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[Split] Marauder discussion

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Ungrin
Posts: 170

Re: [Split] Marauder discussion

Post#161 » Thu Oct 08, 2015 9:48 pm

Tesq wrote:i'm sy that i didn't do any screen and you cannot just take my words as true but at that time keaven (last war dev ) test on dummys ( so no wounds debuff is relevant) all mdps damage (dummy had x armor)

Mara: 3.5k damage Single target in x seconds
slayer :3k damage AOE in x seconds
choppa: 3k damage single target in x seconds
wl: LESS than 3k damage ST in x seconds

all this taken in account:
- warpforged sets
- with out considering cleanse
- BP bug

I can agree on the fact that mara need to be touch ( dont know how but) seriusly slayer just play with a 5 skills combo and all their hits are undefitable. Mara attacks can be parried and are not aoe.
All this hate vs mara it just based on his OP pull rather than his actually combat strengh.

Also choppa/slayer in ST have still more burst cos everytime mara swap target it need everytime to re apply all his dot/rotation.

The way slayer deliver their damage is incredible strong due the fact that

-25 feet range
-it's aoe
-it's undefitable


nothing can be more strong that this combination atm.

Mara can win you the skirmish battle but when it cames to oRvR and aoe, slayers WBs wins hands down.

if both mara/wl would be able to do more damage due to a longer rotation but also being more durable while slayer/choppa could be more burst beast that would make both arch type fine.

The problem is that some op stuff were not mirrored, and the client is a mess to deal with.

I think the aim should be fix-nerf mara / nerf slayer / buff wl /fix choppa, rather that hate mara this way.
As I've said in the previous posts. I agree. Slayer trains are just as strong, ( stronger in wb vs wb application ) as marauders and both need a slight nerf. There's OP stuff on both sides, which tend to get mirrored in one way or another, the problem comes when all the best stuff a DPS could ask for is put directly onto one toon with no drawbacks.
Bretin wrote:
Ungrin wrote:I don't play solo nearly as much, so heal debuff's like that for mara were never a priority for me.
i was 100% sure that i wouldn't post again since this topic and all of your posts are 100% bullshit but this is srs cancer and i have to reply.

have you ever asked yourself what you need to kill a target which is guarded by a tank? and why ppl die in organized group pvp (6vs6)? it's because of debuffs and the best debuff you can have against any guarded target is a 50% ic hd. mara is not op bc of his dmg or his survivability he is op bc he can single handed pressure a whole group! those debuffs are also the best versions i.g. i.e. Tainted Claw, CC, TB
It's a good thing that no-one including me cares what you think. But yes, considering I run the heal debuff on my SW, I know, and I'd hope, most of the people here know what it takes to kill someone in a group. Thanks for opening up that post with a personal attack. uuuuuuuuuuuh buh bye
Azuzu wrote:I thinking around 6v6 oRvR is the way to go.

That being said, I don't think only those of us who run 6 man premades should have a voice in what we think balance should be.
Agreed.
Last edited by Ungrin on Thu Oct 08, 2015 9:50 pm, edited 3 times in total.
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Nanji
Posts: 312

Re: [Split] Marauder discussion

Post#162 » Thu Oct 08, 2015 9:48 pm

Azuzu wrote:I thinking around 6v6 oRvR is the way to go.

That being said, I don't think only those of us who run 6 man premades should have a voice in what we think balance should be.
Yeah let the facility managers discuss with the academics about science......
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bloodi
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Re: [Split] Marauder discussion

Post#163 » Thu Oct 08, 2015 9:50 pm

Nanji wrote:Yeah let the facility managers discuss with the academics about science......
You should not judge fishes for their ability to climb up trees.

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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#164 » Thu Oct 08, 2015 9:53 pm

Tesq wrote:
Azuzu wrote:I thinking around 6v6 oRvR is the way to go.

That being said, I don't think only those of us who run 6 man premades should have a voice in what we think balance should be.
that way aoe beast like slayer would be totaly fine the way they are now cos taken 2x slayer in a 6 man do not a lot vs 2x mara but just make x8 slayer then here it cames a hell aoe

ST need to be balanced around 6v6/12vs12

aoe need to be balance around 24 vs 24.
In the perfect game, all of the classes could fit into competitive comps of some type.

This game is more than: IB/BG Chosen/KotBS Slayer/Mara DoK/WP RP/Zealot Sorc/BW. (The classes of endgsme comps)
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Jaycub
Posts: 3130

Re: [Split] Marauder discussion

Post#165 » Thu Oct 08, 2015 9:54 pm

With how many mechanics/things are built around groups (6 mans) balance should really just reflect that and should have a focus on it.

Combat in this game isn't going to let you do anything solo anyways (carry), and balancing around the zerg is just as bad... there is a reason AoE has a 9 player limit.
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bloodi
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Re: [Split] Marauder discussion

Post#166 » Thu Oct 08, 2015 9:59 pm

Jaycub wrote:there is a reason AoE has a 9 player limit.
To..... balance zerg vs zerg play?

