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[Review] [BW/Sorc] Mechanic

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Buran
Posts: 136

Re: [BW/Sorc] Mechanic

Post#141 » Fri Sep 29, 2017 11:45 am

Spoiler:
Toldavf wrote:
The Dev staff are looking to give BW a better me,,chanic that requires management, not gimp BW into unplayability.
Are they are looking for up their dps? This is the main reason why they became gimp, or unplayable. As i wrote: destruction has more variable for make aoe wb. It is the topic is not about only how to make gimp bw/sorc. This topic is about how to make gimp order fraction.

Bw and sorc are dps not for solo playing. I disagree that they need to be casual.
Irrelevant to the thread.
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hulkhug
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Re: [BW/Sorc] Mechanic

Post#142 » Fri Sep 29, 2017 11:57 am

Going to comment on BW part since I played it more than sorc. No need to increase self damage (it is high as it is, maybe remove guard affecting it if you think this is too much, I don`t think so, all BW and Sorcs die when being focused and guards punted etc). Hots can not keep damage for backlash in neutral zone.

Fuel to the fire: Add extinguishes half of combustion on the BB damage tick.
This way it adds some kind of downtime between 100-0 without gimping the burst

Stop, Drop and Roll: Consuming ignite and even requiring it is way too punishing for the ability since if you do spec for this Ignite will be main debuff so wasting 2 GCD to save yourself and do damage makes no sense which is why not many people other than duelists spec into this. Make SDR require one of these (Depending on the status of combustion ability would have different activation/effect): Consume 100 combustion (remove ap requirement) or if used with less than 100 combustion it should use AP and silence the BW for for short time (3 sec for example). Also add that it can not be disrupted.

Defense ability should act as defense ability.

Fireball Barrage: Make it use combustion per tick (20/25/30 per sec) but change ability damage value to all enemies within 20ft to be the same as value affecting the target.

Backdraft:
Remove CC from this spell. Instead add one last damage tick as a bomb at the end and make it use 50/75 combustion.
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th3gatekeeper
Posts: 952

Re: [BW/Sorc] Mechanic

Post#143 » Fri Sep 29, 2017 12:26 pm

Coma wrote: And how would you calculate the damage return with AoE? do you take all the AoE damage on yourself (=instakill... even half the damage will likely kill yourself on a single proc)? the highest value (it will still be less than what you would take from an explosion from a non crit single target attack)?

And with channeling? Dot? do you take the full damage at the start (what if interrupted/cleased?) or you take it tick by tick? what if you drop your combustion midway (with how DoT work their damage is calculated tick by tick so you could set them up at low combustion and have them tick at high combustion without problem or you may end up clearing your combstion midway)?

Sorry but damage return is much more complicated than what it look at first sight... especialy with a class that have a considerable focus on AoE and DoT/channel (or even worse combination fo the 2 like several BW/Sorc skill). ;)
Combustion being a FIXED value is the best way to get "self inflicted damage by casting". And since it look like there is no way to find a value that will make it sensible in organized WB and not turn into a "kill yourself" for solo/pug we should probably drop the idea of damage and go for a different kind of drawback imho ;)

As for the several debuff type proposed;

Wouds debuff is probably excessive with the current gear... it would end up forcing BW/Sorc to soket wound to survive any form of aoe spike (if you drop to 3k hp... that is quite resonable once you stack opponent hp debuff with self inflicted hp debuff... you could die even without a spike... just sustained damage could be enough to kill you in a single timestamp).

Cost increase is probably the best to limit BW/Sorc to only spike damage at full comb/DM rather than keepeing themself at 100 full time it obviously have to be a steep increase in order to take into account personal and group AP regen (you can't just add 20 AP to the cost or runeprist will just cover it with a greater rune or you could circunvent it with devour energy).

Increased dmg recived or increased chance to be critically hit are probably the best if the aim is to conserve the current feel of "dealing more damage but risking your life in doing so". But is also quite hard to fine tune an increased crit damage should also be avoided in order to prevent "one shot" scenario (think about a critted festering arrow or snipe that got an additional 50% or 100% crit damage on top of it's normal crit damage).


PS: sory if it seemed a bit harsh (realized only after writing it all and didn't have the patience to rewrite it from scratch :P) my aim was only to point out critical problems with impementing the damage return (as you can see there are actualy several of them) not to trash your proposal ^^
Hey it wasnt MY suggestion, you can see above what my proposal was... Combustion doesnt give any benefit until you use meltdown which then gives you the crit and crit damage buff for X seconds depending on how high your combustion was.

and I agree. Wounds debuff too harsh.

Cost increase of AP could work but frankly might be too limiting. I mean even when fully supported its not like BW/Sorcs are "OP" IMO. So the goal was not a "nerf" but really just a way to not ignore the mechanic.

