Recent Topics

Ads

Revolution

Chat about everything else - ask questions, share stories, or just hang out.
User avatar
Natherul
Developer
Posts: 3219
Contact:

Re: Revolution

Post#81 » Mon Jul 24, 2017 10:48 am

Collateral wrote:Idk if you guys ever read our posts, but that's another thing we proposed multiple times - reducing/removing morale damage. The reason for increasing wounds is IF the devs decide not to change the morales fundamentaly, and since I don't know their stance on this or how complicated it would be to rework the entire system, it just seemed a lot easier to increase wounds and see how that works.

Current stance is that morale gathers way too quickly, but that the other part of it is fine.

But as always, this is subject to change on a moments notice :D

Ads
User avatar
Bozzax
Posts: 2650

Re: Revolution

Post#82 » Mon Jul 24, 2017 11:18 am

Spoiler:
Collateral wrote:I agree that it would be nice if CC was bound to tanks, since they are classes that are meant to be in "control" of the battlefield. Right now everyone and even their mother just spams CC like no tommorow and it's a complete snare fest. But if this ever gets done, the damage the tanks can deal (khm...SM...khm) must be reduced significantly , becuase removing CC will lead to them having quite a big advantage over other classes.
Tanks have guard exclusive, punts, challenge and other mit increasers no need for more
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Grock
Posts: 918

Re: Revolution

Post#83 » Mon Jul 24, 2017 11:25 am

IMO problems with TTK comes from lack of reliable self-defence and self-sustain on most classes, feels like 90% of all healing is concentrated within hands of healing classes, which means your life and survival often depends solely on skill and experience of healers/tanks.

My opinion is that TTK scales too much with number and competence of healing classes, making it frustratingly long in competitive environment and frustratingly short in PUG/solo environment (and if you are solo roaming dps you can die in one KD 8-) ).

If the game was less reliant on constant AoE spam and constant healing/guarding to overcome it and instead was more focused on CD-based damage spikes (both AoE and ST) counter-weighted by "defensive cooldowns" and some self-sustain for everyone it - would be much easier to balance out TTK and player experience all around the table, without such drastic differences between average PUGs and coordinated skilled teams.
Imagine something like recent morale bombing meta, but with reliable defensive morales to counter it.

Furthermore there are pulls, punts, KDs, permanent snare and so on, but at the same time almost no mobility/escape options or CC protection which means even a little positioning mistake can mean certain death if your healers/tanks don't react quickly. If there were "defensive CDs" on every class they would provide guaranteed life-saving time buffer for teammates to react, mitigating effect of "too much CC in the game"

So in the end i believe WAR/RoR need big chances to its class design as a whole. Otherwise there will always be problems with something :P

But i guess its out of scale for this project in any foreseeable future and old WAR players will disagree with me anyway.
Haojin wrote:we should consider about some RADICAL [maybe silly] changes to see if it's favor for the game or not
Reduce morale 1 cost by like 4 times, boost avoidance morales from 100% to 150%, make morale damage affected by damage reduction effects, make damage morales affected by avoidance but give them 50% strikethrough, spam Confusing Movements button when getting morale bombed, profit :)
pattonb wrote:I'm confused how Witch Hunters and Witch Elves are supposed to play with no CC?
Considering this game is build around GCD they should have hard CC as their openers (and it should go through general CC immunity)
Orkni 85+ (in-game Grock is not me...)
Image

User avatar
Grock
Posts: 918

Re: Revolution

Post#84 » Mon Jul 24, 2017 11:56 am

Manatikik wrote: I'd honestly be down with them having regular Tier 4 "resets" where everyone's T4 Gear gets reset (armors and weapons; gold and all crafting stuff can stay) but don't touch their RR. This way every month/other-month/season or whatever time period there is an artificial push to get everyone to gear up again.
I once had a great pleasure to play on custom-modified private server for Lineage 2 which essentially was a RvR modification with two global factions each consisting of unique races, somewhat similar to WAR. It was all about fighting for control of zones and locations and essentially all game map - pve zones, cities, castles, everything - was made into one huge open battlefield. Overall RvR system was much closer to Planetside, you could spawn in attacked zones and make temporary spawn points for your guild mates...

So the thing is - that server functioned in a "seasonal" manner. Every 2-3 months there would be a global wipe of all progression and everyone would get reset back to beginning state and start fighting to get geared again - gear currency was aquired solely in PvP, very much like medallions in WAR but less RNG and more killing blows :)

You could get geared very quick if you play well, and when reset happens you had a chance to become a new star of the server.
Every new season there were new players and guilds "at the top" of food chain

Also every season there were some big balance changes, once they made possible to change faction, instead of being assigned based on character race :)


It was loads of fun :)
Unfortunately after functioning for about 3 years it suddenly disappeared, together with website, and i was never able to find it again...

I think the same could work really well in WAR, but of course with reduced gear costs and normalized currency flow.


The best about seasonal resets is that with it the gear advantage/disparity actually starts making sense, instead of being remnant of "mmorpg" design which only hurts PvP aspect of the game.
I'd love to read more opinions on this topic form old WAR dogs.
Orkni 85+ (in-game Grock is not me...)
Image

User avatar
Haojin
Posts: 1066

Re: Revolution

Post#85 » Mon Jul 24, 2017 12:15 pm

Natherul wrote:
Current stance is that morale gathers way too quickly, but that the other part of it is fine.

