Re: Overarching balance changes
Posted: Fri Jul 08, 2016 2:41 pm
All it would do is force racial groups, and you are hardly a non-biased source of that? :^)
Warhammer Online
https://returnofreckoning.com/forum/
This would make everyone run Empire chars with Kots, BW's and WP's, no room for anny other classesfootpatrol2 wrote:Here is something I'd like to see.
Cross race buff's not stacking. Meaning knight aura's cannot stack on dwarves or high elves. Chosen aura's cannot affect greenskins or dark elves. IB buffs only affect other dwarves. Rp buffs not stack on empire or high elves. AM resist buff not stack on empire dwarves. etc etc...This would dramatically change the game and get people re-looking into group compositions. You would barely have to change anything to make this balanced.
All outgoing abilities would be unaffected.
5% extra morale gain per same race member. For a total of 30-25% additional morale gain over mixed groups. If in a warband setting if you have same race groups grouped together have 5% additional morale gain. So a warband of same race gets a additional 15% morale gain boost. For a total boost of 45 to 40% additional morale gain of a same race warband.
Have warlord through anni gear tied to the zones. Greenskin/Dwarf gear only drops from greenskin/dwarf zones nothing else. DE/HE gear drops from only HE/DE zones. Chaos/Empire gear only drops from chaos/empire zones. Sovereign gear still drop from cities.
Undo the defensive moral cycle nerf. Bring back moral pump tactic for dok. Instead of bolstering boon tactic being tied to boon of hysh have it tied to lambent aura or healing energy to mimic dok moral pump. Mountain spirit back to 30 sec's. 1001 blessings back to 30 sec. Gromril plating back to group buff. Sprout carapace back to m3 on chosen. etc etc...
Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.
Yeah I should probably have written "... rather than just trying to balance it." As in, who knows it might conceivably lead to greater balance, but that seems to be a secondary thing in your post. I don't know about other ppl but I'm generally in favour of doing the minimum possible to improve the game to the desired standard, while keeping it as close as possible to the original (note: I know that may still entail making big changes).footpatrol2 wrote:If you really think through my suggestion it does balance the game. Other unused spec lines would become more favorable. Dok/WP would get knocked off their throne. I can't keep writing because I got to start work now but I'll revisit this later.
Short time pots, heal pots ap pots nevere good for competitev pvp cause they forcing evereybody to use them and if don't get one you probaply die from those who using it, and they affects classes differntly some get more avantage form pots(immortal tanks) and some even suffer from pots like wl jumping on the squig wasted all ap too kill little bastard and the squig just disarm, conrol, etc and restore full health and for squig now it fresh fight and wl got no ap for pushing hard not the best example cause lion probaply kill the squigi in 2hits but you get the point.footpatrol2 wrote: Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.
like i said different affect for different classes - like you found a tank runing to their buddies caught him mash him for 5 mins drink your pot cause tank hits you too and the when he git 5% hp bisies of tons of moralas he used in this long fight he just drink his pot and run away or kill you cause your pots on cd and if he didnt kill you he just live another 5 mins and drink again(but you probably die afet you got your pots on cd) or if zerg comes he just drink pot and walk away.Landaren wrote:the heal/ap pots have a 5 minute cooldown, everyone can use them as you said above.
How exactly is that harmful to competition?
Bring potions, it not like its some idiotic Korean pot spammer game
How would you know what's good for competitive PvP when you seem to be the biggest advocate against it/solo 99% of the time I watch your stream? Also pots are easily accessible to all.kweedko wrote:Short time pots, heal pots ap pots nevere good for competitev pvp cause they forcing evereybody to use them and if don't get one you probaply die from those who using it, and they affects classes differntly some get more avantage form pots(immortal tanks) and some even suffer from pots like wl jumping on the squig wasted all ap too kill little bastard and the squig just disarm, conrol, etc and restore full health and for squig now it fresh fight and wl got no ap for pushing hard not the best example cause lion probaply kill the squigi in 2hits but you get the point.footpatrol2 wrote: Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.