Chosen/Knight Aura Handling

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hohomen
Posts: 26

Re: Chosen/Knight Aura Handling

Post#111 » Tue Apr 28, 2015 4:10 pm

If any of u guys thinks WHO was closed becouse of game balance - u are dead-wrong.
Just kids these days love HD textures , chracters with BIG-SRSLY big boobs ( games like blade and soul, aion,GW2 and TONS others), and all of them F2P
Ofc WHo didnt stand a chance aganst dat "monsters" with low graphic and payment each month, even WOW lose 5-15% ppl each expansion couz of GREED for money and boring gameplay .So who at fault WHO died after 5 y of life it was not bad life through.
Btw ppl in 2015 didnt belive in "rock scissors paper" method , they just wonna make NECROMANCER and fight in melee range with WARRIORS, but its bullshit.
In normal WHO party of Rdd can punish in RvR 20-50 melee boys without getting wiped out, but if (exemple) SW meet CHosen in open world he cant just kill him melee
he need to kiting him 20-100ft 2-5 min.

(mage-> tank-> dd->mage) not just DESTROY them , but just got upper hand against them

And players who played in WHo seek not balance , they just love WARhammer world and freedom to make ur hero like u wonna it (trying 10-20 build to find one which
would be perfect for u only. But if every one ill seek balance we ill ended up with 1-3 build of OP chosens without any variations , and guide : Press Q to lower lower enemy resistance, and AFTER that pres 1 "REVENGE" to deal spirit damage.

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Morf
Posts: 1247

Re: Chosen/Knight Aura Handling

Post#112 » Tue Apr 28, 2015 7:35 pm

hohomen wrote:If any of u guys thinks WHO was closed becouse of game balance - u are dead-wrong.
Just kids these days love HD textures , chracters with BIG-SRSLY big boobs ( games like blade and soul, aion,GW2 and TONS others), and all of them F2P
Ofc WHo didnt stand a chance aganst dat "monsters" with low graphic and payment each month, even WOW lose 5-15% ppl each expansion couz of GREED for money and boring gameplay .So who at fault WHO died after 5 y of life it was not bad life through.
Btw ppl in 2015 didnt belive in "rock scissors paper" method , they just wonna make NECROMANCER and fight in melee range with WARRIORS, but its bullshit.
In normal WHO party of Rdd can punish in RvR 20-50 melee boys without getting wiped out, but if (exemple) SW meet CHosen in open world he cant just kill him melee
he need to kiting him 20-100ft 2-5 min.

(mage-> tank-> dd->mage) not just DESTROY them , but just got upper hand against them

And players who played in WHo seek not balance , they just love WARhammer world and freedom to make ur hero like u wonna it (trying 10-20 build to find one which
would be perfect for u only. But if every one ill seek balance we ill ended up with 1-3 build of OP chosens without any variations , and guide : Press Q to lower lower enemy resistance, and AFTER that pres 1 "REVENGE" to deal spirit damage.
It wasnt the reason for it shutting down but balance did have an impact tho it wasnt the games problem it was some players wanting exact balance which is something you cant get with 24 classes, you either learn how to take on other classes, there pro's and cons or you complain about balance and ultimately get pissed and leave for a shooter type game.
The fun part for me about war's pvp and classes is that there are so many ways to spec and play your char it is difficult to be the best and you will generally find someone who can counter your spec.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Shmerrick
Posts: 87

Re: Chosen/Knight Aura Handling

Post#113 » Mon May 18, 2015 12:11 am

Might as well make it stick. Everyone uses twister.

Gottschalt
Posts: 36

Re: Chosen/Knight Aura Handling

Post#114 » Mon May 18, 2015 2:01 pm

Gottschalt here, played a GotBus pretty much the moment it came online in dem wars.

I wholeheartily agree with the subject that the vanilla aura mechanic was dumb. Other carreers atleast get mechanics or resources they needed to manage to do something awesome, like CC group of people, debuff the heck out of them or buff the heck out own group.

