Re: Lets talk Trivial Blows
Posted: Thu Nov 26, 2015 5:17 am
just make TB work, nothing else required
Sorcs and BWs are meant to be strong like they are! In compensation they are squishi as hell (Sorcs especially) and hitting themselves with nearly every skill use.noisestorm wrote:First off: I want this to be a nice conversation so please keep it calm.
I was talking with Aza today about the issue with too high crits from especially Sorcs/BWs that we have at the moment.
Its not solely about Sorcs/BWs but how easily Crit in general is obtainable later on and how many Crit modifiers the whole game has.
My own suggestion (which i made some long time ago already) was to just give Initiative some more meaning by implementing some sort of AntiCritDmgComponent to it (like Trivial Blows was working). This way people would have a stat to itemize for to avoid Crit damage instead of having to waste a no-brainer 45points in TB.
Azas personal preference allthough would be something like more directly targeting the Classes that deal too much damage, because Init/TB changes would basically also lower the damage of already weak classes in comparison. I personally can also see the reasoning here, but here i have some special idea. An implementation of Init/TB that solely lowers the damage from Bonus-Crit-Dmg. Every class has its base 50% Crit dmg and will still always deal that. Classes that use Tactics or Mechanics (Sorc/BW) will have their Bonus crit coming from those sources reduced on the other hand.
This would give people a chance to itemize against the ridiculous amount of Critburst that we already have (and which will just get WAY worse later on), but do not touch classes with already average dps. Also this will not be a no-brainer to go for, since you have to also invest RR for it, or slot your Armor with it. So you cannot run full armor/resis or any mainstat if you want that sweet mitigation. Also this whole thing still has counterplay since there are Init debuffs existent in the game.
From what ive gathered so far there will be balancing for heavily overloaded kits. Sooner or later doesnt matter, but it will definitely come some time. Additionally there are a few different things that could also need some adjusting so i will just list them and want to hear some feedback from you guys.
#1 The Init change from above.
#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
#3 TB like it was back on live?
#4 Make armor easier to be accessible
#5 Strenghten the efficiency of Toughness
#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
/discuss
No no no and no! As long as bugged LOTD tallies aren't implemented along with the other crazy crit gear from LOTD and RR100 WF/DF we are fine#1 The Init change from above.
It would make physical damage even stronger. Melee trains (physical damage) dominated end game this is just a horrible idea#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
Implementing TB heavily favours order as order gets AA tactics and dest crits tactics.#3 TB like it was back on live?
"Triumphantly bad" and in so many ways considering how tough TF BGs are or IBs (that go deftard)#5 Strenghten the efficiency of Toughness
Guess we need to nerf AMS snare/kiting then#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
SilverWF wrote:Sorcs and BWs are meant to be strong like they are! In compensation they are squishi as hell (Sorcs especially) and hitting themselves with nearly every skill use.noisestorm wrote:First off: I want this to be a nice conversation so please keep it calm.
I was talking with Aza today about the issue with too high crits from especially Sorcs/BWs that we have at the moment.
Its not solely about Sorcs/BWs but how easily Crit in general is obtainable later on and how many Crit modifiers the whole game has.
My own suggestion (which i made some long time ago already) was to just give Initiative some more meaning by implementing some sort of AntiCritDmgComponent to it (like Trivial Blows was working). This way people would have a stat to itemize for to avoid Crit damage instead of having to waste a no-brainer 45points in TB.
Azas personal preference allthough would be something like more directly targeting the Classes that deal too much damage, because Init/TB changes would basically also lower the damage of already weak classes in comparison. I personally can also see the reasoning here, but here i have some special idea. An implementation of Init/TB that solely lowers the damage from Bonus-Crit-Dmg. Every class has its base 50% Crit dmg and will still always deal that. Classes that use Tactics or Mechanics (Sorc/BW) will have their Bonus crit coming from those sources reduced on the other hand.
