Questions regarding Leading Shots and Dity Tricks
Re: Questions regarding Leading Shots and Dity Tricks
I'd say that debuff component of the auras is what makes them too good.
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- Genisaurus
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Re: Questions regarding Leading Shots and Dity Tricks
What if instead of passive buffs, they were active?
Purely hypothetically, let's bring back the twisting concept. Auras are no longer an "always-on" (de)buff, but AoE blessings that last for 60s with individual 20s cooldowns. A person can only have 3 on at a time, but now they can be severed, and trying to add a fourth while a person has three active will just not apply the new one.
Additionally, maybe the auras should only be a buff, with an optional debuff component. Maybe that component is a proc granted by the buff (your attacks have a 25% chance of doing X), or maybe requires a tactic slot to become active.
I dunno, it's very difficult to balance an always-on buff/debuff that is applied by just standing there, without destroying it completely.
Purely hypothetically, let's bring back the twisting concept. Auras are no longer an "always-on" (de)buff, but AoE blessings that last for 60s with individual 20s cooldowns. A person can only have 3 on at a time, but now they can be severed, and trying to add a fourth while a person has three active will just not apply the new one.
Additionally, maybe the auras should only be a buff, with an optional debuff component. Maybe that component is a proc granted by the buff (your attacks have a 25% chance of doing X), or maybe requires a tactic slot to become active.
I dunno, it's very difficult to balance an always-on buff/debuff that is applied by just standing there, without destroying it completely.
Last edited by Genisaurus on Sun Jan 10, 2016 9:47 pm, edited 1 time in total.
Re: Questions regarding Leading Shots and Dity Tricks
Like the idea, shatterable passive buff and active debuff proc/on use. Much better than how it is now - promoting those "3AURA 360NOSCOPE Runefang/Ravage bots".
But I bet this will be considered a nerf and the whine will drown said forum.
But I bet this will be considered a nerf and the whine will drown said forum.
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- TenTonHammer
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Re: Questions regarding Leading Shots and Dity Tricks
Genisaurus wrote:What if instead of passive buffs, they were active?
Purely hypothetically, let's bring back the twisting concept. Auras are no longer an "always-on" (de)buff, but AoE blessings that last for 60s with individual 20s cooldowns. A person can only have 3 on at a time, but now they can be severed, and trying to add a fourth while a person has three active will just not apply the new one.
Additionally, maybe the auras should only be a buff, with an optional debuff component. Maybe that component is a proc granted by the buff (your attacks have a 25% chance of doing X), or maybe requires a tactic slot to become active.
I dunno, it's very difficult to balance an always on buff/debuff that is applied by just standing there, without destroying it completely.
this is intresting to me on 2 levels
the changes would make the class require the player to more...active i play style and i feel would make the classes interesting and unique and not a walking aura with snares and punts
the other way its interesting would be to see the "reactions" ingame and on the forums to these changes

Re: Questions regarding Leading Shots and Dity Tricks
i know i does feel by part, but nerf auras would just increase damage in game. Make stuf like hard cc even more powerfull.
I don't agree on make chosen/kobs more interesting, the fact that they are not active tanks dont make them not interesting. Not everything need to be active. Chosen/kobs auras were not a problem in live and their debuff components was alredy cut coz make auras itself useless, which are not what auras should be.
i dont want have a copy and paste tank, chosen/kobs are buffer tanks, remove super punt not nerf auras.
I don't agree on make chosen/kobs more interesting, the fact that they are not active tanks dont make them not interesting. Not everything need to be active. Chosen/kobs auras were not a problem in live and their debuff components was alredy cut coz make auras itself useless, which are not what auras should be.
i dont want have a copy and paste tank, chosen/kobs are buffer tanks, remove super punt not nerf auras.

