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High Disrupt is an issue

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Raefar
Posts: 52

Re: High Disrupt is an issue

Post#11 » Sat Jan 13, 2018 11:22 pm

As I having played a sorc and magus I understand why the disrupt change was needed vs sorc as I could burn down most people. However on my magus having ever dot tick given a chance to be disrupted is beyond painful. It’s easily a lose of 40% of my damage. However I would rather have that than being single time stamped by every BW out there.

Additionally, the flame kisssd tactic on the magus is joke damage at best. I get more kills now running a parry stacking melee magus.

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Tesq
Posts: 5713

Re: High Disrupt is an issue

Post#12 » Sat Jan 13, 2018 11:25 pm

7rere7 wrote:Willpower is the only main stat that increases defensive avoidance "Disrupt" Giving healers a huge advantage against casters.
With all the different gear that is out maxing out main stats is not difficult allowing renown points , gear , tactics ect to be invested in disrupt.
yes and exatly the problem:

wep skill and ini a ernto main stats as: str, bal skill, int and willp.

these 4 stats are a lot more present on gear than ini and wep skill for their respec class.

also disrupt and dodge work 360 degree while parry not. so have the int ignore only as much str of enemy def stat is imo inccorect or anyway ini and willp soudl give less defensive % than wep skill.
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Gerv
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Posts: 811

Re: High Disrupt is an issue

Post#13 » Sat Jan 13, 2018 11:30 pm

scatterthewinds wrote:What are these disrupt changes that are spoken of here? Can't find them in patch notes.
Sure here you go, this the thread where annaise breaks down the changes:

viewtopic.php?f=8&t=23384&p=262287&hili ... la#p262287

Its brutal for casters taking on healers or other casters, you have to pick on mdps and phy rdps and make your tank's punts really count on removing guards. Even then, as per the thread, if there is a IB or BGF worth his weight he will be floating his willpower buff around to help.

Its a linear increase and when stacked with deft defender can make a huge difference to disrupt chance.
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Raefar
Posts: 52

Re: High Disrupt is an issue

Post#14 » Sat Jan 13, 2018 11:36 pm

Maybe disrupt should have a soft cap of 50%. Even with the best disrupt strike through of 12% that only drops it to 38%. Add the intel bonus and it maybe down to 30-32% which is it pretty good. I know my guild healers run around 70% disrupt without even really trying

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Asherdoom
Posts: 661

Re: High Disrupt is an issue

Post#15 » Sat Jan 13, 2018 11:40 pm

while i hgly agree to the fact that getting lot of disrupt is frustrating i can say that was a good change: earlier was impossible for a mlee dps to stand in open warband and go around because of load of casters spamming damage without any penalty. This change makes you work a lot more together than earlier to down a target like melee dps do when they pick theirs. ok melee dps are higher in burst and when the are in melee they cannot be avoided by casters but the range penallty was too overwhelming. Hell i remember like 1.5 years ago warband made full of ranged dps lol was a funny event but for someone who loved play choppa or slayer for example, was a real and severe penalty.I recomend stack as much int as you can and siply start picking targets who you will know will have low willpower (other ranged casters for example not healers or mlee dpsers without guard)
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kitchenslave
Posts: 22

Re: High Disrupt is an issue

Post#16 » Sat Jan 13, 2018 11:50 pm

Asherdoom wrote:while i hgly agree to the fact that getting lot of disrupt is frustrating i can say that was a good change: earlier was impossible for a mlee dps to stand in open warband and go around because of load of casters spamming damage without any penalty. This change makes you work a lot more together than earlier to down a target like melee dps do when they pick theirs. ok melee dps are higher in burst and when the are in melee they cannot be avoided by casters but the range penallty was too overwhelming. Hell i remember like 1.5 years ago warband made full of ranged dps lol was a funny event but for someone who loved play choppa or slayer for example, was a real and severe penalty.I recomend stack as much int as you can and siply start picking targets who you will know will have low willpower (other ranged casters for example not healers or mlee dpsers without guard)
Your basically saying that ranged damage was too high. I don't necessarily disagree and increased disrupt does in fact nerf damage, but it also nerfs magic utility and CC's etc. Why not just reduce the damage of the offending abilities instead of across the board disrupt increases which have potential unintended consequences of blowing up utility, whether that's roots, pulls, snares etc.