Knight and Chosen? Just get a twister. Some may argue that the fact they needed to pretwist 3-4 seconds before entering the fray, they entered a bit late and that was a huge weakness (not)

Yeah, I am all for toggleable auras and even I'd say to limit active auras to 1-2 or two. Or nerf these auras so having a auraperson in your team is less mandatory.

/insert daydeaming from WARtimes
Oh, I remember devtalk on chosen and Kotbs, their aura mechanic were supposed to be super powerful and work on a carreer resource that needed loads of management. A crossbreed of IB and Slayers. Instead we got super powerful without any effort except downloading 3 megs worth of addon

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Tesq
Posts: 5713

Re: Chosen/Knight Aura Handling

Post#115 » Mon May 18, 2015 2:16 pm

Gottschalt wrote:
/insert daydeaming from WARtimes
Oh, I remember devtalk on chosen and Kotbs, their aura mechanic were supposed to be super powerful and work on a carreer resource that needed loads of management. A crossbreed of IB and Slayers. Instead we got super powerful without any effort except downloading 3 megs worth of addon
That's why they were nerfed in 1.3.6 so that actually swap 3 aura count as having only 1 powerfull, so that main chosen/kobs build could be achive by 1 tank only and not by 2 tchosen/kobs in party. BO/SM buff the same ammount of resistence of chosen/kobs they way of they proc is lol able that's why they do not found a spot as mandatory tank, where chosen/kobs stay. Buff magic resistance is the base. Or your group die, problems are not on auras meccanic they are on other classes meccanic, as said tons of times above. If you take 2 kobs in a group when you can have an IB you are dumb :P
I can see why have 2 chosen ( destinated to victory x2), but still their aura would not stack, so this mean that that 2nd chosen with other secondry auras can pretty be swap bo or BG. The main fix would make BO/sm being equal from a resistence buff perspective to chosen /kobs that way bo/sm would not be discriminate as primary tank and you could either get any tank in any combination of 1+1 instead chosen/kobs +1.

Also another reason i tough yesterday WHY auras must became permanent: Swap was like hit ppl cos they where debuff, this de-hide WE/WH when hide.

There are only good reason to this change, it's no brain seriusly.
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Goryak
Posts: 205

Re: Chosen/Knight Aura Handling

Post#116 » Mon May 18, 2015 2:47 pm

Azarael wrote:The server's philosophy is to be Mythic-like.
NUMBER 1 SHR :shock: O :shock: O :shock: O :shock: O :shock:O :shock: O :shock: MIES CONSUMER!!!
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Tesq
Posts: 5713

Re: Chosen/Knight Aura Handling

Post#117 » Mon May 18, 2015 3:13 pm

Goryak wrote:
Azarael wrote:The server's philosophy is to be Mythic-like.
In maintain the spirit of the good and working things, not the no brain things. Those will lead to no brain fix alredy over-asked by far from lot of ppl.
Also if that is possible......aura swap create serve issues that need to get rid of.
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noisestorm
Posts: 1727

Re: Chosen/Knight Aura Handling

Post#118 » Mon May 18, 2015 3:23 pm

You wont have any problems (except the Cooldown :D) with aura swapping once azas system is online

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Ototo
Posts: 1012

Re: Chosen/Knight Aura Handling

Post#119 » Mon May 18, 2015 3:28 pm

Sounds wise. Giving the fact that all of us are using Twister, not cause we like it, bu cuase not having it gives us a HUGE disanvantage in battle against the 95% of the enemy KoBS/Chosens using it, and a handicap to our full team, i would love a rework.

Both things i see fair:
*Activating more than one aura at a time and having it active forever, either 2 or 3
*Fading away auras stay for 4.5 secs, or basically equal fade time and cooldown.
Spoiler:

Gottschalt
Posts: 36

Re: Chosen/Knight Aura Handling

Post#120 » Tue May 19, 2015 1:16 pm

Though on matter of twisting related tactic.. What would it do if this toggleable non-twisting feature is implemented?

Simple solution probably would be downright removing it, but eh.. it could be remodeled to raise your aura cap (with an AP penalty?) or just give a minor passive bonus to AP regen. The tactic, as I remember, was a huge benefit as it pretty much kept your AP pool full as long as you twisted.

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