Seriously, i am the one taking crazy pills here? You all talk about balancing 24vs24 as some sort of abomination when its required to do so, ignoring it will be terrible.

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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#167 » Thu Oct 08, 2015 10:25 pm

bloodi wrote:
Jaycub wrote:there is a reason AoE has a 9 player limit.
To..... balance zerg vs zerg play?

Seriously, i am the one taking crazy pills here? You all talk about balancing 24vs24 as some sort of abomination when its required to do so, ignoring it will be terrible.
Balance for 6v6 and a good 6 man can wipe 24, they already can to some degree. :-P



Balancing for 24vs24 adds a lot more variables and class combinations. It makes the task much harder.

The other thing is 24vs24 wouldn't translate to smaller 1v1 - 6v6, while balancing for 6v6 you can transition it better upwards and downwards. I'd imagine at least half the server likes 1v1 - 6v6 a lot more then 24v24. Plus SCs aren't 24v24.
Last edited by Azuzu on Thu Oct 08, 2015 10:32 pm, edited 1 time in total.
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bloodi
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Re: [Split] Marauder discussion

Post#168 » Thu Oct 08, 2015 10:30 pm

Azuzu wrote:Balance for 6v6 and a good 6 man can wipe 24, they already can to some degree. :-P
But if somehow the best WB comp is 24 Magus, that is a problem, a balance problem.

We can balance for 6 man all day but the game most people will play is the 24vs24 game, there has to be tweaks for it.

As i said, we can suck each other dicks all day and talk about how great our roam groups are and how fun is it, if zerg vs zerg is broken, game will suck for most people.

I dont see how this is something outrageous or out of the plan, game will suck hard if you only focus in 6vs6.
Azuzu wrote: Balancing for 24vs24 adds a lot more variables and class combinations. It makes the task much harder.
I am sorry but "mom this is too hard" is not a valid argument.
Azuzu wrote:The other thing is 24vs24 wouldn't translate to smaller 1v1 - 6v6, while balancing for 6v6 you can transition it better upwards and downwards. I'd imagine at least half the server likes 1v1 - 6v6 a lot more then 24v24. Plus SCs aren't 24v24.
This is not a dichotomy people, i dont know who the hell put in your heads that you cant balance both at once but you totally can. Aoe caps, limitations to buffs, proc gcds are all tools that can be tweaked to balance 24vs24 without touching 6vs6.

Several are already in game showing that 24vs24 balance was talking into account while designing the game, how in hell you people decided that they never did amazes me to no end.

****, do you think the tweaks to Rain of fire were based around 6vs6?
Last edited by bloodi on Thu Oct 08, 2015 10:38 pm, edited 1 time in total.

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Tesq
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Re: [Split] Marauder discussion

Post#169 » Thu Oct 08, 2015 10:33 pm

it's just that aoe hitting 9 ppl it stronger when you can hit 9 ppl, you will hardly hit 9 ppl in a 6vs6 or in a 12 vs 12 where they stay split.

aoe need to be balance around wbs fight it's just common sense.
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Azuzu
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Re: [Split] Marauder discussion

Post#170 » Thu Oct 08, 2015 10:36 pm

bloodi wrote:
Azuzu wrote:Balance for 6v6 and a good 6 man can wipe 24, they already can to some degree. :-P
But if somehow the best WB comp is 24 Magus, that is a problem, a balance problem.

We can balance for 6 man all day but the game most people will play is the 24vs24 game, there has to be tweaks for it.

As i said, we can suck each other dicks all day and talk about how great our roam groups are and how fun is it, if zerg vs zerg is broken, game will suck for most people.

I dont see how this is something outrageous or out of the plan, game will suck hard if you only focus in 6vs6.
I'd argue on a small private server, small scale pvp and SCs will take place just as much if not more than 24vs24.

Your ignoring the fact that 24vs24 is much harder to balance then 6v6.

Another issue is how often do you have organized 24 mans, with proper comp. The idea of group balance is classes support each other and make up for deficits other classes have. A zerg is the opposite of that it's a disorganized mess with a random assortment of classes
Tesq wrote:
aoe need to be balance around wbs fight it's just common sense.
WAR was designed by Mythic the studio that gave us DAoC.

In DAoC it was possible to wipe a zerg by controlling it with CC and heavy pbaoe.

CC has fallen out of favor since the DAoC days, so all we are left with is AoE for a smaller group to fight a larger one. I think Mythic had AoE work the way it does so that a small 6 man can wipe a WB off a keep or defendable objective.

It's still a lot harder to do here then on DAoC. Most times numbers equals win.

If you balance AoE for 24vs24 all that will matter is numbers and kill the idea of a small group having a chance out numbered.
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