Its just one example, and yeah in RVR most melee get the SHAFT because RDPS completely dominate. Your thinking SCs, which Maras are very strong then, but you would also have (again) pros/cons here. Maras are only very good when guarded, which in most PUG play means no guard, and in premades a more viable strat would be NOW to go for the tank with your magic damage as they are weaker to it. It merely shifts strats forcing you to actually try and kill tanks instead of MDPS.TenTonHammer wrote: Becuase that is definatly what the strongest MDPS in the game needs
Everyone likes to act that MDPS are always part of some melee train. Ive played 80%+ of my time as a tank, and about 10% as a Mara and 10% as a BW, I can say that I have not been pat of many melee trains. So unless one is actually set up, and even then, its only strong in SCs, get into RVR and its NO QUESTION as to what classes are preferred - RDPS. Maras just got a nerf to wounds debuff, which was kinda lame but needed, if they FURTHER need an adjustment because of this, then that would be fine too.
Again, mostly true in SCs and RDPS only really die to bad positioning. Also, there are MANY times that MDPS dont take a dump on RPDS and that is if there is no focus, or no coordination and if that RDPS gets a little healing, GG. I do think that with ranged advantage, which is HUGE in this game, there should be serious consequence if you are caught. I played a BW, they have the tools needed to not get caught. With good positioning, and some spot heals, they are VERY powerful. Im totally fine with TTK being faster on RDPS if they are caught with their pants down. Ranged classes have a HUGE advantage in RVR.TenTonHammer wrote: RDPS are already very susceptible to phys dmg, if melee can get on top of these 2 classes their already dead, all this would do is just make TTK lower
Fine with me. Have everytank go SNB, maybe that would solve some issues with no 2H tank guarding because htey want to "DPS" and you made a comment above about how you would spam HTL, GREAT! EVEN BETTER! Get tanks actually doing something for their party.TenTonHammer wrote: All people would just go SnB tanks with DPS spec tanks because their not retarded to want to die even faster to RDPS, making 2h tanks less viable and less useful
Right now 2H tanks ARENT very viable, unless in certain premades for SCs, so I actually see this is a net positive to the game.
You act as if Az hasnt already said he hates Chosen/Knight auras and how lame they are and how they will likely get nerfed. I dont think this makes Chosen/Knights more mandatory at all. If light armor and med armor classes were given more base resists on gear it would actually lessen the benefit chosen auras have. The only classes that would suffer more from this would be other tanks, who have low resists already but even after the debuffs/buffs chances are they would STILL be around their res cap. Right now Chosen/Knights get to the softcaps already... so it really wouldnt change much.. Youd still be at the 25% mark or around that with the debuff from Knights/Chosen and yeah, I think this is the ENTIRE proposal - to make tanks more susceptible to some types of damage, making it more appealing for some classes to try and focus them instead of just ignoring them and then forcing the tank to try and do damage mitigation for the party. PART of his damage mitigation is being a damage shield liertally in being a target that people should attack. More RDPS hitting a tank = less RDPS hitting your allies, etc. I see no problem with thisTenTonHammer wrote: Its a shitty trade off, espically when you consider other implications a lowered resist cap has, as it makes resists debuffs like KOTBS/CHOSEN auras, heavens blade etc even more powerful and the last thing KOTBS, and chosen need are to become even more mandatory/powerful
People here are not interested in "balance" they just want to re-live LIVE days man. Anytime someone makes suggestions to make this game for fair/fun/balanced people flip out because "it wasnt that way on LIVE".TenTonHammer wrote: So this suggestion does nothing to fix this games balance issuess but rather creates an even bigger mess, all in the name of some forced "flavor"
If you want 100% balance - go play Chess. Without perfect mirrors on each side, game wont ever be balanced. While we can "strive" for it, I think this WOULD create a sort of balance that I think youd be surprised with frankly.
In RVR it would make most MDPS a little better/more viable. It puts some disadvantage onto RDPS in making them more selective about who they target. No more BWs or Sorcs just trying to 1 rotation some AM/Shaman in the back, or nuke eachother. Each class would have its "roll" in the group. Each class has its advantage against certain classes.
Need to bring down a melee train? Take some Magic RDPS and focus down a tank who is more susceptible to that damage. Need to bring down a healer? You need a Ranged Phys damage class to really nuke them down. A class like a WL (for instance) would have a HUGE advantage against Sorcs now, as they would take much less damage.
I think it starts creating "counters" to certain classes. Where as right now, someone rolls up in a troll group of 4 BWs and 2 AMS on a keep wall and if your a PUG warband, GG they will nuke you everytime. But if that PUG warband is full of light armor wearers, now that comp loses its luster.
It also increases the skill gap - something people should love. But it does allow for very skillful play if you know what you are doing. Allows small groups TO have advantages if diversified in their damage type and what they can do.
I do think this would add a ton of much needed variety to the game and completely switch things up for many people, this game has gotten stale. Sure it would require some adjustments, but it wouldnt be any different than it is now...