DPS Swordmaster
1. 10% damage, 5% parry while wielding a greatsword
2. 0-20% crit based on stance
3. Large amount of extra dot damage on main normal balance ability
4. Large amount of extra dot damage on snare ability
5. 20% more heal value casted onto you
6. 160 toughness
7. 10% strikethrough
All the sudden khaine swordmasters hit harder, potentially much harder. Or they can gain a defensive tactic and still keep their high damage.
- peterthepan3
- Posts: 6509
Re: How badly would a fifth tactic slot break balance?
Black Orc with Focused Offence, GWM, Gork Smash, SYG and Can you hear me now? yes pls

Re: How badly would a fifth tactic slot break balance?
I think a lot classes will benefit a lot, which makes this suggestion a bad one. ^^
Dying is no option.
- nebelwerfer
- Posts: 713
Re: How badly would a fifth tactic slot break balance?
I agree on the power creep, the poor souls in level t2-t3 would suffer a lot more from missing 2-4 tactic slots. But I am not entirely convinced about the tactic SWAP, to me it seems like with an appropriate CD it could still be balanced and add another dimention to play.Ramasee wrote: Wed May 30, 2018 4:29 pm Power Creep is when things over time get more and more powerful. Adding a 5th tactic is a fairly large increase in the effectiveness of classes. Yes it improves the power rate for everyone but that is basically the definition of power creep. (also different classes benefit WAY more in their current iteration than others)
Power creep is something that must be tightly controlled in a video game in order for it to not go rampant and allow players of all sorts to still function in the game without being roflstomped. Power creep unchecked is one of the primary reasons AoR tanked.
A better way to handle the "mandatory tactics" is to make every tactic a class has to be useful. Each path build in the class should have 6-10 of the classes's tactics be a compelling choice. This kind of balance takes time to implement and also takes us the community to actively take part in the gameplay and balance forums.
I nearly always have three tactics sets that I change out through in orvr depending on the situation we are about to run into. The rest of the warband has at LEAST two because they are required to do so and change them when called for by the warband leader. Running with only one tactic set for most of the time is a casual player thing. Trust me, you do not want organized warbands to be able to switch tactic sets on the fly in combat.
When one WB steps up and learns to change tactics for a well timed push or hold, it sounds like a lot of fun to me. Others must adapt or lose. The most organized and prepared guys win, with an additional tool even vs superior numbers they stand more of a chance that seems pretty sweet to me.
Re: How badly would a fifth tactic slot break balance?
hm... i am waiting for that decepticon hahaha NO gif
- roadkillrobin
- Posts: 2773
Re: How badly would a fifth tactic slot break balance?
A better way to aproach this would be to revalluate every single tactic to either a major or minor. 2 minor is worth 1 major in terms of tactic slots.
The effectivness of the tactic would determine if it would be considered a major or minor.
For example, Slayers, Voilent Impact and Determination are both pretty weak and both could be made into a minor tactics, while Breaking Points is worth being a major. So you could chose to slot Voilent Impacts+Determination into one slot as they would both be minor or slot just Breaking Points as a Major.
The effectivness of the tactic would determine if it would be considered a major or minor.
For example, Slayers, Voilent Impact and Determination are both pretty weak and both could be made into a minor tactics, while Breaking Points is worth being a major. So you could chose to slot Voilent Impacts+Determination into one slot as they would both be minor or slot just Breaking Points as a Major.

Re: How badly would a fifth tactic slot break balance?
probably this enter in a field of restricting off /supp /def tactics which war had at a point. tough it didnt work well i think and was changed.roadkillrobin wrote: Wed May 30, 2018 5:43 pm A better way to aproach this would be to revalluate every single tactic to either a major or minor. 2 minor is worth 1 major in terms of tactic slots.
The effectivness of the tactic would determine if it would be considered a major or minor.
For example, Slayers, Voilent Impact and Determination are both pretty weak and both could be made into a minor tactics, while Breaking Points is worth being a major. So you could chose to slot Voilent Impacts+Determination into one slot as they would both be minor or slot just Breaking Points as a Major.

Ads
Re: How badly would a fifth tactic slot break balance?
Why not add infinite tacticts slots so anyone could run all their classes tactics at the same time? We could remove that dreadful thing called "choice" from the game and make everyone run the same build!

-
blackwatch1508
- Posts: 62
Re: How badly would a fifth tactic slot break balance?
Four is enough. Yeah having to wait ten seconds out of combat is frustrating, but it makes you plan.
Are we conducting manuver warfare, will we engage in static offense, or static defense. Of course solo asks for more options.
Are we conducting manuver warfare, will we engage in static offense, or static defense. Of course solo asks for more options.
Who is online
Users browsing this forum: Elena341 and 16 guests



