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Archetype predetermination

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kweedko
Posts: 519

Re: Archetype predetermination

Post#31 » Mon Oct 31, 2016 6:23 pm

bloodi wrote:
Mystry wrote:Telling someone to 'just get friends' does not fix the balance problems the game has.
And the fact tha you dont have friends doesnt mean the a game built around groups and what they can do has balance problems.
Sure we all need a healbot and guard bot to just play a game.

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bloodi
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Posts: 1725

Re: Archetype predetermination

Post#32 » Mon Oct 31, 2016 6:48 pm

Mystry wrote:Never said anything about groups, I complained about how WP has no viable DPS option, and WH is next to useless due to how ranged dominates the game (at least until they get to a certain gear level which is not available at the moment).
Again, since you seem to ignore it, the game is balanced around groups, if you complain about the balance in the game, groups are then related, because, again, the game is built around groups and what they can do. Either understand this or stop trying to tell people the game has problems.
Mystry wrote:The point of all of this is that my favorite classes, and ways to play them, are simply not viable in any context right now. Even if I DID have a dedicated guard and healer, my WH would perform far worse than an equivalently geared Slayer or WL.
Whs are not as bad you put them, they have good tools, so your far worse turns out to be slighty worse, which is by no means, something you cant overcome by getting better yourself.

So this is not a game problem as you put it, is just you.
kweedko wrote:Sure we all need a healbot and guard bot to just play a game.
In your case, you would need a lot more than that.

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Stortz
Posts: 109

Re: Archetype predetermination

Post#33 » Mon Oct 31, 2016 6:58 pm

kweedko wrote:
And what archetype counter tanks?
lifesteal healer
high weapon skill mdps vs snb tank
kite heavy rdps

mind you: these aren't set on stone
we have 6 different tanks
each with different matchups
each with different builds
each with different gear
each played by different players

the real question you should be asking yourself is
what kind of group strategy do I want to run
and what kind of play are we going to organize
the real skill of this game is coordination
mashing the buttons is easy

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kweedko
Posts: 519

Re: Archetype predetermination

Post#34 » Mon Oct 31, 2016 7:00 pm

bloodi wrote: In your case, you would need a lot more than that.
Sure 5 more ddzealot it's more than that server can handle. :mrgreen:

Mystry
Suspended
Posts: 445

Re: Archetype predetermination

Post#35 » Mon Oct 31, 2016 7:31 pm

bloodi wrote:
Mystry wrote:Never said anything about groups, I complained about how WP has no viable DPS option, and WH is next to useless due to how ranged dominates the game (at least until they get to a certain gear level which is not available at the moment).
Again, since you seem to ignore it, the game is balanced around groups, if you complain about the balance in the game, groups are then related, because, again, the game is built around groups and what they can do. Either understand this or stop trying to tell people the game has problems.
Mystry wrote:The point of all of this is that my favorite classes, and ways to play them, are simply not viable in any context right now. Even if I DID have a dedicated guard and healer, my WH would perform far worse than an equivalently geared Slayer or WL.
Whs are not as bad you put them, they have good tools, so your far worse turns out to be slighty worse, which is by no means, something you cant overcome by getting better yourself.

So this is not a game problem as you put it, is just you.
kweedko wrote:Sure we all need a healbot and guard bot to just play a game.
In your case, you would need a lot more than that.
I'm convinced that either you are intentionally argumentative, or have no clue about this game.

1. Just because the game is balanced for groups does not mean that classes are balanced. When one class in an archetype (as much as I hate archetypes they still exist) performs noticeably worse than other classes in the same archetype, there is a problem.

2. WHs are exactly as bad as I put them. No amount of skill will overcome the fact that you have light armor, almost zero defenses (unless you spec for repel blasphemy which hurts your already low damage), no aoe to speak of, no distance closer, and positional attacks that can be hell to land if feinted positioning is down. Meanwhile every other melee class has some or ALL of those tools. WH lacks the tools to be successful in any group setting, the only thing they are good at is 1v1, which almost never happens in this game. They don't even have that good of damage, a single detaunt and no WH is going to even scratch a healer.

