Re: Change buff/debuff caps from ability based to core
Posted: Wed Jan 27, 2016 11:15 am
Destro tanks have more access to armor debuffs..no ty again
Warhammer Online
https://returnofreckoning.com/forum/
This is the major thing I think, not so much that it promotes not running say 2 knights, but that it improves the viability of other classes which bring a debuff/buff of the same type of an "alpha" class whatever that may be for the tier or the current meta.Bozzax wrote:
I guess this could also be seen as an improvement as it promotes not running 2 of same class
Chosen doesn't have one, would mean running BG+BO just to get 2 armor debuffs that wouldn't even stack that well if there was a mara in the party. So a destro party with no mara or chosen :^)Joshwa70 wrote:Destro tanks have more access to armor debuffs..no ty again
Yes 3 vs 4 but I actually think it would improve balance and help order, why?Joshwa70 wrote:Destro tanks have more access to armor debuffs..no ty again
it is called a office jobScrilian wrote:Damn if only I had that much free time Bretin has or that much attention span... oh look a flower
I agree that there is a problem with AOE. That is also why I wrote AOE debuffs of same class/ability possibly shouldn’t stack.Bretin wrote: First of all one archetype - most likely (aoe specced) casters - and resistance dmg based classes would be favored more than physical dmg types and it would delete the viability of certain classes and destroy existing synergies. It would increase the effectiveness of AoE warbands by a lot - something which is already strong enough.
Again, the max value of stacked debuffs would be below the current max buffs. In most zerg v 6 the alpha classes are present so you'll be debuffed above max values regardlessBretin wrote: Not only that; If a premade runs into a formed warband - like we do pretty often - they are outnumbered. Now the warband has certain classes multiple times while the premade has 1, maybe 2 similar classes. While the premade would be able to have a max. of 2 sources for a specific buff/debuff, the warband would have at least 6-8 sources. Yet they have the advantage to outnumber and outpressure the premade but none in terms of buffes / debuffs. The premade would have a harder time to kill the warband (thanks to stacking buffs) and the warband would deal more damage (thanks to stacking debuffs). How is that not favoring the zerg?
Like I wrote on this very page multiples wouldn’t be allowed to stack up to the current ALPAs. So for armor 1600 ALPHA I’d consider something like 1000, 1200 or some other suitable value for the IB. So instead of that proc being worthless and redundant it has some effect.Bretin wrote: - The existence of existing classes would be endangered and already superior classes would become even more broken. Let's assume we have a armor debuff max. of 1600 (that's what the WL provides in T4) and a IB debuffing 800 armor at 100 grudge. Now we combine it with 1 slayer and a dissolve proc offhand which can be achieved by finishing the epic quest in Caledor w/o much effort. That weapon debuffs 800 armor. 800+800=1600, so what exactly would be the reason to take a WL in a competitive group over a double slayer setup?
It would only affect those that currently enforce strongest buff/debuff stacking ruleBretin wrote: How would you handle crit stacking? e.g. Ancestor's Fury, Dirty Tricks and initiative debuffs in general?
How would you handle defensive stacking? e.g. Oathbound? 2x 25% parry on a dual wielding slayer?
How would you handle 25% healdebuffs or healdebuffs in general?
Tried to dodge it a bit but something like 75-80% of current alphas seems about right.Bretin wrote: How are those caps determined?