old morale gain rates (mechanics)
- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
Yes. I have. I actually played my AM last night. Someone from order started to send me tells that I healed to much and spamhealing was useless. First time that I ever got a whine PM that a healer did to much healing.

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- GodlessCrom
- Suspended
- Posts: 1297
Re: old morale gain rates (mechanics)
If youre overhealing certain targets, i.e. healing them when they are already at or near 100% hp, then yes you would be playing a rather inefficient manner. Thats like...mmo healing 101.
Rush in and die, dogs - I was a man before I was a king!
- roadkillrobin
- Posts: 2773
Re: old morale gain rates (mechanics)
Healing vallues in SC score doesn't take overhealing into consideration. Wich he used as basis. Also overhealing (pre hot) on a AM to have preloaded mechanic points is also a thing. Same with RP and Zealot to pre build Blessing, Absorb and armor buff is a another thing aswell as restoring AP and Self Absorb on DoK and WP. So normal healer 101 rules doesn't translate all to well in this game.
Last edited by roadkillrobin on Thu Mar 30, 2017 1:28 pm, edited 1 time in total.

Re: old morale gain rates (mechanics)
Karast wrote:I counter your junk post with the fact that crit buffs have been nerfed. Destro has undefendable CC, and better cc placement. Destro has better escape tools for their kiters. Better armor ignores on key classes. Better heal debuff types, just look at WP vs DoK cleansing. More magical vs physical damage. Better snare coverage.roadkillrobin wrote:They also have better heal boosts, crit rates, better CC's and a bunch of relevant stuff. But I agree with the AP potions. They are really bad for the game coz they make strategies revolving AP drains alot worse and turn the game even more into a dps/healing burst race rather opening up attrition based combat.
Not least of all better debuffs and debuff coverage in the way of AP cost increasers, wounds debuffs, and toughness debuffs.
Lels to pretty much all of it but esp. better CC placement. Play rdd on destro and come here again. Can play my fireclown all day and hardly ever get ccd. One wrong step on destro and the other site starts getting crazy on who gives me the rkd first. Not to mention the teleporting wl pets on speed pulling you....
- GodlessCrom
- Suspended
- Posts: 1297
Re: old morale gain rates (mechanics)
Thats why I said certain targets: I have seen healers constantly topping off tanks, or themselves, while letting dps get low enough to get bursted down very easily.
Or they run themselves out of AP/career mechanic (doks/wp do this one more often in my experience) healing fluff damage, meaning their team gets rekt by burst damage and are left wondering "damn howd we die" even though looking at the stats, it looks like the healers are doing their job.
Its also possible you encountered a cantankerous fellow on order. There are enough of em to go around
Or they run themselves out of AP/career mechanic (doks/wp do this one more often in my experience) healing fluff damage, meaning their team gets rekt by burst damage and are left wondering "damn howd we die" even though looking at the stats, it looks like the healers are doing their job.
Its also possible you encountered a cantankerous fellow on order. There are enough of em to go around
Rush in and die, dogs - I was a man before I was a king!
- Nefarian78
- Posts: 463
Re: old morale gain rates (mechanics)
Probably should not have said that Order has better AP management, since it looks like i triggered a "OMG DESTRO/ORDER OP" war.
What i meant to say is that both factions have strenghts and weaknesses. I don't see any issue with Destro having better morale management as their strenght, because im sure that Order is stronger in other fields, and that is how it should be.
What i meant to say is that both factions have strenghts and weaknesses. I don't see any issue with Destro having better morale management as their strenght, because im sure that Order is stronger in other fields, and that is how it should be.
Ap drains can become an entire lockdown to a player if multiple are used on the same target. ofc, there are AP potions but those are extras, not part of the classes, and the gear AP regen is really really low. it's not like it makes a huge difference. as for the DoK crit thingy it only restores 40 AP to the DoK only.TenTonHammer wrote:Ap is not a real issue late game due to pots, gear and DoK Ap on crit thingNefarian78 wrote:
And order has better AP management.
They done stole my character's names. Can't have **** in RoR.
- TenTonHammer
- Posts: 3806
Re: old morale gain rates (mechanics)
Just becuase potions are not poart of a class does not ignore them, additional you should look at DoK's restored motivations tactic again; 25% chance to restore 50 ap to an ally everytime you heal them, it DOSNT work on the DoKNefarian78 wrote: Ap drains can become an entire lockdown to a player if multiple are used on the same target. ofc, there are AP potions but those are extras, not part of the classes, and the gear AP regen is really really low. it's not like it makes a huge difference. as for the DoK crit thingy it only restores 40 AP to the DoK only.

