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Chosen Feedback

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Fallenkezef
Posts: 1492

Re: Choosen Feedback

Post#41 » Sun Mar 11, 2018 8:42 am

Luuca wrote:Only allow the aura(s) from trees wherein the Chosen/knight have 10+ points into to be used. it further defines the role of the class and advocates for varied specs within the class.

This means that, as the RR of the chosen and level of C/K increases, so do their options for auras. If they spend class spec points on an aura, they can cycle that one on as well, but limit the Auras to 2 at a time. keep the potency based upon points in that tree, and this will lessen the dominance of the classes without nerfig it into second class citizens.
Could be hard to code but I do like that idea.
Alea iacta est

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Dabbart
Posts: 2251

Re: Choosen Feedback

Post#42 » Sun Mar 11, 2018 8:44 am

Fallenkezef wrote:
Dabbart wrote:Maybe stop tossing out "throw away comments" and actually think about what you type. You typed something, he responded to it. Don't try and bash him for not adding anything to the discussion when you still haven't retracted your comment towards AxelAF insulting his Chosen/knight knowledge cause he didn't discuss the "stamina" aura. By which you meant Toughness, and he DID discuss the toughness aura.

You keep spewing crap and bitching at others for commenting on the smell.
And your balance suggestion for the chosen/knight issue is........

Irrelevant. The Dev's have a plan and strategy. I am not a Dev. Besides, this isn't a balance discussion post. And before you ask, yes. I had a 40/52 KoTBS on this server.

If you REALLY want to see the full break downs, go learn how to use the search function on the forums, and read one of the numerous threads we have had on these forums on this topic. Personally, I liked the idea's the Devs posted. I really enjoyed the .ab ex on the AM/Sham lifetap, and though I wanted more tweaking on it, I thought the WP/DoK changes were excellent. TLDR, I'll leave the actual mechanics to A, the people who are aware of what the limitations on any of these changes will be, and B, the time for when said changes could actually be implemented. So we don't have to rehash the same arguments over. and over. and over.

When a balance discussion is Opened for Knight/chosen Aura's I will happily post there.

But back to how horrible at argumentation you are... Feel free to at least admit fault to some of those you have insulted in this thread with blatantly incorrect facts and logic. Or just spew on. You'll be on my ignore list though. You are what I call a Boring Troll.
Last edited by Dabbart on Sun Mar 11, 2018 8:45 am, edited 1 time in total.
Azarael wrote: It's only a nerf if you're bad.

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Secrets wrote: Kindly adjust your attitude to actually help the community and do not impose your will on it. You aren't as powerful as you think.

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Darosh
Banned
Posts: 1197

Re: Choosen Feedback

Post#43 » Sun Mar 11, 2018 8:44 am

See the post above, addendum (my last post, I am slow at typing today - the others beat me to it).

For reference:
Spoiler:
Darosh wrote: Abbd.:
To throw a bone into the pit:

Maybe link the auras to guarddamge received, every <x> of damage an aura fires off for <y> seconds - the aura itself is managed as a buff and can be shattered, it is not bound to the knight itself.
Let mastery trees reduce the damage treshold that needs to be surpassed in order to fire off the aura (and increases its duration).
Passive turtle tank stays passive, has to properly guardswap to activate auras, yadayada.

Pretty sure the devs already have plans for it, so w/e.
Fallenkezef wrote: So how woukd you balance the knight/chosen?

Main issues with the aura mechanic:
No resource cost.
No GCD invocation.
Dumbfire.
Maintence is outsourced (you don't have necessarily to position yourself, your allies can just position themselves).
Can not be shattered.
(...)

So, meh, keep the rough schematics (potency, lack of GCD, w/e), bind it to something that cannot be 'properly' controlled
to cut the uptime - introduction of new actives would just end up like twister.
Add the new thing to a mechanic that is relevant for the archetype; e.g.: guard, make it so that it can be actively, and reasonably countered/shattered.

Abbd.:
To compensate for the new RNG, add all (but mastery auras) to the pool of auras that can fire off - add ICD to prevent massive aura stack.

Note: All of the above is akin to pissing into the wind, as Dabbart stated: The devs have had +2yrs so far, and will have more time going forward, to think about a mechanic.

E: Words.
Last edited by Darosh on Sun Mar 11, 2018 8:56 am, edited 1 time in total.