Anyways, I think there are many ways to look at this, but I think the GOAL should be to make it more fun, more dynamic, and fix the 3 problems I see with the mechanic that I listed. Most suggestions I have seen fall short of this.
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lefze
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Re: [BW/Sorc] Mechanic

Post#144 » Fri Sep 29, 2017 12:31 pm

Spoiler:
Buran wrote:I think it's wrong to rebalance classes. The fact is that the payment for great damage to these classes is burning yourself.

I understand perfectly well that the strategy of lowering the total damage to the rvr in order for mass battles to be longer and more interesting, as well as the introduction of new stronger sets, will sooner or later lead to a revision of the mechanics of each class in the direction of reducing the damage. But at the same time, if we consider combinations for premade warbands, then it turns out that due to the features of mirror classes, the destruction has better variability than order. And on the basis of this, turning off the class, which is the core of the AOE warband, will result in a more or less leveled balance again resting on the speed of the set of morals that the order will be cut by 24/7 marauders. Those. again the balance will be given to destruction.

The destruction has more control than the order, incl. one that does or does not have order or has in extremely unprofitable specks. Yes, according to the directory groups, the order is all right, but as soon as we form the AOE warband, it turns out that the order has:
Engi, SW - support
BW, Sleer - DPS

Destruction has:
Marouder, Squig, Magus - support
Sorc, Choppa - DPS

4 vs 5 classes for RvR WB. That is why the order will lose more than destruction.

If u want to nerf DPS of [BW/Sorc] for balance u need to up DPS of another Order class, or give the same Marouder skill debuf to morals, for ex. to sleers, or SW, or Engi. But this way is the way to make 100% mirrow skills at Order and Destruction. I Think that the balance is way - Order should have a few much more dps and bufs than destruction, Destruction should have a few much more debufs and control than order like NOW!
SW is as far from a support as you can get, I'd say they are at the very least on par with BW and better than anything destro can field at the moment. For destro both Sorc and choppa are more or less out of the meta, the norm is squigs and maras. And when you talk about balance you are also ignoring the fact that BW>Sorc in any situation for bombing, especially considering BW actually has reachable morales, and even a moraledrain. As for morales making destro better, it's bullshit. Squigs have no instant moraledump compared to SW outside speccable M4, and at the same time SW puts out WAY more damage. Sure maras can moraledrain, but so can a knight, which drains ALL morale.

So buffing BW in any way while tuning the mechanic would be insane, unless morales get mirrored between morrirclasses and sorc gets a lot of love. Not that any of this really concerns the mechanic, but whatever.
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vouzou
Posts: 133

Re: [BW/Sorc] Mechanic

Post#145 » Fri Sep 29, 2017 1:26 pm

Reduce armour resistances and tougness depending on the pecentage of mechanic thay have.
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Pacso
Posts: 40

Re: [BW/Sorc] Mechanic

Post#146 » Fri Sep 29, 2017 1:31 pm

vouzou wrote:Reduce armour resistances and tougness depending on the pecentage of mechanic thay have.
Nah, don't stop here. Instant self kill when reach max combustion->problem solved.
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Buran
Posts: 136

Re: [BW/Sorc] Mechanic

Post#147 » Fri Sep 29, 2017 1:51 pm

Spoiler:
lefze wrote:SW is as far from a support as you can get, I'd say they are at the very least on par with BW and better than anything destro can field at the moment. For destro both Sorc and choppa are more or less out of the meta, the norm is squigs and maras. And when you talk about balance you are also ignoring the fact that BW>Sorc in any situation for bombing, especially considering BW actually has reachable morales, and even a moraledrain. As for morales making destro better, it's bullshit. Squigs have no instant moraledump compared to SW outside speccable M4, and at the same time SW puts out WAY more damage. Sure maras can moraledrain, but so can a knight, which drains ALL morale.

So buffing BW in any way while tuning the mechanic would be insane, unless morales get mirrored between morrirclasses and sorc gets a lot of love. Not that any of this really concerns the mechanic, but whatever.
BW has better then Sorc dps in AOE, Sorc has better then BW dps in direct target, but the best AOE BW has only in melee, Sorc feel good at melee till 65ft, Sleer best in meele, Engi - meele, SW - can be ranged, but he lost burst with 3d morals. And BW has no AOE moraledrain, moraledrein has KoTBS... which is 4th moral )))) Marouder has AOE moraledrain with skill with 60sec cd. ))) If u think that this is the same - u are mistake. Ofcause BW has moralepump... only for himself, and AM can moralupump... to 1 target, not in AOE. But this is good at fights 6x6, when it is WB vs WB AM has no time to pump morale, because it is direct heal. Heals of destruction can moralepump to party in AOE. WB of destruction with 8 maroudes vs any order WB always win! Ofcause to moraledrain of order u need less maras at wb. Tanks of destruction still can moralepump for himself too. And it is not nessesary about speed of moralepump, if order would be always without morals from the marouders! And u know it better than me!

