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[Feedback]Balance impact new rvr Sets

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TenTonHammer
Posts: 3806

Re: [Feedback]Balance impact new rvr Sets

Post#51 » Fri Jan 22, 2016 2:44 am

Tesq wrote:the fact that that proc have no CD make it op, 4 tanks x see by hitting a healer should not cause it problems.

The fact that they are original proc does not mean they are fine. When they released offensive set later in t4 premades with:

this + 2nd interrupts + tank taunt + set back from hits+ cast increase auras

that just do not let you play!

Thats' way i asked about being limit by 1 tank x realm it's really bad when it get taken in 2x in a premade.

the devs can address that t4 set issue later cause these are t2 sets, lets be real tesq how many maras do you think will be in T4 using sets with corrosion procs instead of CC? Im sure the devs will adjust sets as they go

but...
Tesq wrote:4 tanks x see by hitting a healer should not cause it problems.
wut? :?
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Tesq
Posts: 5713

Re: [Feedback]Balance impact new rvr Sets

Post#52 » Fri Jan 22, 2016 2:48 am

i'm more against so many tank get free easy acces to interrupt that also increase your damages by 30%....

i mean

-interrupt
-no CD
-30% damage more
-last 15 sec /3 hits

does not sound you OP?
REALLY it does not sound a bell?
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TenTonHammer
Posts: 3806

Re: [Feedback]Balance impact new rvr Sets

Post#53 » Fri Jan 22, 2016 2:55 am

ok then tesq

so what 5 peice bonus would you have offensive tanks have for duelist gear?
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Azarael
Posts: 5332

Re: [Feedback]Balance impact new rvr Sets

Post#54 » Fri Jan 22, 2016 3:06 am

Aggravation does not interrupt at present. I don't really intend to fix it to do so, either.

BrosephStylin
Posts: 56

Re: [Feedback]Balance impact new rvr Sets

Post#55 » Fri Jan 22, 2016 3:37 am

I've gota say, aggravation totally counters anti-zerg tactics. All you need is a bunch of tanks with the proc on and you can steamroll over any smaller group, no matter how good they are or what strategy they are using. It totally removes any damage the zerg receives, which just turns it into a death blob. Only way to counter it is to get your own deathblob of tanks+healers, which is no fun, sorry to say.

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Reesh
Posts: 645

Re: [Feedback]Balance impact new rvr Sets

Post#56 » Fri Jan 22, 2016 7:26 am

On small scale this proc is fine, but on larger ORvR one it becomes ridiculous Aza...a lot of people already complains about it, even though they are not forums, but those who are as seen above, also.
As Broseph said, it gives out at large edge and advantage to huge blobs, making it unable to counter them when they're equipped with it.
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Nabaro
Posts: 111
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Re: [Feedback]Balance impact new rvr Sets

Post#57 » Fri Jan 22, 2016 7:34 am

I think Reactionary bad 5-piece passive ability for WL. WL does not have a good opportunity to increase its protective mechanic. This is a good skill for tanks, they have a high chance to block. I take parry and dodge(RR) but it does not work well, It may not proc Reaktionary never in the scenario. Please give a different ability or make it "On Being Hit". sorry for my English
Triv, Nabari \ Nbr, Virt
https://www.twitch.tv/nabaro

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Tesq
Posts: 5713

Re: [Feedback]Balance impact new rvr Sets

Post#58 » Fri Jan 22, 2016 9:15 am

if aggravation do not interrupt which was something i didn't test i admit. it's a little better but stilll

-30% damage increase
-last 15 sec /3 x hit
-NO CD

it's still pretty op vs healers or anyway over dps that cannot stay hit x3 every tank that hit them. I mean 30% damage increase is really a lot, and have it update 100% of the time due to proc and normal taunt is really something..
Give them a non op bonus as overwhelming or guile; tank does really not need op offensiove bonus.

Or about aggravation per se, it would be better that it only interrupt with out the damage increase component and got assigned to only 1 tank x realm.

Or nerf the taunt to lower value such as 15-20% or apply an internal CD of 15 sec.

Or anything that can lower his efficency you understand
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porkstar
Posts: 721

Re: [Feedback]Balance impact new rvr Sets

Post#59 » Fri Jan 22, 2016 1:58 pm

Tesq wrote:if aggravation do not interrupt which was something i didn't test i admit. it's a little better but stilll

-30% damage increase
-last 15 sec /3 x hit
-NO CD

it's still pretty op vs healers or anyway over dps that cannot stay hit x3 every tank that hit them. I mean 30% damage increase is really a lot, and have it update 100% of the time due to proc and normal taunt is really something..
Give them a non op bonus as overwhelming or guile; tank does really not need op offensiove bonus.

Or about aggravation per se, it would be better that it only interrupt with out the damage increase component and got assigned to only 1 tank x realm.

Or nerf the taunt to lower value such as 15-20% or apply an internal CD of 15 sec.

Or anything that can lower his efficency you understand
More incentive for hordes of noob tanks to pretend they're DPS and chase healers around instead of actually assisting the team. A near full-time 30% dmg increase seems pretty OP but at the same time, now I want to lvl my tank!
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

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rmpl
Posts: 766

Re: [Feedback]Balance impact new rvr Sets

Post#60 » Fri Jan 22, 2016 2:01 pm

Aren't you guys exaggerating a little bit with aggravation?

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