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Re: Overarching balance changes
Posted: Wed Jul 06, 2016 9:51 pm
by Vigfuss
Mugluck's idea for Cleanse is a good one.
The first in first out cleansing with the RPS we have now, which gives each healer some weaknesses, is too simple and doesn't allow a healer to choose what he's trying cleanse. He can only try to keep the debuffs at a minimum and hope to remove the important stuff in the process.
I made a few edits for clarity, and also:
I think it would be good if healers had more than one cleanse button so they could choose different types of debuffs to cleanse. Not sure if that's possible.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:09 pm
by Corvineus
As a person who played WP at RR80 for a very long time, I think changing cleanse would be really, REALLY terrible. It's supposed to work as the oldest debuff, that way you can control what you wanna clenase, and how / when, It's also to promote synch cleansing, it makes it easier to control in all honesty. In RvR you have to spam cleanse regardless of circumstance so either way you'd be hammering it 24/7. In Scenarios? Well yeah sure some things would be nicer for "Balance" but It's really not that relevant. RvR is what Mythic had focus on.
Edit: Forgot to mention the fact It's also to punish people who use their debuffs in the wrong order OR at the wrong time.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:10 pm
by TenTonHammer
no mention of the disparity in bonuses between DW and 2H?
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:13 pm
by Corvineus
TenTonHammer wrote:no mention of the disparity in bonuses between DW and 2H?
DW = Hybrid (Or potentially the full dps build), S/C = Pure support
Two handed ^ The above with hybrid or dps, H/T = Pure support.
Obviously it can be argued you can play the hybrid builds even with the healing setup, but it only really works if you have the gear for it.
What exactly is your point?
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:18 pm
by Eathisword
Jaycub wrote:Eathisword wrote:
#3 Adding a different scaling to CC immunity. For example, a normal punt should give 30s. A super punt should give more. A **** punt, like BO and SM, should give less. Single target root that cannot break on damage (rock clutch, Mara/WL M1, Champion's challenge) should give longer immunity than AoE root that breaks on damage. Just as a 3s KD should give 30s and a 5s KD should give 50s. Atm, there is no scaling for movement based immunity. And from what i see, the immunity from Hard CC like KD and stun are all broken. WH/WE 5s stun give a 8s immunity, whereas IB 3s KD gives a 40s immunity. And so on and so forth.
I agree with this, although im in a different boat with the timers, I think they are too harsh at the moment and nothing should give anymore than 30 seconds.
I had no specific timer in mind. I used those just because they are what exist now. I'D really like a short immunity on AoE stuff, mainly punt and root, so SM / BO /engie / magus don'T feel like they give free immunity all the time, something like 10-15s. Then a longer one on super punt (with tactic, slight nerf to Kotbs/chosen), ST root (morales), as victory is often dependent on them.
Hard CC is secondary. I just feel it is a bit random atm.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:21 pm
by Vigfuss
Corvineus wrote:As a person who played WP at RR80 for a very long time, I think changing cleanse would be really, REALLY terrible. It's supposed to work as the oldest debuff, that way you can control what you wanna clenase, and how / when, It's also to promote synch cleansing, it makes it easier to control in all honesty. In RvR you have to spam cleanse regardless of circumstance so either way you'd be hammering it 24/7. In Scenarios? Well yeah sure some things would be nicer for "Balance" but It's really not that relevant. RvR is what Mythic had focus on.
Edit: Forgot to mention the fact It's also to punish people who use their debuffs in the wrong order OR at the wrong time.
Was this in response to my post?
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:21 pm
by Eathisword
Corvineus wrote:TenTonHammer wrote:no mention of the disparity in bonuses between DW and 2H?
What exactly is your point?
Dual Wield gives passive 10% parry, which is very valuable. 2H gives passive 10% block strikethrough, which is mainly useless. It could be argued that a 10% parry strikethrough would be a more suitable bonus for 2h.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:25 pm
by Jaycub
TenTonHammer wrote:no mention of the disparity in bonuses between DW and 2H?
Didn't think it was really worth mentioning, it's been discussed a lot as well. And the proposed fix was shotdown by a certain destro guild that thought it would favor order too much :^)
Changing 10% block strikethrough to parry strikethrough would hardly be game changing either. But at the same time kind of cheesy as they would just both cancel each other out.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:36 pm
by Grolar
Topics needed to be more broad rather that specific since most of them in this poll have dependency during game play. There are about 5 in that list that need to be tweaked, but choosing only one seems pointless.
Re: Overarching balance changes
Posted: Wed Jul 06, 2016 10:40 pm
by Vigfuss
Jaycub wrote:TenTonHammer wrote:no mention of the disparity in bonuses between DW and 2H?
Didn't think it was really worth mentioning, it's been discussed a lot as well. And the proposed fix was shotdown by a certain destro guild that thought it would favor order too much :^)
Changing 10% block strikethrough to parry strikethrough would hardly be game changing either. But at the same time kind of cheesy as they would just both cancel each other out.
Like them or hate them they were a strong voice and helped keep things sensible on the forums. (If you could get past the drama.) Now the discussion is heavily slanted towards warband gameplay, and people talking about balance at the group level are totally ignored.