[Split] Marauder discussion

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Penril
Posts: 4441

Re: [Split] Marauder discussion

Post#331 » Wed Oct 14, 2015 1:37 pm

Greatwarden wrote:
Uchoo wrote:Personally I like the idea, and giving destro a ranged knockdown or 2 might be nice if that issue arises.

Honestly, this game was balanced so poorly that I think it would have to go through some pretty serious (and perhaps laughable) balance phases to hit it just right.
Is a ranged knockdown really that different from a ranged stagger when we're talking about stopping a tank from running back from a punt or a healer from healing?

Regarding the balance phases, I think it would be huge missed opportunity if stupid mistakes WEREN'T made during alpha testing. There will never be a better chance to mess up with minimal consequences.



Finally: an alternative to a defensive pounce would be a defensive PULL... Mind you, while the tested defensive pounce in OldHammer worked for all friendly targets, a defensive pull should probably be restricted to group-only.
This. This is the time to make a LOT of changes and test as much stuff as we can.

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Nanji
Posts: 312

Re: [Split] Marauder discussion

Post#332 » Wed Oct 14, 2015 1:47 pm

Azarael wrote:
Depends. If you want a defensive pounce added to the functionality of an existing ability? 5 minute job. If you want another ability converted into the defensive pounce? Difficult.

How I had it set up on my test server a while back was that the AoE KBs would cause you to jump to your defensive target, if they were within range. If your defensive target was yourself, no jump would occur. I can set a conditional cooldown for this action as well.
Great news. Sth to counter kobs/chosen kick with 35 would keep the sm/bo relevant for 6on6. Even with a very high cd. ;)
Since it is not really neccessary until then there is plenty of time to refine this.
inactive on forums to avoid final ban

class imbalance = l2p issue

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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#333 » Wed Oct 14, 2015 1:53 pm

Penril wrote:BO and SM are fine. Buff BGs.

i cant keep grinding and leveling up new character mate gimme a break

im only playing my blorc on the hope that they will be good one day
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Xaun
Posts: 230

Re: [Split] Marauder discussion

Post#334 » Wed Oct 14, 2015 2:10 pm

Azarael wrote:
Xaun wrote:Is defensive pounce for BO/SM an possible future option then? (copy/rework of wings of heaven)? Perhaps with a small radius aoe KB or KD upon landing, but on a 30 or longer cooldown, bcoz Pounce with no CD is cray-cray right?

I always thought that this proposed change was a good option for BO and SM and making them more relevant in the group meta
Depends. If you want a defensive pounce added to the functionality of an existing ability? 5 minute job. If you want another ability converted into the defensive pounce? Difficult.

How I had it set up on my test server a while back was that the AoE KBs would cause you to jump to your defensive target, if they were within range. If your defensive target was yourself, no jump would occur. I can set a conditional cooldown for this action as well.
This is exactly what I was hoping could be done (aside from defensive pounce which I still really like the idea of of, more for an understanding of what can be done easily vs what might be difficult to implement

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Xaun
Posts: 230

Re: [Split] Marauder discussion

Post#335 » Wed Oct 14, 2015 2:22 pm

I feel this warrants a separate thread with some structure for constructive feedback.

I'll start something when I return from travelling in a week or so, cba to collate everything on a tablet between WiFi Hotspots

Aza, do you (RoR team) have an invite-only dev server/PTS that we can help test any changes on in small scale (6v6) or only private (local) development servers?

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Azarael
Posts: 5332

Re: [Split] Marauder discussion

Post#336 » Wed Oct 14, 2015 2:25 pm

Yes, we do.

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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#337 » Wed Oct 14, 2015 3:13 pm

def pull is a badder idea than a def pounce, so many ppl will became virtually unkilable.

Just remove chosen/kobs punt tactic is so hard?
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Coryphaus
Posts: 2230

Re: [Split] Marauder discussion

Post#338 » Wed Oct 14, 2015 3:16 pm

so no super punt for kotbs/chosen with tatic?

So only ib and bg would have super punts? Wouldnt that just cement their place in 6 mans even more?
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Tesq
Posts: 5713

Re: [Split] Marauder discussion

Post#339 » Wed Oct 14, 2015 3:21 pm

chosen/kobs punt is just better cos it's 10 sec spammable, it's = to that of IB and it not require block/parry(?) like BG.

at least with no super punt Black ork with some fixes would be swapable with chosen.

I dont think SM would be ever swapable with kobs but in a bomb party SM is just better than IB, if sm also get some mirrors from chosen you can have different tank set up regard which dps you have.

Super punt on chosen/kobs it's really something wrong, buffer tanks that also have the best anti guard tool in game aren't balanced at all.

the best you can do is make

chosen /BO + BG
Kobs + SM/IB


BO if you want a melee set up / chosen for a magic set up
SM for a magic set up / IB for a melee set up
Last edited by Tesq on Wed Oct 14, 2015 3:38 pm, edited 1 time in total.
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Luth
Posts: 2840

Re: [Split] Marauder discussion

Post#340 » Wed Oct 14, 2015 3:26 pm

Iirc the chosen/knight superpunt has just a very high altitude, but the range is even to the IB punt (or close to it). The longest punt is the BG punt (with full hate), but it has a low altitude.

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