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Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 7:23 am
by amputationsaw
Kaitanaroyr wrote:
amputationsaw wrote:hmm I saw once a duel between a very good geared ib and we and the witch wrecked hin easily down. He could not block any attacks he said after 3 loses
gear doesn't really mean much in RoR when it comes to 1v1
I do think that the witch would have bite the dust if she only had lvl 8 vendor items ;)

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 7:47 am
by Aquilon
Azarael wrote:So this thread is about game balance and not about bugs, when you know full well that we're not going to nerf anything?
Good, good. But how about buffs? SM,for example? :oops:

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 7:57 am
by Kaitanaroyr
wunpar wrote:WE/WH were always OP/ hey whats new
Wh isnt op both the we and wh are strobg in t1 even more so if an experienced player is playing rhem the we may be considered op later on bc of its 30ft kd but thats about it

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 8:09 am
by Kaitanaroyr
amputationsaw wrote:
Kaitanaroyr wrote:
amputationsaw wrote:hmm I saw once a duel between a very good geared ib and we and the witch wrecked hin easily down. He could not block any attacks he said after 3 loses
gear doesn't really mean much in RoR when it comes to 1v1
I do think that the witch would have bite the dust if she only had lvl 8 vendor items ;)
If he lost 3 times to the we i doubt an armor change would effect anything he is obviously not keeping the WE infront of him at all time and needs a better shield as the witch doesnt have kd yet there shouldn't be 2 much of a gap as long as ib lands his kd and keeps her snared

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 9:33 am
by Sulorie
Ranged KD on melees is good but not OP. It is useful to close distance but by the time you reach your target the KD has almost or already ended.

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 9:36 am
by Kaitanaroyr
Sulorie wrote:Ranged KD on melees is good but not OP. It is useful to close distance but by the time you reach your target the KD has almost or already ended.
Ain't no way yr knocking someone down with melee from 30ft or hitting them with melee

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 10:10 am
by amputationsaw
If he lost 3 times to the we i doubt an armor change would effect anything he is obviously not keeping the WE infront of him at all time and needs a better shield as the witch doesnt have kd yet there shouldn't be 2 much of a gap as long as ib lands his kd and keeps her snared
he got the decayed shield which is BiS so far I guess. and the reason why he couldn't knock her down was he was never able to block/parry the witch. I don't know why but the fights where always on the side of the WE
I could send you the names so you can check the armory for more
clarity :P

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 10:18 am
by Kaitanaroyr
amputationsaw wrote:
If he lost 3 times to the we i doubt an armor change would effect anything he is obviously not keeping the WE infront of him at all time and needs a better shield as the witch doesnt have kd yet there shouldn't be 2 much of a gap as long as ib lands his kd and keeps her snared
he got the decayed shield which is BiS so far I guess. and the reason why he couldn't knock her down was he was never able to block/parry the witch. I don't know why but the fights where always on the side of the WE
I could send you the names so you can check the armory for more
clarity :P
If hes never able to block then he may be bugged or hes not positioning himself correctly

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 10:20 am
by Sulorie
Kaitanaroyr wrote:
Sulorie wrote:Ranged KD on melees is good but not OP. It is useful to close distance but by the time you reach your target the KD has almost or already ended.
Ain't no way yr knocking someone down with melee from 30ft or hitting them with melee
WE have no charge. :P

Re: WE/WH too hard burst

Posted: Mon Jun 01, 2015 10:24 am
by Luth
Spoiler:
Luth wrote:I think at the moment the problem is related to the high offensive stats (strength, ballistic, intelligence) that cancel out big parts of the enemies damage avoidance chance (block, parry, etc.).
So activating "feinted position" + torment spam + high strength = almost zero mitigation/avoidance = easy win even against tanks.

Imo this should be different when renown abilities work and classes get on higher levels more abilities that increase block/parry chances.
As i already wrote: atm in RoR T1, high strength values cancel out almost completely the block value from a shield. Paired with 100% armor penetration from "torment" and easymode through "feinted positioning", it is very likely that any WH/WE can destroy a tank, no special playerskill required.

This is no rant or balance request, i just want to point out that it is probably no bug. :)