mynie
Posts: 25

Re: High Disrupt is an issue

Post#17 » Sun Jan 14, 2018 12:49 am

While i understand the original intent that induced these disrupt change, i think the change has at least the following drawbacks:
- increasing disrupt and other passive avoidance reduce the skill cap by introducing too much randomness in the fights (it also does not require any skill, as it is passive permanent buff). A bit of randomization can be interesting, too much can be the source of a lot of frustration (abilities never working as intended).
- it reduce the effectiveness of some CC abilities (damage abilities are not the only one affected). This can lead to lower survivability of skilled players.
- the change is not only affecting mdps but also affecting healers (which doesn't seem necessary as most of the time backline healers that should be safe from rdps by using the proper positionning)
- there is already a mechanism vs magic casters (resists)
- it forces dps class to focus 100% on their main stat (intel, etc) to avoid very frustrating avoidance rates, inducing less diversity in tactic choices and rr choices

if the problem was the melee survivability, im sure there is other way to deal with the problem without sacrificing too much of the gameplay.

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catholicism198
Posts: 1092

Re: High Disrupt is an issue

Post#18 » Sun Jan 14, 2018 1:02 am

Raefar wrote:As I having played a sorc and magus I understand why the disrupt change was needed vs sorc as I could burn down most people. However on my magus having ever dot tick given a chance to be disrupted is beyond painful. It’s easily a lose of 40% of my damage. However I would rather have that than being single time stamped by every BW out there.

Additionally, the flame kisssd tactic on the magus is joke damage at best. I get more kills now running a parry stacking melee magus.
I suppose it's a difference in play style.
I don't enjoy doing ~60% max ae fluff damage, but if you do- more power to you.

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Aurandilaz
Posts: 1896

Re: High Disrupt is an issue

Post#19 » Sun Jan 14, 2018 1:50 am

scatterthewinds wrote:What are these disrupt changes that are spoken of here? Can't find them in patch notes.
viewtopic.php?f=42&t=23340

The whole thread is kinda about the somewhat abrupt overhaul of defensive mechanics.
Basically compared to previous state of affairs, these days defensive stats coming from Willpower(disrupt), Weaponskill(parry), Dodge(initiative) result in combination with gear bonuses and stat buffs (and renown abilities) in far higher chances to actually perform a successful defence compared to what existed previously.
Result being that magical casters have somewhat challenging times to hit classes with high Willpower (all healers), physical rdps casters some challenges regarding hitting people who stack very high Initiative (hmm?) and melee dmg dealers can be parried in decent amounts by those who stack really high Weaponskill (hmm? maybe some classes go over 600-800 weaponskill, though I doubt too many go as Str in general provides higher dmg output for them - though defensive tanks maxing parry/block now really are defensive, or parry-turtleing Riposte mdps duellers).

The idea behind getting less people to successfully play eazymode pewpew from distance was quite right, as life is usually challenging enough as a melee dps in the frontline.
Problem however is that certain magical casters have now real difficulties in performing in their roles as damage dealers, simply because any decent opposite player can stack easily high amount of disrupt, especially healers with high willpower or groups running with tanks who actually know what HoldTheLine does and ensure that their party gets real defensive buffs instead of trying to pretend they are useful waving their 2hander swords around pretending to be real dps chars.


However gameplay balance is always evolving, so I'm hopeful that one day my Sorc actually can have realistic chances of actually being able to do rotations again without feeling like I'm throwing wet noodles (that dont even stick to the target) around when trying to focus high disrupt targets. Lately BW feels more fun to play because how amazing BurnThrough is, but I'm sure Sorc and Magus both will overcome current fluff-damage issues with time as balance evolves to a new form. :)

Raefar
Posts: 52

Re: High Disrupt is an issue

Post#20 » Sun Jan 14, 2018 2:04 am

catholicism198 wrote:
I suppose it's a difference in play style.
I don't enjoy doing ~60% max ae fluff damage, but if you do- more power to you.
Who said anything about AE? I mostly run a single target spec with 12% disrupt bypass. Please stay on topic and provide possible solutions rather this.

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