[DEVELOPER PREVIEW] Armor Set Redesigns

Discuss the development of the server, emulator, and related services.
Get the latest updates on new features and upcoming changes to Return of Reckoning.
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
User avatar
Toldavf
Posts: 1586

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#211 » Thu Jan 14, 2016 11:54 pm

Genisaurus wrote:
Jaycub wrote:WH trees are pretty well defined I think.

Confession is the defensive utility tree, inquisition is our debuff/utility tree, and judgement is our offensive tree? At least that's how I see it.

Each set could sort of reflect that and have appropriate procs. For instance having dissolve on my gear as an inquisition WH playing a supportive role to a slayer would be awesome. Having some kind of crit based proc in judgement, a defensive/regen proc for confession, etc...

Or even something that could make dragon gun viable in the confession tree, I mean there is a lot you could do but I can't really do any better than this right now as far as ideas but im sure if this was something that was going to happen the community as a whole / devs could come up with much better ideas.
If we had the ability to create our own procs at this time, I would be all for coming up with some creative procs that support specific trees. At the moment though, we're stuck working with what the game already had, and within that set of procs, a smaller subset that is power-appropriate to T3.
No chance for a mini power proc then :P
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

Image

Ads
User avatar
noisestorm
Posts: 1727

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#212 » Fri Jan 15, 2016 12:08 am

Toldavf wrote:
No chance for a mini power proc then :P
IF some proccs turn out to just not be fit for a certain set/armor im sure there is little reason to not change it. Lets just try the first draft of sets out once they come live and then judge. Theorycrafting may be nice, but its still the actual gameplay that really decides the value of something. (meaning there may be indeed some hidden ways to make whatever seems bad good instead :o)

But for the moment right now: a 25% healdebuff for a BaL speccd WH is quite strong, especially if hes running with 'just' an aoe slayer who has no HD either. Also the Snareprocc is uncleansable and thats also something WH does NOT have in a reliable way, so why would even anyone complain about WH here? O_O

User avatar
Toldavf
Posts: 1586

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#213 » Fri Jan 15, 2016 12:11 am

noisestorm wrote:
Toldavf wrote:
No chance for a mini power proc then :P
IF some proccs turn out to just not be fit for a certain set/armor im sure there is little reason to not change it. Lets just try the first draft of sets out once they come live and then judge. Theorycrafting may be nice, but its still the actual gameplay that really decides the value of something. (meaning there may be indeed some hidden ways to make whatever seems bad good instead :o)

But for the moment right now: a 25% healdebuff for a BaL speccd WH is quite strong, especially if hes running with 'just' an aoe slayer who has no HD either. Also the Snareprocc is uncleansable and thats also something WH does NOT have in a reliable way, so why would even anyone complain about WH here? O_O
Didn't complain about wh at all lol i dont know wherethat came from.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

Image

Bretin
Posts: 929

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#214 » Fri Jan 15, 2016 12:32 am

noisestorm: nr. 3

me like #kappa

User avatar
noisestorm
Posts: 1727

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#215 » Fri Jan 15, 2016 12:45 am

Toldavf wrote:
noisestorm wrote:
Toldavf wrote:
No chance for a mini power proc then :P
IF some proccs turn out to just not be fit for a certain set/armor im sure there is little reason to not change it. Lets just try the first draft of sets out once they come live and then judge. Theorycrafting may be nice, but its still the actual gameplay that really decides the value of something. (meaning there may be indeed some hidden ways to make whatever seems bad good instead :o)

But for the moment right now: a 25% healdebuff for a BaL speccd WH is quite strong, especially if hes running with 'just' an aoe slayer who has no HD either. Also the Snareprocc is uncleansable and thats also something WH does NOT have in a reliable way, so why would even anyone complain about WH here? O_O
Didn't complain about wh at all lol i dont know wherethat came from.

Was not directed at you, rather at Jay asking for something 'better' /more specific. Sounded to me like hes not satisfied with what he will get :o

PS: i know you love me Bretin : >

User avatar
Vigfuss
Posts: 383

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#216 » Fri Jan 15, 2016 12:51 am

I haven't read every post here, but most of them. This might have been mentioned already.

Healing WP and DoK are gaining a lot from this change. Maybe too much?... not sure.

While Zealot and RP are having some stats moved towards defense, a good thing mainly because there are way to many badly specced ones in the game.
Fusscle of Critical Acclaim

User avatar
lator
Posts: 129

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#217 » Fri Jan 15, 2016 4:56 am

Vigfuss wrote:Healing WP and DoK are gaining a lot from this change. Maybe too much?... not sure.
It has been mentioned and yes, the gains are out of proportion compared with other healing classes that already are secondary or tertiary choice because of group cleanse mechanics and extra armor. Hybrid design sets were an effective way of combatting the imbalance of certain classes and like Sovereign change did it on live, this looks like similar situation in T3 environment here about breaking that balance.
R35RR40 Chosen
R35RR40 Disciple
R35RR40 Marauder
R35RR40 Sorcerer

User avatar
Nameless
Posts: 1431

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#218 » Fri Jan 15, 2016 5:04 am

you should NOT balance classes via gear. Dok/WP deserve to have sets with right stats distribution as everyone else. Their problem is not the sets, their problem is the power within the class. So fix the class, dont nerf the set
Mostly harmless

K8P & Norn - guild Orz

Ads
User avatar
lator
Posts: 129

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#219 » Fri Jan 15, 2016 5:16 am

Nameless wrote:you should NOT balance classes via gear. Dok/WP deserve to have sets with right stats distribution as everyone else. Their problem is not the sets, their problem is the power within the class. So fix the class, dont nerf the set
Like it or not that is how Mythic impemented them on live. The original set designs up until rr70 were class specific and for a good reason. They were a mixture of all 3 mastery trees of the said class and hence represented class variety accurately. Choppas chop so their sets reflected to that. However more versatile classes like dok and wp had a mixture of melee oriented and healing stats. When you take this hybrid factor away from the sets, Choppa still only chops and hence things do not change for it much. However many classes around him that were not as specialized get the advantage of gear specialization all of a sudden while still retaining all their baseline abilities from all different masteries.

I expect devs know what they are doing with this and are prepared to rebalance 100 different little things after this to retain balance in T3 environment. One thing that makes me wonder though is that why start deviating from the original WAR already in T3 environment when T4 is gonna be endgame and you kind of have to start the whole process all over again. Sounds to me like wasted man hours better directed elsewhere but like I said what do I know.
R35RR40 Chosen
R35RR40 Disciple
R35RR40 Marauder
R35RR40 Sorcerer

User avatar
Nameless
Posts: 1431

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#220 » Fri Jan 15, 2016 5:40 am

fixing stupid itemization is hardly gamebreaking deviation... There is nothing wrong with fixed role configured sets. Class balance is done by changing class skills/tactics/mechanic not by removing the option for using better itemized gear

The balance among the healers hardly changes from t3 into t4
Mostly harmless

K8P & Norn - guild Orz

Who is online

Users browsing this forum: Bing [Bot] and 2 guests