But as always, this is subject to change on a moments notice :D
btw nath, are you able to colour the testing phases which is doable in the future when the team has chance ?

i know some of them are impossible, just trying to spread as much as possibilities.
Guildmaster of Phalanx

K8P - Karak Norn

User avatar
Hastykrasty
Posts: 115

Re: Revolution

Post#86 » Mon Jul 24, 2017 12:27 pm

Dabbart wrote:Maybe I am incorrect in this, but based upon previous amour, and reading what the Team writes on these forums, I don't foresee any truly game altering gear in the future. It's a slow power creep upwards. They have stated explicitly that broken lotd items won't exist, and I don't believe anyone with Authority believes the RR abilities currently off should be allowed.... so I disagree with your premise HastyKrasty.

Turning off RR abilities(CW/RD)would be an interesting test. How drastically different would your strategies need to change for that, and what inherent flaws/strengths are they covering?

Again though, it depends what stage the Team is at. Do they want to dedicate time towards balance in this manner?
Yet there's plenty new gear to be relased (from Invader to Sov plus their pve counterpart and weapons), that would have different/better stats (the dev said that there would not be powercreep, not progression), but it was an example and I don't believe that they will be the same as conqueror or similar, there must be an imporvement. Furthermore, I add the question of what would happen when we will have wb full of rr80? Things will be different from nowadays (thus the behaviour in rvr).

The only workaround on this would be to test proposals giving players all the gear that will be released and rr80 (only for the test period) , in such a way to have consistent data...However it's not likely to happen imho.
Suffer Not The Eretic To Live

User avatar
Natherul
Developer
Posts: 3219
Contact:

Re: Revolution

Post#87 » Mon Jul 24, 2017 12:41 pm

Haojin wrote:
Natherul wrote:
Current stance is that morale gathers way too quickly, but that the other part of it is fine.

But as always, this is subject to change on a moments notice :D
btw nath, are you able to colour the testing phases which is doable in the future when the team has chance ?

i know some of them are impossible, just trying to spread as much as possibilities.
While everything is pssible, some things are not feasable and I would not want to do such a thing when what is feasable or not now may change on a very short notice with change of priorities and or change of staffmembers.

All Im going to say is that I read most if not all threads on the forum and keep tabs on most even if I dont post. And also any major change goes through the management (which is currently me, Torque, Wargrimnir and Yali)

User avatar
Haojin
Posts: 1066

Re: Revolution

Post#88 » Mon Jul 24, 2017 12:46 pm

fair enough. thanks.
Guildmaster of Phalanx

K8P - Karak Norn

Ads
User avatar
th3gatekeeper
Posts: 952

Re: Revolution

Post#89 » Mon Jul 24, 2017 1:08 pm

Bozzax wrote:
Spoiler:
Collateral wrote:I agree that it would be nice if CC was bound to tanks, since they are classes that are meant to be in "control" of the battlefield. Right now everyone and even their mother just spams CC like no tommorow and it's a complete snare fest. But if this ever gets done, the damage the tanks can deal (khm...SM...khm) must be reduced significantly , becuase removing CC will lead to them having quite a big advantage over other classes.
Tanks have guard exclusive, punts, challenge and other mit increasers no need for more
Bozzax, not saying tanks should necessarily get MORE CC than they have now, the main point is removing CC from many NON Tank classes. I can understand MDPS having a snare with a CD. This makes sense to me. MDPS are already VERY heavily reliant on Guard and healers so I am fine with many MDPS having some CC abilities. Its really RDPS that to me shouldnt have things like Knockdowns and such. To me, Knockdowns should be reserved for tank archtype alone. Punts as well (which I think they are).

But right now RDPS is the 1 "type" of class that ISNT very reliant on healers/tanks and that stems from ranged advantage. Which is what makes RDPS groups so attractive. You can grab several RDPS and 1-2 healers and roam very effectively because you dont NEED a tank. You can kill at ranged. Many RDPS are also very PVE effective due to this as well, able to farm things like 40+ champs without taking any damage due to CC and ranged DPS.

The point I am getting at is that the CC available to RDPS classes needs to be seriously looked at, to the point I would even swing to the side of "complete removal of almost all CC from RDPS classes". Even things like snare create a pretty unfair advantage for RDPS over almost any other class. Its what enables them to kite AND kill without being touched. So I guess I would say that snares and knockdowns and punts should be exclusive to Tanks, with the 1 exception of snare being on MDPS classes.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard

User avatar
roadkillrobin
Posts: 2773

Re: Revolution

Post#90 » Mon Jul 24, 2017 1:13 pm

Another thing that could be tried is increasing the time to get to m2 and m3 but reduce the timers to M4. So instead of M2 being at 740 it's at 1200. M3 which normaly at 1300 at 2000 and m4 at 2600 instead of 3600

So it would be.
M1 360, M2 1200, M3 2000, M4 2600
Image

Who is online

Users browsing this forum: eothos2k and 3 guests