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Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:51 pm
by roadkillrobin
sanii wrote:
Jaycub wrote:Can skullthumper/blurring shock proc things?
Negative!
Taunt affect it tho. (Dunno if it's a bug or not)

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:53 pm
by sanii
roadkillrobin wrote:
sanii wrote:
Jaycub wrote:Can skullthumper/blurring shock proc things?
Negative!
Taunt affect it tho. (Dunno if it's a bug or not)
Taunt and Magus/Engi damage amplification is the only thing afaik that impacts BS/ST and proc dmg as it specifically states that it increases all damage that the target receives from you (taunt) and from everyone (magus/engi) , dunno if this is intended but by the wording of those abilties it might be.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:54 pm
by Valfaros
When I play one of my rDD's the one things that always causing a certain death is kiting the meele train and then getting a rKD. The meele train arrives punts the tank away and you explode there is not really much you can do there. Sometimes you get safed by moral abilitys but most of the time you are toast.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:55 pm
by magter3001
Not a bug, worked like that on live as well as is an ability from the bo/sm themselves so it's subject to a taunt. 8-)

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 3:56 pm
by Jaycub
I think most of the problems for RDPS in 6v6 have been identified, but how would you change the game so that RDPS would be just as viable in a DPS slot as a melee class?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:02 pm
by peterthepan3
Jaycub wrote:I think most of the problems for RDPS in 6v6 have been identified, but how would you change the game so that RDPS would be just as viable in a DPS slot as a melee class?
Odjira/speed/making cleanse not so powerful imo. Cleanse, in particular, effectively renders the engineer, the magus, and the sorcerer/BW (assuming double cleanse) useless as a lot of/most of their damage relies on having dots on the target. Melee don't always have this problem and coupled with their natural sturdiness over their ranged counterparts, strong AAs and benefitting from guard more, this has contributed to a melee meta.

The moment a melee train is in the face of a ranged, they have to focus on surviving rather than fighting fire with fire which effectively reduces the DPS to 1 in a group (or 2 if 3/2/1) - a hell of a lot less pressure. This can, of course, be countered by careful usage of RD/Focused Mind, but it is an advantage nonetheless. The only thing I would say is that in open spaces, ranged groups do have an advantage.

SW/SH can function somewhat decently against melee premades, but the pulls counter that pretty well. Perhaps remove pulls? =D Or, as vigfuss said, change it to another form of CC. Just food for thought btw not advocating 100% any of these things I'm saying.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:02 pm
by sanii
Jaycub wrote:I think most of the problems for RDPS in 6v6 have been identified, but how would you change the game so that RDPS would be just as viable in a DPS slot as a melee class?
I am not sure how making abilities non setback-able (wut) would impact the overall balance , and it was my first thought about how to increase the damage output of those classes , without just giving them a raw dps increase.

But that still doesn't solve their innate weaker array of defenses once they do get forced into melee. So 1 option would be to have tactics specifically designed to alleviate that problem - armor/defense/resistance tactics/aoe detaunt tactic ( as it is a tactic it would still be an opportunity cost towards your damage but it could be carefully adjusted after seeing how it feels) . And without tb it could also be an option how to look into the future about how to alleviate the ever increasing damage. These are just my initial thoughts on that tho. we could find alot of ideas about this.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:06 pm
by peterthepan3
It must also be mentioned, however (pretty sure bretin or tomato said this a while back) that ranged comps aren't faring as bad as they were on live because of no TB, so any changes/suggestions must bear this in mind.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:11 pm
by bloodi
Seeing the replies here compared to what i have been hearing all this time heading to t4 is nothing sort of amusing.

Even not that long ago the concept of ranged being viable in 1 3 2 setups was still there, what happened?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:13 pm
by grumcajs
Jaycub wrote:I think most of the problems for RDPS in 6v6 have been identified, but how would you change the game so that RDPS would be just as viable in a DPS slot as a melee class?
In theory your tank have some CC to help rdps - aoe snare, kb, kd but again - that require tank to abandon rdps in order to buy them some time. but still in the end your rdps is forced to prekite very often thus lowering the dmg they might deal.

but there are some tools like pounce, mara/wl morale 1 root, pull (ST mara 65 ft, magus/engi aoe 75ft) , aoe stagger from kotbs/chosen 40ft, aoe stagger engi/magus 100ft, aoe snare (bg 40ft, BO,IB 30ft), snare puddle (AM/shamy 100ft), RP/zeal 100ft st stagger, tanks aoe root 30ft. so in the end your rdps get caught and destroyed.

I think this might be the reason why the game was never mentioned to be balanced for anything smaller than 12v12 (sry Grulo)

Though sure, "rdps grp" might have access to these tools aswell so...