Good morning, community!
I wanted to share something with you that I've been working on the last couple of days, before it goes live. This is an opportunity to collect some feedback, but more importantly, this is a large change that would be unfair to spring on people with no warning.
In short, I've designed new sets for Tiers 1, 2, and 3 to complement the existing RvR sets in the same way that Sovereign had two different sets for each class. Additionally, the existing RvR sets have been redesigned to eliminate useless stats, and make their intended playstyles more clear.
Good morning,
before going deeper into details and my personal opinion about the new sets, i want to say thanks. It's great to see you guys putting so much dedication and effort into this game and i think we can't give you as much back as you give to us on an almost daily base. Keep up the work, your team is doing great
That being said, let's start:
A brief history lesson: There was once a huge outcry as the first players slogged their way to RR75+, and started learning that Sovereign gear was underwhelming, and favored some specs more than others. There was a larger outcry when Land of the Dead revealed the Tyrant set, a "lesser" set which worked much better for some classes than Sovereign did for others. Mythic responded by completely redesigning the sovereign set for every class, and also introduced a second set that supported an alternative specs.
Personally i think the old Sovereign sets were really really nice, a lot of ppl did just not realize how good they could work and what a impact those old 8 piece activations had. While Sovereign was overall really balanced, Tyrant was not. That's why everyone used Tyrant over anything else. The stacking 25% Haste for mdps, the Moral dmg proc, or basically Focus Mind on a proc chance for casters were by far the most gamebreaking bonis the game ever had and Mythic did in some cases never understand why they were. Proof? When they changed the Sovereign Sets you had the same stupid proc you had on Tyrants mdps set on a def set with an increased Tooltip Damage.
The relative power of those Sovereign sets aside, the decision to support multiple specs with sets that are equal in power was a good one.
I'm sure it's a great idea to make the game more complex and to get away from those one trick pony style but the way Mythic did it, was actually retarded because somehow they managed that the def sets became the best off sets and what we did end up with, was a completely changed meta game and another one trick pony which made the game - especially PvP - just more easy.
The problem in the lower tiers is that there is only one top set, the RvR sets, and those have the same issue Sovereign used to - little flexibility to play your class how you want. Tier 3 has Stalker, Mayhem and Redeye, but the itemization on those sets is distinctly inferior to Devastator. Stalker, case in point, has almost 50% the stat points and armor values of Devastator. There are arguments to be made that these sets should be less powerful, because they are "easier" to get, involving varying degrees of PvE. So instead of buffing these sets (which may still be an option in the future), I made alternate sets for every class at the same power level of the RvR sets.
great idea
Once I started though, it became very obvious that some of the existing sets needed a complete redesign altogether. Runepriests for example, did not get their gear adjusted after they were given the ability to convert all Intelligence to Willpower, or vice versa. Bright Wizards and Sorceresses have more Willpower on their gear than Slayers have Weapon Skill. Speaking of Weapon Skill, why do Archmages need it? Etc. Etc. Etc. I decided to just redesign the existing RvR sets for every class too.
i agree with all of that
Blah blah blah, what did you actually do?
I designed new PvP sets for each tier. They will be bought with scenario emblems:
Tier 1 : 110 Recruit's Emblems : "... of the Braggart"
Tier 2 : 220 Scout's Emblems : "... of the Challenger"
Tier 3 : 490 Soldier's Emblems : "... of the Duelist"
The new sets are designed to allow alternative specs and playstyles to the existing RvR sets:
Tanks: DPS
Healers: [RP/ZE] Survivability; [WP/DK] Melee Healing; [AM/SH] DPS
MDPS: Survivability
RDPS: Close-range encounters
I also redesigned the existing RvR sets for each tier. These sets have had less-useful stats merged into more useful ones, and they have become more focused toward the playstyles they promote. That focus is generally:
Tanks: Defense
Healers: Healing
MDPS: DPS
RDPS: Long-range encounters
EDIT: There may be an exchange merchant to swap your already purchased RvR sets for the new sets.
sounds good,i like that you get them via scenarios. this will probably force people to form groups and increase the overall small scale competition since people are not longer forced to zerg the **** out of oRvR while getting rewarded for basically no effort with influence and medals. really looking forward to it
now let's go into the details about the new sets (i will focus on T3 sets New Devastator / Duelist:
IB / BG / BO / SM / CO / Kobs:
Devastator: seems fine for me
Duelist: seems fine for me
Slayer / Choppa
Devastator: change 5 piece bonus to clarity, stat steal is garbage and those classes have AP issues. at this point i recommend to test if clarity procs on reckless gamble / hurtin time or auto attacks. if yes, change it so that it only procs on abilities!
Duelist: The duelist seems a bit too good for me. The 4 piece bonus is already superior to Devastator and basically you lose 47 str (14,1 tt) and 19 ws while you gain 66 toughness. Crit stays the same and the 5 piece bonus of duelist is broken. A slayer in group usually runs both stat tactics + flanking at this point (situational option is the racial armor tactic) so he is at the soft cap anyway and would definitely not sacrifice his dmg (47 str are ain't worth anything when it comes to dmg imho). Moral dmg procs such as Pilfer or even worse Siphon Vitality are gamebreaking and shouldn't be implemented in RoR. Change it to a moral heal for 87 on being hit without dealing damage or remove it from the game and take Preservation. I also suggest to remove around 30 WS and 20 Str and add them to Wounds and Initiative.
RP / Zealot:
Devastator: seems fine for me
Duelist: seems fine for me
Engi / Magus:
Devastator: seems fine for me
Duelist: seems fine for me
Mrd / WL:
Devastator: Domination is more or less useless since the Marauder provides both a higher toughness buff and debuff for himself and his enemy, also you're usually grouped with a tank who buff/debuff those stats permanent and it has literally no impact. I suggest to swap it with Corrosion because that would allow those classes to spec something different than Savagery / Hunter which are atm the only real viable options. For those who think it will be too good, both mrd and wl are providing a 1400 armor debuff at this point. They will still run Hunter/Savagery in a competitive group and drop you to almost no armor but for the viability of other trees and solo play Corrosion would be a good addition.
Duelist: Way too good. 5% crit and 47 Strength which is equal to 14,1 tooltip damage is all you have to give up for 66 toughness 6% parry and the best defensive proc ingame on the already hardest to kill classes (highest mobility and defense for order on WL - highest defense and utility for destru on Mrd). The set itself as it is will also benefit the marauder even more than the WL. About the Proc: It's basically a free QE proc for those classes who are already (almost) impossible to kill through guard. Change Elusive to reactionary and tune down the strength on this set and it will be fine.
Also change WL resistance to Spirit as well.
WE/WH:
Devastator: seems fine
Duelist: seems fine
BW/Sorc:
Devastator: seems fine
Duelist: seems fine
AM/SH:
Devastator: seems fine
Duelist: seems fine
SW/SQ:
Devastator: seems fine
Duelist: seems fine
DoK/WP:
Devastator: seems fine
Duelist: seems fine
In addition of that: i really beg you to not implement anything which is as stupid as Elusive, Pilfer or Siphon Vitality. It would probably make sense to give something equal to Elusive on a T4 set to the WH/WE exclusively if we won't see Odjira or QE but that again has to be tested and implemented really careful. The thought behind is the lack of a charge (the WE got one via tactic), without testing i would definitely not implement anything like this cause it will be for sure gamebreaking.
About stat procs such as Domination or Overwhelming, they are useless.