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Fallenkezef
Posts: 1492

Re: Choosen Feedback

Post#44 » Sun Mar 11, 2018 8:55 am

Darosh wrote:See the post above, addendum (my last post, I am slow at typing today - the others beat me to it).

For reference:
Spoiler:
Darosh wrote: Abbd.:
To throw a bone into the pit:

Maybe link the auras to guarddamge received, ever <x> of damage an aura fires off for <y> seconds - the aura itself is managed as a buff and can be shattered, is not bound to the knight itself.
Let mastery trees reduces the damage treshold that needs to be surpassed in order to fire off the aura (and increases its duration).
Passive turtle tank stays passive, has to properly guardswap to activiate auras, yadayada.

Pretty sure the devs already have plans for it, so w/e.
Fallenkezef wrote: So how woukd you balance the knight/chosen?

Main issues with the aura mechanic:
No resource cost.
No GCD invocation.
Dumbfire.
Maintence is outsourced (you don't have necessarily to position yourself, your allies can just position themselves).
Can not be shattered.
(...)

So, meh, keep the rough schematics (potency, lack of GCD, w/e), bind it to something that cannot be 'properly' controlled
to cut the uptime - introduction of new actives would just end up like twister.
Add the new thing to a mechanic that is relevant for the archetype; e.g.: guard, make it so that it can be actively, and reasonably countered/shattered.
I do understand your point about the current aura being impossible to counter.
This is why I favour removing hard star buff auras.

Have the auras do something no other class can do but not overpowered that complement thr class role as an aoe buff tank.
Alea iacta est

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Fallenkezef
Posts: 1492

Re: Choosen Feedback

Post#45 » Sun Mar 11, 2018 8:57 am

I really like the idea of auras kicking off on damage actualy, fits the tank archetype.
Alea iacta est

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Luuca
Posts: 1204

Re: Choosen Feedback

Post#46 » Sun Mar 11, 2018 6:42 pm

Fallenkezef wrote:I really like the idea of auras kicking off on damage actualy, fits the tank archetype.
I wrote a whole proposal wherein the same 2 10+ points class auras were available as well as a third if they spend a point(s) to get that tree aura. It also had the prerequisite that each aura had 2 triggers that would "proc" the Aura. Dodge, Disrupt, Block, Parry, Melee Crit, and Magical Damage Taken were occurrences on the C/K that would proc the Auras he slotted. At the beginning of a fight, no Auras up, only when the C/K is in combat do they Proc and it's based upon their RR and gear as to how often. A 2-Handed Tank would never proc an aura off of Block, and most SnB C/K would rarely proc a crit aura due to lower crit rates. etc.

It was flatly rejected within an hour of posting.

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Fallenkezef
Posts: 1492

Re: Choosen Feedback

Post#47 » Sun Mar 11, 2018 7:02 pm

Luuca wrote:
Fallenkezef wrote:I really like the idea of auras kicking off on damage actualy, fits the tank archetype.
I wrote a whole proposal wherein the same 2 10+ points class auras were available as well as a third if they spend a point(s) to get that tree aura. It also had the prerequisite that each aura had 2 triggers that would "proc" the Aura. Dodge, Disrupt, Block, Parry, Melee Crit, and Magical Damage Taken were occurrences on the C/K that would proc the Auras he slotted. At the beginning of a fight, no Auras up, only when the C/K is in combat do they Proc and it's based upon their RR and gear as to how often. A 2-Handed Tank would never proc an aura off of Block, and most SnB C/K would rarely proc a crit aura due to lower crit rates. etc.

It was flatly rejected within an hour of posting.
Tends to be the theme
Alea iacta est

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wargrimnir
Head Game Master
Posts: 8458
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Re: Choosen Feedback

Post#48 » Sun Mar 11, 2018 7:11 pm

We have plans for auras. Something something client control.
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User avatar
Luuca
Posts: 1204

Re: Choosen Feedback

Post#49 » Sun Mar 11, 2018 9:32 pm

"Everybody has a plan until they get punched in the face." - Mike Tyson.

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Fallenkezef
Posts: 1492

Re: Choosen Feedback

Post#50 » Mon Mar 12, 2018 8:10 am

Luuca wrote:"Everybody has a plan until they get punched in the face." - Mike Tyson.
No plan survives contact with the enemy (American version)

No plan survives contact with the Rupert (British version)
Alea iacta est

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