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#281 » Sat Jul 09, 2016 1:51 pm

Jaycub wrote:
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?).
You mean like proc on application and proc on first damage tick, or just on first damage tic ?

Personally, I would like to have some caster dot have chance to proc on every tick. IT would balance out a bit their lack of chances versus dual wield melee that will pump out 4-6 AA every 4 GCD, giving them 10 chances to proc tactic versus less then 4 chance for casters (max of 4 cast in 4GCD). + it would break detaunt and prevent some classes from cheesing out fights.
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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#282 » Sat Jul 09, 2016 1:54 pm

You would have to look at the impact certain BW/Sorc builds could do though. BW w/ proc damage buff tactic, 75% chance trigger tactic, and funnel power could easily get very nasty. Same with sorc and their no GCD absorb bubble tactic on a 75% proc.
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Penril
Posts: 4441

Re: Overarching balance changes

Post#283 » Sat Jul 09, 2016 2:18 pm

peterthepan3 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.
Why does guard need a change? It's easily dealt with.
I wouldn't say "easily" but I agree Guard is fine.

Assuming you run a Chosen/BO or KotBS/SM (which most people prefer to do) you have 1 superpunt with a 10sec CD (using tactic). So even if you punt an enemy tank, the other will swap guard immediately. The other option is to try to kill the target through guard (like some people mentioned in this thread and therefore that's why they prefer BO/SM; because of more damage). I don't think that's as easy as they claim it is.

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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#284 » Sat Jul 09, 2016 2:27 pm

Agree with what penril says. You can do things like drop a KD on the other tank at the same time of the super punt to give you that 3 second buffer between a guard swap. With a zealot/RP they can drop a 6 sec stagger on the off tank or a healer in the back to take that healer out of the burn for 6 seconds. The problem with the stagger on the tank for the extra 3 seconds is any AoE is going to break it and getting a 6 sec stagger on a healer can be just as impactful if not more. And CC like silence dropped on healers also works wonders during the burn as well.

This also exposes the little AoE perma snare meta going on right now, mobility of the punted tank and the front line in general is huge. One side not having the snare brings on a huge disadvantage and is really forcing BO/knight imo. Super punt as the only real counter is forcing Knight/Chosen... the problem with the BG super punt is the launch angle is so low that if there is any elevated terrain behind the target the distance of the punt is drastically reduced.
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tomato
Posts: 403

Re: Overarching balance changes

Post#285 » Sat Jul 09, 2016 2:57 pm

Morf wrote:
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.
Did you join enigma in the mean time mate?

Landaren
Posts: 226

Re: Overarching balance changes

Post#286 » Sat Jul 09, 2016 11:25 pm

My beef with guard is that counter play to it is so weak and limited.

If someone decides to give away immunity for it you have 30 seconds of complete freedom to stomp pugs all day.

The ability its self is just idiot mode, put it on your dps and stand near them?

I mean come on, in what world is that skilled game play? I would say apply it should at least put the skill on cooldown for some time, 10-20 seconds. At least that way you can quick swap targets after guard is moved to a new target.

Either guard is way to powerful because you cannot beat a team with guarded dps, if you team in fact has no guard.
Or damage is way to **** high and guard is a crutch to balance that out.

You can't have your cake and eat it too.

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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#287 » Sat Jul 09, 2016 11:33 pm

Giving guard a CD would be interesting and open up opportunities for certain plays where you fake focus someone to bait out a guard swap then actually burn another target, but with 2 tanks in the party it would still be pretty hard.
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Annaise16
Posts: 341

Re: Overarching balance changes

Post#288 » Sat Jul 09, 2016 11:41 pm

bloodi wrote: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.

And the next time the two groups fight it is just as likely to go the other way. So it's balanced.

The balance that the random cleanse provides is between the dps applying the debuffs and the healer trying to remove them.

I saw in your earlier posts that you support the current situation where the dps is totally in control of the situation because it is so easy for them to cover the best debuffs. How is a situation where the healer has no chance to remove a meaningful debuff balanced?

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Dabbart
Posts: 2251

Re: Overarching balance changes

Post#289 » Sat Jul 09, 2016 11:42 pm

Who said Gaurd is skilled gameplay? What ability in this game requires "skill"? It's timing, situational awareness, and teamwork.

Using the argument that you can't deal with a Gaurded DPS if your group doesn't have one is irrelevant. If your DPS have 0 gaurds, and no one is communicating or supporting, then you will most likely lose. The opponents gaurd becomes moot if they have a modicum of assist/support/coordination.

Gaurd only works w/i 30ft. There are a LOT of options to defeat this.

If you are in a group that isn't assisting, gaurding, supporting, and tossing out immunities like candy, then they either A, aren't very good at the game, oB, are basically a group of solo players, or C, are just screwing around. Either way, you can't "balance" to that level. This is a group game. Taking any one archtype ability out of the context of group-play and you can make an arguement that it is OP. Taking nearly any decent strategy and place it against PUGs running around trying to start a series of Duels and it has the possibility to crush.

Argue the fundamentals of the Gaurd system. Not how it affects those who don't give enough of a damn to compete.
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Azarael
Posts: 5332

Re: Overarching balance changes

Post#290 » Sat Jul 09, 2016 11:44 pm

Annaise16 wrote:And the next time the two groups fight it is just as likely to go the other way. So it's balanced.

The balance that the random cleanse provides is between the dps applying the debuffs and the healer trying to remove them.

I saw in your earlier posts that you support the current situation where the dps is totally in control of the situation because it is so easy for them to cover the best debuffs. How is a situation where the healer has no chance to remove a meaningful debuff balanced?
You must surely understand that appealing to RNG as a method of balance is going to annoy people. For a game to be skilled, RNG must be minimized - and there's already way too much of it in the game as the system emphasises it through RNG-based avoidance mechanisms.

If something which can decide the outcome of an engagement is deliberately left to chance, that's unacceptable.

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