So, the destruction has more classes which useful in aoe warband. That is why the destruction has more options for preemptive warbands. All premade wb of order are based at BW. And after gimping BW and sorc order would have 3classes for AOE WB, destruction - 4. I think this is unbalansed situation. And our WBs become to look like dwarfs filials. It is goog for roleplay, but it would be bad for order. But as for admins - it would be reazon to make more zerging, which would be farmed destruction premade WBs. Then people become to xrealm to desro for easy kills. And this is in your oun interests to bloke thouse chanjes.
Irrelevant again.
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Sulorie
Posts: 7461

Re: [BW/Sorc] Mechanic

Post#148 » Fri Sep 29, 2017 1:58 pm

Before making suggestion, we maybe should get a consensus what goal a new mechanic has to archive and measure every suggestion on that target?
Their current mechanic can be ignored with healing but it breaks it at the same time, as the class isn't fully working without a healer in the background.
A suggestion with an increasing healdebuff only hit you, when you need healing, untargeted you have no drawbacks.
I think there has to be a list of targets a suggestion has to meet or we will just throw suggestions on a wall without much "thinking".
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lefze
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Re: [BW/Sorc] Mechanic

Post#149 » Fri Sep 29, 2017 2:06 pm

Spoiler:
Buran wrote:
lefze wrote:SW is as far from a support as you can get, I'd say they are at the very least on par with BW and better than anything destro can field at the moment. For destro both Sorc and choppa are more or less out of the meta, the norm is squigs and maras. And when you talk about balance you are also ignoring the fact that BW>Sorc in any situation for bombing, especially considering BW actually has reachable morales, and even a moraledrain. As for morales making destro better, it's bullshit. Squigs have no instant moraledump compared to SW outside speccable M4, and at the same time SW puts out WAY more damage. Sure maras can moraledrain, but so can a knight, which drains ALL morale.

So buffing BW in any way while tuning the mechanic would be insane, unless morales get mirrored between morrirclasses and sorc gets a lot of love. Not that any of this really concerns the mechanic, but whatever.
BW has better then Sorc dps in AOE, Sorc has better then BW dps in direct target, but the best AOE BW has only in melee, Sorc feel good at melee till 65ft, Sleer best in meele, Engi - meele, SW - can be ranged, but he lost burst with 3d morals. And BW has no AOE moraledrain, moraledrein has KoTBS... which is 4th moral )))) Marouder has AOE moraledrain with skill with 60sec cd. ))) If u think that this is the same - u are mistake. Ofcause BW has moralepump... only for himself, and AM can moralupump... to 1 target, not in AOE. But this is good at fights 6x6, when it is WB vs WB AM has no time to pump morale, because it is direct heal. Heals of destruction can moralepump to party in AOE. WB of destruction with 8 maroudes vs any order WB always win! Ofcause to moraledrain of order u need less maras at wb. Tanks of destruction still can moralepump for himself too. And it is not nessesary about speed of moralepump, if order would be always without morals from the marouders! And u know it better than me!

So, the destruction has more classes which useful in aoe warband. That is why the destruction has more options for preemptive warbands. All premade wb of order are based at BW. And after gimping BW and sorc order would have 3classes for AOE WB, destruction - 4. I think this is unbalansed situation. And our WBs become to look like dwarfs filials. It is goog for roleplay, but it would be bad for order. But as for admins - it would be reazon to make more zerging, which would be farmed destruction premade WBs. Then people become to xrealm to desro for easy kills. And this is in your oun interests to bloke thouse chanjes.

Irrelevant again.
Arguable, flashfire makes BW better in most situations even in ST, combined with a lot of instacast spells. Mentioned this before, a good option is to incorporate this into the mechanic for both classes to even stuff out.

As for the AM moralepump, you are quite misinformed. It's so damn easy to moralepump with it, only takes a couple of casts to have all dps at M2, and then not too much effort into getting a knight into M4 as long as you don't run with one AM. And AoE cap/range on skills make the moraledrain on maras kinda hit or miss, especially when chances are you can't hit orders main dps, SW and BW. So again, BW/SW having M2 to dump is wildly unbalanced and makes any kind of statement claiming destro>order complete bullshit, at the very least when concerning morales in the current meta. Sorcs lacking M2 is also a huge factor that needs to be looked at while changing the mechanic, as they need some form of compensation for it. And just to be clear, I'm not talking from a completely uninformed position, even though we all have gaps in our knowledge. I've played around with most of the stuff, and especially sorc/SW I know more or less in and out.
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Penril
Posts: 4441

Re: [BW/Sorc] Mechanic

Post#150 » Fri Sep 29, 2017 2:07 pm

I mentioned it several times, but i don't mind doing it again:

- The mechanic has to be played. Not just "spam Ice Spikes to 100 then forget about the mechanic" like it currently is.
- The drawback for being at 100 mechanic should be harsher. Backlash is NOT harsh enough for the fantastic bonuses they gain.
- In return, they should gain something when consuming their mechanic, in order to keep the class as strong/possibly stronger than it currently is.

Skilled players will consider these changes as a buff, while regular/bad players will consider it a nerf.

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