This would give people a chance to itemize against the ridiculous amount of Critburst that we already have (and which will just get WAY worse later on), but do not touch classes with already average dps. Also this will not be a no-brainer to go for, since you have to also invest RR for it, or slot your Armor with it. So you cannot run full armor/resis or any mainstat if you want that sweet mitigation. Also this whole thing still has counterplay since there are Init debuffs existent in the game.
From what ive gathered so far there will be balancing for heavily overloaded kits. Sooner or later doesnt matter, but it will definitely come some time. Additionally there are a few different things that could also need some adjusting so i will just list them and want to hear some feedback from you guys.
#1 The Init change from above.
#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
#3 TB like it was back on live?
#4 Make armor easier to be accessible
#5 Strenghten the efficiency of Toughness
#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
/discuss
Stop converting this game in to solo duels in the lakes - basically, DPS-AM paradise!
Basically this, plus: the difference is not only gear wise.Genisaurus wrote: 2. Some classes have more Initiative on their gear than others, like WH/WE, and this change as-is would completely rebalance those classes. CO and SM have slightly more Initative on their gear than other tanks in T4 (Mythic removed a good deal of WS from Sov since they do more Spirit damage), and this gives them an outright buff. If we wanted to preserve the current balance or make changes, we would likely need to change the itemization for many classes across all tiers. Since items are my thing, I'm not toooo happy with this prospect.
As stated above already, sorcs and bw's are one of those classes which really rely on their burst and there is already way too much counterplay to almost nullify their burst potential i.e. group cleanse, guard, melee pressure.I was talking with Aza today about the issue with too high crits from especially Sorcs/BWs that we have at the moment.
That again depends on the devs and about which items and renown abilities they will implement. Yet i don't see to many crit modifiers or crit in general.Its not solely about Sorcs/BWs but how easily Crit in general is obtainable later on and how many Crit modifiers the whole game has.
Personally i would not touch the stats since it would also require to change the whole item database.My own suggestion (which i made some long time ago already) was to just give Initiative some more meaning by implementing some sort of AntiCritDmgComponent to it (like Trivial Blows was working). This way people would have a stat to itemize for to avoid Crit damage instead of having to waste a no-brainer 45points in TB.
+1 but that again has to be done very carefulAzas personal preference allthough would be something like more directly targeting the Classes that deal too much damage, because Init/TB changes would basically also lower the damage of already weak classes in comparison.
as stated above: burst classes like the bw or the sorc are not a problem at all. classes like slayer/marauder don't shine because of a specific crit dmg tactic, the slayer don't even has one, but because of their slightly overloaded kit. that change would cripple classes like WL, WH, WE, BW and Sorc which are build around burst but nothing else.I personally can also see the reasoning here, but here i have some special idea. An implementation of Init/TB that solely lowers the damage from Bonus-Crit-Dmg. Every class has its base 50% Crit dmg and will still always deal that. Classes that use Tactics or Mechanics (Sorc/BW) will have their Bonus crit coming from those sources reduced on the other hand.
see above.#1 The Init change from above.
also stated above that resistance damage is most likely a non-factor when it comes to group pvp and that's what the game is build around.#2 40% Softcap (where diminishing Return starts) for Resistances. This could easilly be increased to 50% or more.
no, see above.#3 TB like it was back on live?
armor is already easy accessable and i would not like to see this change.#4 Make armor easier to be accessible
stated above that i would not touch the stats itself since it would also require to change the whole item database.#5 Strenghten the efficiency of Toughness
+1 on that but again that has to be done VERY careful and should not be done as a result of too much Q_Q since a lot of people don't know what they are doing and/or talking about.#6 Just nerfing the Classes that clearly outshine in some parts of their Kit.
I think she was referring to armor value being closer together between different armor types. However, you do highlight the issue of Armor scaling vs the mechanics of Weapon Skill.Nanji wrote:#4 Make armor easier to be accessible
no
illustration:
dok in devastor ~ 3k armor -> ws needed ca. 1000/550 (cap 825) buffed/debuffed (1360)
dok in warlord ~ 5k armor -> ws needed ca. 1600/1090 (cap 1050) buffed/debuffed (1600)