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Overarching balance changes

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Poll: Which game mechanic needs to be changed the most?

Guard
25
9%
Cleanse
65
23%
Buff/Debuff stacking
10
4%
Critical damage
33
12%
%Damage mitigation abilities (Detaunt/Challenge/ID/Bellow etc...)
12
4%
Softcaps
10
4%
Morales
13
5%
Group Heal
24
9%
Armor/Resistance stacking and penetration
28
10%
Crowd Control and immunities
58
21%
Total votes: 278

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Eathisword
Posts: 808

Re: Overarching balance changes

Post#271 » Sat Jul 09, 2016 12:47 pm

Jaycub wrote:Can DoT's even proc anything in the current system?
Wondering the same thing. In my limited knowledge, there is only a couple of DoT like Inevitable Doom or Lightning Rod, that can proc things. Most of em don't proc anything at all. They don't build grudge/hate for IB/BG... They don't even break detaunts.
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Haojin
Posts: 1066

Re: Overarching balance changes

Post#272 » Sat Jul 09, 2016 12:50 pm

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Last edited by Haojin on Mon Apr 11, 2022 9:22 am, edited 1 time in total.
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Posts: 1725

Re: Overarching balance changes

Post#273 » Sat Jul 09, 2016 12:51 pm

Yeah this is why we dont talk about ID, it turns into "BUT ORDER IS BETTER" quite fast.

Also
Annaise16 wrote:Neither the attacker nor the healer had control of which debuff was cleansed, and that is what made it balanced.
This is not true at all, things are not balanced because they dont work sometimes, in a situation where a group loses and another wins because healers cleansed A and not B and then the opposite happens, it doesnt mean there is balance, it means the game is random, no one likes playing random games decided by rolls.

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peterthepan3
Posts: 6509

Re: Overarching balance changes

Post#274 » Sat Jul 09, 2016 12:53 pm

Haojin wrote:Guard mechanic needs a scaling:

In scenarios it should be like %25

In RvR lakes: %50

Or you can change the guard radius like 10 feet.
Why does guard need a change? It's easily dealt with.
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Morf
Posts: 1247

Re: Overarching balance changes

Post#275 » Sat Jul 09, 2016 1:15 pm

Haojin wrote:Guard mechanic needs a scaling:

In scenarios it should be like %25

In RvR lakes: %50

Or you can change the guard radius like 10 feet.

This makes no sense what so ever and goes to show how out of touch some players are with balancing the game and why these type of pols should never be taking seriously when discussing possible game changes.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#276 » Sat Jul 09, 2016 1:25 pm

Eathisword wrote:
Jaycub wrote:Can DoT's even proc anything in the current system?
Wondering the same thing. In my limited knowledge, there is only a couple of DoT like Inevitable Doom or Lightning Rod, that can proc things. Most of em don't proc anything at all. They don't build grudge/hate for IB/BG... They don't even break detaunts.
From the classes I have played I notice that application of DoT's will break detaunt, however ticks of pre-existing ones will not.

As for DoT's I think the 1st tick should be eligible to proc to balance out differences between direct damage and damage over time (the reason this got brought up in the 1st place?).
<Lords of the Locker Room> <Old School>

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#277 » Sat Jul 09, 2016 1:30 pm

Morf wrote:
Haojin wrote:Guard mechanic needs a scaling:

In scenarios it should be like %25

In RvR lakes: %50

Or you can change the guard radius like 10 feet.

This makes no sense what so ever and goes to show how out of touch some players are with balancing the game and why these type of pols should never be taking seriously when discussing possible game changes.
People take more damage in large scale fights due to taking damage from more players, it makes sence in that mather. When pug vs pugs in smale scale guard can seem a little OP as people don't focus assist in the same manner as premades do. But I think changing guard now is a big mistake. It's a core abillity that the game been ballanceed around. Messing with it and you might need to go back to the design table of all classes to get ballance.
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Morf
Posts: 1247

Re: Overarching balance changes

Post#278 » Sat Jul 09, 2016 1:33 pm

Jaycub wrote:
From the classes I have played I notice that application of DoT's will break detaunt, however ticks of pre-existing ones will not.

As for DoT's I think the 1st tick should be eligible to proc to balance out differences between direct damage and damage over time (the reason this got brought up in the 1st place?).

The first application of a dot counts as a direct damage ability, any ticks after count as a dot tick, tho im not sure if the initial dot application procs anything.

Also going back to your post Jaycub about procs, imo only st abilities and aa's should proc damage procs, aoe shouldnt. I can remember from playing my slayer on the old game so much damage was from procs and more so with inevitable doom, damage was just insane, even more so grouped with a wp and bw.
Procs should help to burst a target down not to do massive damage on many targets with aoe abilities.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#279 » Sat Jul 09, 2016 1:37 pm

peterthepan3 wrote:
Why does guard need a change? It's easily dealt with.

I don't think it's just guard, but a combination of changes made over live that put a lot of power in the hands of premades and stripped a lot away from PUGs. As if this should matter to me since most of my posts seem to shill for balance being based off the upper echelon of play. But I do still think that the game should be balanced or at least try to make this enjoyable for casual players especially considering they make up the majority of the playerbase.

Changes like the CC immunity patch which overnerfed everything (in my opinion) put a lot of more emphasis on having a proper group composition. Not that this wasn't the case before, just more so than ever. mechanics like guard whose counterplay came exclusively from CC got a major buff and I don't think you can really deny this, meaning having tanks in your party becomes mandatory to take advantage of that. Again, not saying that wasn't the case already, just that groups without tanks now found themselves at an even greater disadvantage... purely a PUG problem. Healing in general also became much stronger as locking down healer and killing them becomes harder, compounded by the buff to things like guard above.

Basically changes over time put a huge emphasis on proper group composition in order to compete, by removing opportunities and counterplay that allowed PUGs to more easily fight back against their premade master :^)


Not a real argument to change this mechanics in the name of balance, just something that bothers me a bit personally.
<Lords of the Locker Room> <Old School>

User avatar
Morf
Posts: 1247

Re: Overarching balance changes

Post#280 » Sat Jul 09, 2016 1:40 pm

roadkillrobin wrote:
Morf wrote:
Haojin wrote:Guard mechanic needs a scaling:

In scenarios it should be like %25

In RvR lakes: %50

Or you can change the guard radius like 10 feet.

This makes no sense what so ever and goes to show how out of touch some players are with balancing the game and why these type of pols should never be taking seriously when discussing possible game changes.
People take more damage in large scale fights due to taking damage from more players, it makes sence in that mather. When pug vs pugs in smale scale guard can seem a little OP as people don't focus assist in the same manner as premades do. But I think changing guard now is a big mistake. It's a core abillity that the game been ballanceed around. Messing with it and you might need to go back to the design table of all classes to get ballance.

Small scale fights happen in rvr same way you get fights in BFP sc that end up being mad aoe spamfest or even doing 12v12 sc's where 1 side has 8 dps, this is just a problem with unskilled players, not hating, i myself que solo and **** about at times with little to no care on the outcome but asking for a change based around a players/group unwillingness to do the necessary things to succeed, such as knocking away a tank, coordinating CC/assist etc etc is stupid.
The counters to guard are there, ppl just need to learn how to use them and when.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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