Re: Questions regarding Leading Shots and Dity Tricks
If anything were possible I would like to see auras turned into something like this...Genisaurus wrote:What if instead of passive buffs, they were active?
Purely hypothetically, let's bring back the twisting concept. Auras are no longer an "always-on" (de)buff, but AoE blessings that last for 60s with individual 20s cooldowns. A person can only have 3 on at a time, but now they can be severed, and trying to add a fourth while a person has three active will just not apply the new one.
Additionally, maybe the auras should only be a buff, with an optional debuff component. Maybe that component is a proc granted by the buff (your attacks have a 25% chance of doing X), or maybe requires a tactic slot to become active.
I dunno, it's very difficult to balance an always on buff/debuff that is applied by just standing there, without destroying it completely.
Auras are "Twisted" again on a 4 sec interval, Auras last 12 seconds. Auras now start at full strength when cast but every second lose 10% of their effectiveness down to 40% effectiveness (after 6 seconds) and stay at 40% for the remaining 6 seconds of the aura lifetime.
Auras now stack with themselves up to 2 times, so for instance you cast the resistance aura, then 4 seconds later you cast it again you know have 2 resistance auras which stack, at the time of casting it the second time you will have a 160% effectiveness resistance aura that essentially drop 20% effectiveness every second for the 1st 2 seconds then only 10% after that down to 80% at the last second... you get the idea.
The purpose of this is to promote skill based twisting, that allows a player to decide what is best to use at the right time, and rewards skillful players with increased effectiveness over just cycling through the same 3 auras as they did on live (with AHK scripts or mods because there was no skill involved). Essentially a good player on a knight/chosen who is paying attention to the overall battle and notices small details like maybe a sorc poped M2 and is ready to bomb, or a target is about to go down but is receiving a ton of healing and you need that little more burst or heal debuff on the chosen... they can actively and skillfully choose what auras to cast that would be most appropriate for those situations, and the stacking of auras mechanics allows you to be particularity strong versus say magical damage for a few seconds at the cost losing another aura during that time.
Auras could also be tweaked from their current state to fit best with this obviously.
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Re: Questions regarding Leading Shots and Dity Tricks
Much easier to pay attention when your group utility is passive, always on and without any drawbacks. They were designed to pay attention to their auras and switch it to fit the combat situation. At least manually switching them.
But with twister and now with RoR-always-on-auras some kind of downside or counterplay should be implemented.
But with twister and now with RoR-always-on-auras some kind of downside or counterplay should be implemented.
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- TenTonHammer
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Re: Questions regarding Leading Shots and Dity Tricks
Torquemadra wrote:
It was never really designed that way originally, "twisting" auras actually cost 40 AP to achieve and chosens had to slot a tactic to enable it to be free making it much more interactive and was a trade off choice.
40 ap sounds brutal expically in early tiers but that explains BC/PoTG tactics

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Re: Questions regarding Leading Shots and Dity Tricks
all your changes especially jay one are just going to get back the worst meccanic in game. when i read suggestion like 1 aura or be able to swap aura that last 12 sec it just remaind me of how much a pain was have 1 aura max due to ap cost, manual twist and diverg attention for twist fine which was not only so bad but also get me a lot of headaches.
why all this aura hate in the first place anyway,? auras do not boost chosen only they boost all party, they are not a chosen skill, thay are a base party set up component which influence in some times the damage input party recive, game and especially wb fight are balanced around chosen/kobs aura, any change that imply change auras imply rewamp the whole game balance.
instead change auras what about give a look and fix CS, wounds debuff, tzeench tooth,destinate to victory, dirty trick, encourge aim, focused mending+ punt tactic?
These are the tools that may make chosen/kobs alpha tanks because they are granted AFTER auras. Auras meccanic is fine other additional tools are not.
why all this aura hate in the first place anyway,? auras do not boost chosen only they boost all party, they are not a chosen skill, thay are a base party set up component which influence in some times the damage input party recive, game and especially wb fight are balanced around chosen/kobs aura, any change that imply change auras imply rewamp the whole game balance.
instead change auras what about give a look and fix CS, wounds debuff, tzeench tooth,destinate to victory, dirty trick, encourge aim, focused mending+ punt tactic?
These are the tools that may make chosen/kobs alpha tanks because they are granted AFTER auras. Auras meccanic is fine other additional tools are not.

Re: Questions regarding Leading Shots and Dity Tricks
Auras are what make them mandatory tesq
Also how did twisting auras give you a headache on live?
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my suggestion makes it so you cant script auras and get the full effectiveness out of them and only makes them as strong as they currently are in the hands of a good player. Although I'm not deluding myself into thinking that something like that is possible, just trying the answer the question if an aura could be turned into a mechanic that required skill or thoughtful play
Also how did twisting auras give you a headache on live?
Loop
send X
sleep 4000
send Y
sleep 4000
send Z
sleep 4000
my suggestion makes it so you cant script auras and get the full effectiveness out of them and only makes them as strong as they currently are in the hands of a good player. Although I'm not deluding myself into thinking that something like that is possible, just trying the answer the question if an aura could be turned into a mechanic that required skill or thoughtful play
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