Recent Topics

Ads

PVP seems a bit too 'bursty'.

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
porkstar
Posts: 721

Re: PVP seems a bit too 'bursty'.

Post#41 » Sun Jan 08, 2017 6:39 pm

Dalgrimar wrote: I kinda feel RD and CW isnt THAT healthy but RD is very needed for tank class tbh.
I would agree that RD is less of an issue than CW although cc immunities are pretty long.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

Ads
User avatar
catholicism198
Posts: 1092

Re: PVP seems a bit too 'bursty'.

Post#42 » Sun Jan 08, 2017 6:55 pm

This thread seems to have gotten off topic...
While SW:ToR's is more or less balanced, it is just as burst heavy.
The main difference is that SW:ToR classes have more 'escape/panic buttons' and their pots heal for a base percent instead of a flat 1k for all characters.

That game was fun at launch, but now it's been dumbed down to the point where you only need one key. Huttball was so much fun pre-rothc
Telen wrote:Reducing burst might make dot classes actually worthwhile too
This!
..but only because this game needs more solo dps AMs.

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: PVP seems a bit too 'bursty'.

Post#43 » Sun Jan 08, 2017 6:58 pm

Im surprised no one has yet to mention the reduced gcd on ror. That increases burst. Really dd abilities need their damage reduced by 15% to be on the same level as live.
Image

Sulorie
Posts: 7461

Re: PVP seems a bit too 'bursty'.

Post#44 » Sun Jan 08, 2017 7:08 pm

Telen wrote:Im surprised no one has yet to mention the reduced gcd on ror. That increases burst. Really dd abilities need their damage reduced by 15% to be on the same level as live.
There were discussions month ago, where staff explained why we have a shorter gcd here in RoR but I forgot the reasons.
Dying is no option.

User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: PVP seems a bit too 'bursty'.

Post#45 » Sun Jan 08, 2017 7:12 pm

Sulorie wrote:
Telen wrote:Im surprised no one has yet to mention the reduced gcd on ror. That increases burst. Really dd abilities need their damage reduced by 15% to be on the same level as live.
There were discussions month ago, where staff explained why we have a shorter gcd here in RoR but I forgot the reasons.
If you remember you used to get that weird bug where the animations would mess up and freeze out the ability during the next cast even though the animation plays. That was the work around. With a reduced gcd burst increases though and that hasnt been addressed.
Image

User avatar
saupreusse
Former Staff
Posts: 2512

Re: PVP seems a bit too 'bursty'.

Post#46 » Sun Jan 08, 2017 7:40 pm

porkstar wrote:
Dalgrimar wrote: I kinda feel RD and CW isnt THAT healthy but RD is very needed for tank class tbh.
I would agree that RD is less of an issue than CW although cc immunities are pretty long.
But isnt that exactly the problem? "RD is very needed for tank class". If tanks really need such an ability then they should have it in their kit, and not get it via a renown ability.
Saup - RR 8x WP
Son - RR 8x AM

User avatar
Azarael
Posts: 5332

Re: PVP seems a bit too 'bursty'.

Post#47 » Sun Jan 08, 2017 7:45 pm

Telen wrote:If you remember you used to get that weird bug where the animations would mess up and freeze out the ability during the next cast even though the animation plays. That was the work around. With a reduced gcd burst increases though and that hasnt been addressed.
It hasn't been addressed because it was that way on live. The client is allowing abilities to start at 1.15s, displaying castbar etc, without even consulting with the server, which means the original game must have worked exactly the same way.

Luth
Posts: 2840

Re: PVP seems a bit too 'bursty'.

Post#48 » Sun Jan 08, 2017 8:00 pm

Tank cooldown on "juggernaut" is 1 minute and they have to sacrifice a tactic slot to reduce it to 20 seconds without getting an immunity. Imo it's pretty clear that per design CC is their strength (delivering) but also weakness (taking); they have also higher chances to avoid CC by carrying a shield.
If we had a 100% armor penetration renown ability, i think many melee DDs would need it too.

Ads
User avatar
Telen
Suspended
Posts: 2542
Contact:

Re: PVP seems a bit too 'bursty'.

Post#49 » Sun Jan 08, 2017 8:20 pm

http://warhammeronline.wikia.com/wiki/Cooldown
It really wasnt. Ive never heard in 5 years of playing anyone say anything other than this in forums, fan sites or in game. War used the same 1.5s gcd as wow. It made sense as they were gunning for wows audience.
I think a reduced gcd is not a bad thing damage needs adjusting to it though.
Image

User avatar
blaqwar
Posts: 471

Re: PVP seems a bit too 'bursty'.

Post#50 » Sun Jan 08, 2017 9:25 pm

Mark Jacobs claimed that the GCD is 1.4 (Gamespot thread).

Not making a statement here of what it was or what it should be on RoR, just pointing out the fact.

Who is online

Users browsing this forum: Ahrefs [Bot] and 2 guests