3. Ad hominem attacks do not discredit the validity of what both me and Kweedko are saying.

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TenTonHammer
Posts: 3806

Re: Archetype predetermination

Post#36 » Mon Oct 31, 2016 7:44 pm

Mystry wrote: 1. Just because the game is balanced for groups does not mean that classes are balanced. When one class in an archetype (as much as I hate archetypes they still exist) performs noticeably worse than other classes in the same archetype, there is a problem.

2. WHs are exactly as bad as I put them. No amount of skill will overcome the fact that you have light armor, almost zero defenses (unless you spec for repel blasphemy which hurts your already low damage), no aoe to speak of, no distance closer, and positional attacks that can be hell to land if feinted positioning is down. Meanwhile every other melee class has some or ALL of those tools. WH lacks the tools to be successful in any group setting, the only thing they are good at is 1v1, which almost never happens in this game. They don't even have that good of damage, a single detaunt and no WH is going to even scratch a healer.

3. Ad hominem attacks do not discredit the validity of what both me and Kweedko are saying.

1. Yeah we know, blame the original game devs and their incompetence in balancing factions yes their are classes/playstyles/skill trees that over preform and others than underpreform why do you think that the ROR devs created a balance dissucssion fourm?

2. its called stealth, use it and burst down individual targets that what WH's and WE's are stealth burst pick backline or isolated targets, this entire second post seems like a massive L2P issue; and guess what not ever single class even withing the same archtype will have the same tool, becuase then you would just have the same class with different skins.

Nothing of real "validity" has been said in this thread, not even that resists cap nonsense
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footpatrol2
Posts: 1093

Re: Archetype predetermination

Post#37 » Mon Oct 31, 2016 9:00 pm

The community shames players into roles when these classes have several roles that can be filled. Its a fault of the community. Its not really a fault of the game.

Bulgril
Posts: 30

Re: Archetype predetermination

Post#38 » Mon Oct 31, 2016 9:10 pm

I'm going to organize a kickstarter project in order to get amateur developers and money to buy the licensing, and then we're all going to create a Warhammer game where battles look like in the wallpapers, and combat is based in physics.

And what can't be based in physics, like magic, will be based in magic winds, caster focus and dispelling.

It's going to be an open RPG.

Now, where's Unity...

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Luth
Posts: 2840

Re: Archetype predetermination

Post#39 » Mon Oct 31, 2016 9:55 pm

Bulgril wrote:I'm going to organize a kickstarter project in order to get amateur developers and money to buy the licensing, and then we're all going to create a Warhammer game where battles look like in the wallpapers, and combat is based in physics.

And what can't be based in physics, like magic, will be based in magic winds, caster focus and dispelling.

It's going to be an open RPG.

Now, where's Unity...
Beside that you just typed your business plan into the chat window and it doesn't make a well thought impression and it's very unlikely that GW sells the license (which is btw in the hands of SEGA atm) to some kickstarter project and you seem to lack the needed advanced coding skills and experience (no offense) to create a successful multiplayer game (or whatever an open RPG is), you are also a bit too late: http://camelotunchained.com/v3/bsc-desi ... ic-system/

Bulgril
Posts: 30

Re: Archetype predetermination

Post#40 » Mon Oct 31, 2016 11:25 pm

Luth wrote:
Bulgril wrote:I'm going to organize a kickstarter project in order to get amateur developers and money to buy the licensing, and then we're all going to create a Warhammer game where battles look like in the wallpapers, and combat is based in physics.

And what can't be based in physics, like magic, will be based in magic winds, caster focus and dispelling.

It's going to be an open RPG.

Now, where's Unity...
Beside that you just typed your business plan into the chat window and it doesn't make a well thought impression and it's very unlikely that GW sells the license (which is btw in the hands of SEGA atm) to some kickstarter project and you seem to lack the needed advanced coding skills and experience (no offense) to create a successful multiplayer game (or whatever an open RPG is), you are also a bit too late: http://camelotunchained.com/v3/bsc-desi ... ic-system/
This looks really good, now I honestly couldnt help giggling when I saw the factions.

But yeah. Sandbox MMORPG.

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