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- Nefarian78
- Posts: 463
Re: old morale gain rates (mechanics)
You said the one that procs on crits <.<TenTonHammer wrote:Just becuase potions are not poart of a class does not ignore them, additional you should look at DoK's restored motivations tactic again; 25% chance to restore 50 ap to an ally everytime you heal them, it DOSNT work on the DoKNefarian78 wrote: Ap drains can become an entire lockdown to a player if multiple are used on the same target. ofc, there are AP potions but those are extras, not part of the classes, and the gear AP regen is really really low. it's not like it makes a huge difference. as for the DoK crit thingy it only restores 40 AP to the DoK only.
Anyway, let's not derail the thread and get back on track talking about the morales. that's what this thread is, after all.
They done stole my character's names. Can't have **** in RoR.
- footpatrol2
- Posts: 1093
Re: old morale gain rates (mechanics)
This is a PM i sent to hoajin. I think it applies to this discussion.
There is built in fast morale bomb recovery... are you using alter fate morale 4 from the healers? All archetype healers get this morale. Probably not because morale gain rates are dirty dirty slow in RoR. Morale gain rates are not just for morale bombing. Its for overall balance. The engagements are suppose to be conducted a hell of a lot faster then what players have grown use too.
Embrace the idea. This just makes the game faster, decreases the value of gear (which is a good thing in a pvp game), and emphasizes teamwork and coordination which is a good thing. This also allows spec's that are deemed useless more viable. This opens up the meta to a TON of different builds then it is currently. Nothing of what I stated is new mechanic's for footpatrol's desire. Everything I've stated is what have existed in this game at one time. It is just rollbacks, I'm not inventing new mechanics.
Please note: to achieve 60 morale per sec you have to carry around 3 same guild banners. What does this do? It slows you down. Not all guild members are able to pick up a standard. Only the assigned members are able to due so. If you want to stay mobile you need to lose the actions of 3 players to maintain those morale gain rates and maintain your warband speed. If you want to use those players you have to plant those banners and only then will the tactic effects push out to your warband. I'm pretty sure also the morale gain effects only pushes out to outside groups when you plant your banners otherwise the morale gain effects only effect the group. (I could be wrong on that). But you need to maintain and stay mobile... Banners cost gold. 3 banners cost 6 gold per use. You'll be losing a ton of banners over time. In a game day's worth of play it could potentially cost you 30 gold or likely more depending.
If facing a decent opponent in open field. I will try to draw you away from your banners to get you away from your banner tactic effects and boosted morale gain. Do you chase or go back for your banners? In keep fights the banners are fully into effect on both sides. The tactic's push out to all players but the morale gain only effects the guild members of which the banners belong too.
These banners/morale gain rates are for RvR and not really small scale engagements. You could theoretically carry 3 banners in a 6 man if you wanted too but your losing 3 players unless you plant your banner then you become leashed or you ditch your banners.
Azareal wants to break up the zerg and he was willing to invent new game mechanic's to do so. You don't have to re-invent the wheel. Their are in-game mechanic's which are hard built into this game that break up the zerg. They require the correct morale gain rates and the restoration of banner effects to see their full use. Disable the use of banners in SC's if want. 3 Banners increase morale gain by 45%. Thats a massive reduction.
This is a alpha game right? Try this out. Its just old mechanics.
There is built in fast morale bomb recovery... are you using alter fate morale 4 from the healers? All archetype healers get this morale. Probably not because morale gain rates are dirty dirty slow in RoR. Morale gain rates are not just for morale bombing. Its for overall balance. The engagements are suppose to be conducted a hell of a lot faster then what players have grown use too.
Embrace the idea. This just makes the game faster, decreases the value of gear (which is a good thing in a pvp game), and emphasizes teamwork and coordination which is a good thing. This also allows spec's that are deemed useless more viable. This opens up the meta to a TON of different builds then it is currently. Nothing of what I stated is new mechanic's for footpatrol's desire. Everything I've stated is what have existed in this game at one time. It is just rollbacks, I'm not inventing new mechanics.
Please note: to achieve 60 morale per sec you have to carry around 3 same guild banners. What does this do? It slows you down. Not all guild members are able to pick up a standard. Only the assigned members are able to due so. If you want to stay mobile you need to lose the actions of 3 players to maintain those morale gain rates and maintain your warband speed. If you want to use those players you have to plant those banners and only then will the tactic effects push out to your warband. I'm pretty sure also the morale gain effects only pushes out to outside groups when you plant your banners otherwise the morale gain effects only effect the group. (I could be wrong on that). But you need to maintain and stay mobile... Banners cost gold. 3 banners cost 6 gold per use. You'll be losing a ton of banners over time. In a game day's worth of play it could potentially cost you 30 gold or likely more depending.
If facing a decent opponent in open field. I will try to draw you away from your banners to get you away from your banner tactic effects and boosted morale gain. Do you chase or go back for your banners? In keep fights the banners are fully into effect on both sides. The tactic's push out to all players but the morale gain only effects the guild members of which the banners belong too.
These banners/morale gain rates are for RvR and not really small scale engagements. You could theoretically carry 3 banners in a 6 man if you wanted too but your losing 3 players unless you plant your banner then you become leashed or you ditch your banners.
Azareal wants to break up the zerg and he was willing to invent new game mechanic's to do so. You don't have to re-invent the wheel. Their are in-game mechanic's which are hard built into this game that break up the zerg. They require the correct morale gain rates and the restoration of banner effects to see their full use. Disable the use of banners in SC's if want. 3 Banners increase morale gain by 45%. Thats a massive reduction.
This is a alpha game right? Try this out. Its just old mechanics.
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