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Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 2:04 pm
by penagos22
I think that even the slayers and choppas are tired of the same build for so many years, that is, seeing a two-handed slayer is practically seeing a miracle...
Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 2:42 pm
by Valarion
Arla wrote: Wed Jun 15, 2022 5:56 am
I choppa/slayer can hit a whole warband in one hit. Seems legit....
So can all Maguses, Engs, SHs, SWs, Sorcs and BWs.
If the mechanic or skill exists within both factions equally and its not overpowering, then thats literally balance.
Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 4:31 pm
by bw10
Kaelang wrote: Sat Jun 11, 2022 3:13 pm
Balance is one of those changes that always get hit by backlash regardless of how we do it.
The patches that involve substantial balance changes are always done with a lot of preparation and isn't something we just 'do'.
Thats why you upset entire games balance and broke half of it with bugs when you changed gcd without warning
Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 5:57 pm
by Sulorie
bw10 wrote: Wed Jun 15, 2022 4:31 pm
Kaelang wrote: Sat Jun 11, 2022 3:13 pm
Balance is one of those changes that always get hit by backlash regardless of how we do it.
The patches that involve substantial balance changes are always done with a lot of preparation and isn't something we just 'do'.
Thats why you upset entire games balance and broke half of it with bugs when you changed gcd without warning
That was no class balance patch. Many bugs are only discovered in a live environment.
Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 6:14 pm
by penagos22
Valarion wrote: Wed Jun 15, 2022 2:42 pm
Arla wrote: Wed Jun 15, 2022 5:56 am
I choppa/slayer can hit a whole warband in one hit. Seems legit....
So can all Maguses, Engs, SHs, SWs, Sorcs and BWs.
If the mechanic or skill exists within both factions equally and its not overpowering, then thats literally balance.
the problem is that the damage in aoe is very high, it should be high enough to put pressure on healers but not to kill a single target by yourself, so why you take other aoe classes if slayers and choppas do better than the rest and why to play a single target if a aoe choppa or a slayer does better...
Re: Any explanation for the severe lack of balance changes?
Posted: Wed Jun 15, 2022 7:34 pm
by Vraal
PLS DADDY GRAVORD GIMME THE BALANCE I DESERVE
Re: Any explanation for the severe lack of balance changes?
Posted: Thu Jun 16, 2022 2:54 am
by Vri
billyk wrote: Sat Jun 11, 2022 6:11 pm
Sofong wrote: Sat Jun 11, 2022 2:43 pm
devs play WL and slayer
So why are there no all SL/WL groups but tons of all greenskin groups?
Look, just because your shammy can't uber-r0XX0r WLs 100% doesn't mean they're overpowered. If you get your ass kicks on destro you just need to git gud.
Most slayers are bad and never make it out of mid tear gear. WL aoe build smacks. They are around.
Re: Any explanation for the severe lack of balance changes?
Posted: Thu Jun 16, 2022 6:17 am
by tvbrowntown
Let's change the meta
Squig Herder / Shadow Warrior
Morale 3: Sundered Bulwark
Type: Debuff
Range: 80 ft
You destroy the protection provided by a tank and prevent the victim from being guarded for 4 seconds.
Reasoning: Currently there is only one viable tactic to deal with characters who are guarded. This method is to knockback a target to break range and then deal damage. This increased time-to-kill simply isn’t conducive of engaging and fun gameplay. With this we have decided to provide some range classes with the ability to destroy a guard spell for a short period of time. This, of course, comes in the form of a morale ability so that while combat is prolonged the ability to destroy a guard eventually becomes an option.
We hope this will shorten the time to kill as well as provide these physical rDPS classes some additional utility within their warbands or groups.
Sorcerer / Bright Wizard
Ability: Vision Ward
Type: Summon Buff
Cast time: Instant
Cooldown: 60 seconds
You place a magical ward on the ground at your feet granting vision of stealthed units within 30 ft for 10 seconds. After 10 seconds, the magical ward dissipates.
Reasoning: The uncontrollable nature of WE/WH being able to jump any character without any form of defense is undoubtedly strong. This ability to dictate all engagements, paired with opening with a knockdown and guaranteed parry ability made these stealth classes far too strong. By giving one class the ability to protect all others by preventing such engagements this will force stealthers to think twice about their actions until they are freely able to engage.
Re: Any explanation for the severe lack of balance changes?
Posted: Thu Jun 16, 2022 8:35 am
by CyunUnderis
tvbrowntown wrote: Thu Jun 16, 2022 6:17 am
Reasoning: Currently there is only one viable tactic to deal with characters who are guarded. This method is to knockback a target to break range and then deal damage. This increased time-to-kill simply isn’t conducive of engaging and fun gameplay. With this we have decided to provide some range classes with the ability to destroy a guard spell for a short period of time. This, of course, comes in the form of a morale ability so that while combat is prolonged the ability to destroy a guard eventually becomes an option.
We hope this will shorten the time to kill as well as provide these physical rDPS classes some additional utility within their warbands or groups.
This is not the only option : you can also use a block/parade debuff (
Drop Da Bacha,
Numbling Strike for SL/Choppa or
Pierces Defense for rDPS or
Furious Howl and
Staggering Impact for BG/KotBS) on the tanks (at least) and the guarded DPS and AoE both of them at the same time.
Re: Any explanation for the severe lack of balance changes?
Posted: Thu Jun 16, 2022 9:00 am
by tvbrowntown
CyunUnderis wrote: Thu Jun 16, 2022 8:35 am
tvbrowntown wrote: Thu Jun 16, 2022 6:17 am
Reasoning: Currently there is only one viable tactic to deal with characters who are guarded. This method is to knockback a target to break range and then deal damage. This increased time-to-kill simply isn’t conducive of engaging and fun gameplay. With this we have decided to provide some range classes with the ability to destroy a guard spell for a short period of time. This, of course, comes in the form of a morale ability so that while combat is prolonged the ability to destroy a guard eventually becomes an option.
We hope this will shorten the time to kill as well as provide these physical rDPS classes some additional utility within their warbands or groups.
This is not the only option : you can also use a block/parade debuff (
Drop Da Bacha,
Numbling Strike for SL/Choppa or
Pierces Defense for rDPS or
Furious Howl and
Staggering Impact for BG/KotBS) on the tanks (at least) and the guarded DPS and AoE both of them at the same time.
I'm talking about pretty much dispelling the effect, then placing a debuff on them that disallows Guard spells for a short period (and this debuff in my mind would be able to be cleansed too)