Endari wrote: Sun Mar 16, 2025 8:40 pm
Nekkma wrote: Sun Mar 16, 2025 1:26 pm
This is also mostly nonsense. This game is designed with a trinity. Having played this game since 2008 I can say that this trinity is mainly interpreted as running a 2/2/2 setup. This means that the dps class is certainly not making a "trade-off" between damage and survivability. The dps classes have 4 other players in the group providing survivability which allow the dps class to invest in offensive capabilities instead of defensive.
Measuring healers, a support class, against the same standard is misleading unless you are suggesting that the game should be played with support classes needing the same amount of support as dps classes. If not, then you are in fact creating a trade-off for healers which dps classes lack.
They do need the same support as dps though? Just like dps you need proper positioning, just like dps you need guard when focused, just like dps you have to detaunt. dps do make a trade-off between dps and survivability, from gear and talies to mastery to rr spec, what are you even talking about? Hell dps have to further reduce their main stat in order to get armor bypass and any other little survivability tools.
For way too long healers on RoR could ignore their main stat and go full deftard and still pump out good heals, only the regen bubble WE had something similar for dps with witchbrew not scaling with str and it was nerfed into the ground(took way too long as well).
They dont need same support as dps does, thats why tanks always guard melee dps, if they needed same amount of support guard could be on anyone. Armor Bypass is not survivabilty tool. Comparing Regen We to Healer makes no sense. Now that Witchbrew scales with Str it should also Crit but it doesnt, like leonine frenzy. One of the very many nerfs to overall damage RoR has made vs AoR.
Healers and Tanks are support classes, supporting dps to get kills which is kind of the point. RoR has removed shoulder crit talisman, Items with 3-5% Crit have been changed to 1-2%. Boost V-VI ( 9-crit/12-18% Crit dmg) was accessible to all classes in Aor in rr38 influence items, Tier 4 epic wpn quests, Pve etc.
Items with 3-5% Increased+Reduced Armour pene/ReducedCritical hit have been nerfed to 1-2% Like Crit has been. In RoR Renown Crit reduction gives 24% less Crits with 45rr points. Same amount of rr points gives you 14% Crit. 7% Crit Chest+8% 2h Crit staffs,4-5% on 1h's on Lairs + Bastion Stair has been removed. Crit is the only things that is not set in stone and normal crit with dmg/heal is 35-55% Increase without modifiers. So crit in aor = extremely important, thats why Shadow Warrior gave 15% all crit to his group mates and Kotbs got 10% to make it 25% Critical rate increase for the party. Also 100% + Dmg increase morale 2 on SW,Engi and Sqherder. All these three classes got access to Boost V or VI + Sove 7pc Boost VII and they stacked to 19% Crit and 32-38% Critical dmg increase.
Those examples show how aor and ror value crit very differently. In Aor the moment you used Burn Away Lies(or any skill) with Active Vindication Tactic buff + Flanking it always had 65% Dmg increase so "True Timestamping". But also target defensive buffs that were active while using BaL are also taken into account. This makes Cleanse more important and i actually liked that way of handling it more.
Super strong and needed CC/Tactics/Unique Abilities like Crippling Strikes, Runefang, Frenzied Mayhem,Piercing Bite(Affected every ability) Run Away! and many more are not in RoR or are heavily Nerfed versions of them. 50% Aoe HD's taken away, Morale dmg cap added. RoR almost has negated Critical Dmg from existence but notice that there are very many abilities/tactics giving you 25-90% Critical dmg. 50-180% In the early days : D And there are not so many Armour Penetration Skills/Tactics originally. There were things like Black orc double Ws buff 240 that should be returned! and Kotbs/Bg/Wl had 25% Armour Ignore ability but they were all single target.
Keep in mind that RoR added Armour Pene Tactic/Skill to Wl/Wh/We/Sw/Sh/Wp/Dok. All offensive Dps Sove bonuses were the same for melee/range/dps healers. That is the only way to have copy paste set bonuses because they made Sense. Main stat,Wounds,Crit,180melee/range/magic/heal power proc/ 10% Crit/20% Crit dmg as 7pc bonus, 8pc bonuses were personalized.
Last but not least why Healers feel too powerful is because of the GCD change. 8 skills in 10+sec vs 6 skills now in RoR. This obviously hits instant Skills hardest +Heal Dok/Wp because it means 1-2 less grp heals in 10sec. Obviously this also buffs everything that has cast times over 1.5s which is the GCD. This change is what makes Regen more powerful as well. Also 184hp chest and 80hp pocket should be removed, give us 7% Crit chests instead!