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[Split] Marauder discussion

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Vdova
Posts: 555

Re: [Split] Marauder discussion

Post#231 » Mon Oct 12, 2015 2:53 pm

Ungrin wrote:Split from AAO discussion

Destro only whines when it suits them. You don't see them flying to the forums in droves calling for a mara nerf even though it is by far the best DPS in the game..

Personally, I know what the game needs. It needs to be balanced as a whole, which is why I rarely call for blanket nerfs or buffs. I've said it in a post previously how I think the game should be balanced.
Says realm, whos White lions jumping on the top of the keep passing all defences and melt down squishy ranged dps... or just ranged DPS who every 2 minutes insta kill any class(except tanks) with fernstering arrow. Yea yea order players never know the pain until they try to play destro side and realized that theyr order toons works and synergies much better than theyr destro mirrors.
I say who cares. Even than we can kick Your arses!
Vdova - Witch elf princess of suffer and despair

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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#232 » Mon Oct 12, 2015 3:11 pm

Vdova wrote: Says realm, whos White lions jumping on the top of the keep passing all defences and melt down squishy ranged dps... or just ranged DPS who every 2 minutes insta kill any class(except tanks) with fernstering arrow. Yea yea order players never know the pain until they try to play destro side and realized that theyr order toons works and synergies much better than theyr destro mirrors.
I say who cares. Even than we can kick Your arses!
I've played both side a decent amount. I've never really noticed feeling like one side out performed the other.

I never felt like I lost a fight because I was faction A instead of faction B.

I do believe each faction has a few classes that stand out from the rest of the crowd, but that cuts both ways.


I think T2 balance shines through as well. SW/SH is a great example, SW was really strong in T2. It falls off a lot by T4, people rarely complained about SWs/SH on live T4
Suzu

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#233 » Mon Oct 12, 2015 3:25 pm

Azuzu wrote:
I've played both side a decent amount. I've never really noticed feeling like one side out performed the other.

I never felt like I lost a fight because I was faction A instead of faction B.

I do believe each faction has a few classes that stand out from the rest of the crowd, but that cuts both ways.


I think T2 balance shines through as well. SW/SH is a great example, SW was really strong in T2. It falls off a lot by T4, people rarely complained about SWs/SH on live T4
thats because live had resolute defense was in live along with a lot of other bullshit like pocket adsorb items, or odogira and ****

all of which weakened the strength of rdps and all of which will not be in RoR
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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#234 » Mon Oct 12, 2015 3:32 pm

Coryphaus wrote: thats because live had resolute defense was in live along with a lot of other bullshit like pocket adsorb items, or odogira and ****

all of which weakened the strength of rdps and all of which will not be in RoR
I should have been more clear in my post.

In my opinion, but here and on live. I never felt like i had an uphill battle playing one side or the other. Anytime I die, it's not because I'm faction A or faction B.

I lot of posts I read make me think I'm playing a different game. One in which I can't possibility kill anyone or win unless I play the "strong" faction

I get what your saying about mrdps, I remember melee trains being the main meta. I was simply using SW/SH as an example of T2 balance being a temporary issue for some people.
Last edited by Azuzu on Mon Oct 12, 2015 3:34 pm, edited 1 time in total.
Suzu

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tomato
Posts: 403

Re: [Split] Marauder discussion

Post#235 » Mon Oct 12, 2015 3:33 pm

Odjira weaken rdps? what?
Resolut defense weaken rdps? what?
Don't know what you're smoking, those things were kinda essential to survive the mdps train.
I you had played order you'd have known how much fun it is to play against marauder fetch.

The major problem is that most ppl are too bad to kite, they just stand still and die.

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Jaycub
Posts: 3130

Re: [Split] Marauder discussion

Post#236 » Mon Oct 12, 2015 4:18 pm

Almost 25 pages in less than a week, mara is confirmed OP.

SHUT IT DOWN
<Lords of the Locker Room> <Old School>

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Xaun
Posts: 230

Re: [Split] Marauder discussion

Post#237 » Mon Oct 12, 2015 4:23 pm

And we're talking about nerfing Destros lowest burst, lowest sustained dps (T4) mdps bcoz?

E.g. if Aza buffed the WL pet homing instinct/pathing/speed to that of what it was in T1, no-one would be saying WL needed a buff (perhaps outgoing heal debuff changed to inc), and more people would be complaining about what a ridiculously OP ability Pounce is to have on one side only

I find it utterly ridiculous that Order complains about Mara dps (weaker than both Choppa & WE for burst and sustained at T4), when we need to use a spec point and tactic slot to obtain a 50% heal debuff, when ALL order mdps have access to +50%AA haste tactics in addition to +50% critical dmg and essentially getting the benefit of Feeding on Fear (without any penalty) just by grouping with a Knight. You guys can slot 4x dmg boosting tactics AND get +20% crit on top or free

Sure we get extra utility, IN LIEU of burst/sustained dps

Any notion that we get all that AND insane survivability simultaneously is complete fallacy. Switching to Monstro meant any outbound damage was reduced to fluff, and only affected armor pen from WS (not Torment or ANY spells). Any additional healing from Deadly Clutch was predicated on being able to hit someone being healed and NOT available in Monstro

I'm not saying Mara isn't a strong class, it is.

Piercing Bite needs to work only on mutated abilities, Feeding on Fear needs to convey the approprate negatives. Deadly Clutch needs to work only on casted heals (not potions). Beyond that I think it's a well rounded class

But if you fix these, MANY other abilities need to be fixed too, and the much more important endgame ability synergy needs some serious refactoring (yes Knight, WP and Slayer I'm looking at you)

Let's start a new thread, aimed at the T4 endgame meta, looking to balance for 6v6 and look at the glaring discrepancies between realms on certain abilities

It would be interesting to hear from the Dev team here, I would love to think that they, like me, would be interested in an endgame that meant that either realm could field viable groups that didn't HAVE to be based on knight/slayer/wp and chosen/mara/dok.

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Azarael
Posts: 5332

Re: [Split] Marauder discussion

Post#238 » Mon Oct 12, 2015 4:27 pm

Xaun wrote:Let's start a new thread, aimed at the T4 endgame meta, looking to balance for 6v6 and look at the glaring discrepancies between realms on certain abilities
Go for it. Likely to be more productive than any thread singling out one class.

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Azuzu
Posts: 551

Re: [Split] Marauder discussion

Post#239 » Mon Oct 12, 2015 4:34 pm

Azarael wrote:
Xaun wrote:Let's start a new thread, aimed at the T4 endgame meta, looking to balance for 6v6 and look at the glaring discrepancies between realms on certain abilities
Go for it. Likely to be more productive than any thread singling out one class.
I agree with both these posts. It seems like a lot of people's opinions on balance are being colored by the current T2 state of the game.

The thing is, RoR is different than live. If the RAs arnt all active, the endgame maybe different. I think to truly make an informed decision on t4 balance here, we will need to play RoR T4, something none of us have done.
Suzu

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Xaun
Posts: 230

Re: [Split] Marauder discussion

Post#240 » Mon Oct 12, 2015 4:51 pm

Azarael wrote:
Xaun wrote:Let's start a new thread, aimed at the T4 endgame meta, looking to balance for 6v6 and look at the glaring discrepancies between realms on certain abilities
Go for it. Likely to be more productive than any thread singling out one class.
Great, I'll put something together

p.s. love your sig Aza

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