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Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 11:58 am
by Azarael
http://en.wikipedia.org/wiki/Slippery_slope_fallacy

There is never going to be total agreement on anything. Hell, this is why we have pro-anorexia websites. Decisions can be made nonetheless. Fact is, SHOULD a large community arise when balance is relevant at T4, and the devs are inclined to do anything about balance, anything that doesn't "need fixing" is going to be opposed heavily. Anything that does need fixing will be fixed by consensus and debate. Maybe you should actually try balancing something first before you speculate as to the end result of the process :)

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 12:22 pm
by Telen
There were no issues with the Choppa the class was fine. As with all mdps they were all viable with the higher wdps 80+ weapons compared to the ranged classes that did not scale as well. It did pale in comparison to the Marauder due to it massive armor bypass, much higher survivability than other mdps and having destros cheese pull.

The main problem with classes was due to synergy. When you compare a order group of slayers, ib, knight and wps. Nothing else compared to the damage output vs survivability. We did a comparison of class makeup back on the Mythic forums and the amount and power of the buff available to this group compared to other makeups was staggering.

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 1:39 pm
by Bozzax
torrent6 wrote:I am also greatly in favor of pet removal. Or at least lowing the rank requirement for the perks "Loner" and "All by meself"
I strongly oppose :P

Mechanics are just mechanics and in all honesty there are no cosmic rule that state they must be all good (or bad). Just by examining them all one can see that there are:
- quite good mechanics like BG/IB/WE/WH
- nasty and really potent ones without real downsides like BW/SORCs
- problematic ones like SM/SW/BO stances
- mostly inconvenience mechanics like AM/Shammy dualities
- really influential implementations like MARA stances
- risk reward variants like Slayer/Choppa rage
- really useful mechanics like auras
- frustrating as hell pets and turrets

Enforce a common framework and restrictions on how they should work has no real value. You can play a class fielding the mechanic you like anyway.

To remove instead of lovingly tweak and fix mechanics that need love would be to rob WAR of its soul.

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 2:31 pm
by Bozzax
RyanMakara wrote:"It was essentially pointless to try to stay in yellow rage mode, since: your knock down skill was not available unless you were at full rage (seriously, what the hell Mythic??!?)"

I'm just dropping this in to agree. WHAT THE HELL, MYTHIC?!
Out of curiosity why should all abilities be available in furious state?

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 2:47 pm
by Luth
Bozzax wrote:
RyanMakara wrote:"It was essentially pointless to try to stay in yellow rage mode, since: your knock down skill was not available unless you were at full rage (seriously, what the hell Mythic??!?)"

I'm just dropping this in to agree. WHAT THE HELL, MYTHIC?!
Out of curiosity why should all abilities be available in furious state?
I think ryan's post was a sarcastic answer to the op :D

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 2:49 pm
by Bozzax
Luth wrote:
Bozzax wrote:
RyanMakara wrote:"It was essentially pointless to try to stay in yellow rage mode, since: your knock down skill was not available unless you were at full rage (seriously, what the hell Mythic??!?)"

I'm just dropping this in to agree. WHAT THE HELL, MYTHIC?!
Out of curiosity why should all abilities be available in furious state?
I think ryan's post was a sarcastic answer to the op :D
Guess I didn't read it closely enough then, my bad but I got so upset by this remove pet thing :P

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 3:50 pm
by Luth
As far as i remember, the problem with petpathing was the following:

If a target the pet is trying to reach was loosing contact with bottom texture, the pet stopped moving. So a player that is "bunnyhopping" around like crazy could never be reached by the pet. My guess is that the pet (or any npc) has problems with the z-axis. Also the pet (or any npc) seems to stop for a second, when the way to the target is blocked by something and after that short time it is warping instantly in the direction of the target.

Some wl abilitys require also, that the pet has to be in meleerange at the moment the wl is using them (e.g. coordinated strike). Some are greyed out and are only usable if the pet is in meleerange (e.g. fetch).
It was hard to put this skills on the enemy, if they exploit the weaknesses of the pet ai.

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 5:37 pm
by Bozzax
Uhm wouldn't increasing pet melee range to lets say 15ft and add a small 2s speed boost triggered by repathing solve that?

That or write proper code wo bugs :)

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 7:49 pm
by Luth
The community asked the devs to make the "speed training" tactic permanent, so that you don't have to waste a tactic slot for it. This isn't perfect, but it would allow the wl to slot a dps tactic instead and make the slug-brained pet a little more responsive.

Re: Back in the last days of WAR for us Choppa's...

Posted: Thu Nov 27, 2014 8:03 pm
by Azarael
Agreed with Luth.