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Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:15 pm
by Tesq
guard is so strong that it dosen't matter how much damage a rpds take .... if they are too much a rdps should spec defensively cos a
rdps should do more damages than a melee that's the core problem most of melee do more damages than rdps , see engi/magus. Rdps should follow in front line the tank too if it is necessary, or otherwise why guard exist in first plance, no the problem of rdps it' set back that's what force them to stay outside of the front line.
Bad damage proportion from melee to rdps and set back are the problem not guard...guard is the best solution to give anyclass a way to not implode while under massive rdps.
Think about it, nerf guard in anyway would be even more overpowered due to fast speed + immunities in reach rdps and nuke em in few secin small skirm.
Guard is totally fine it's the best meccanic in the game and 100% working properly.
Let's remove guard for 1 day then let's let order melee charge + imm and nuke ppl ye nice... while destru melee would implode after the first KD. Guard also help under cc, having 50% damages removed help keep the impact of being KD and focused lower.
bloodi wrote: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?
happened that some premades started run 2x slayer that's what happened.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:18 pm
by Jaycub
Tanks also have HoTL, which can help quite a bit even in small scale like 6v6 to get their melee on top of RDPS without taking much damage. 2 tanks can give their MDPS 30% avoidance?
I just remember someone in a BFP where our group was struggling against a 7 RDPS group suggest our tanks use it and it just turned that scenario around for us.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:20 pm
by Tesq
Jaycub wrote:Tanks also have HoTL, which can help quite a bit even in small scale like 6v6 to get their melee on top of RDPS without taking much damage. 2 tanks can give their MDPS 30% avoidance?
I just remember someone in a BFP where our group was struggling against a 7 RDPS group suggest our tanks use it and it just turned that scenario around for us.
pointless just focus the bw then, the set back would make the rest, that or either he will need to kite cos anythung can go down if you put enough hit.
Also remove set back would help 2,5 sec cast aoe heals which are so easier to interrupt / set back due to long cast time while dok/wp just have the easier life.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:20 pm
by sanii
bloodi wrote: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?
You can still run a 1 3 2 to a fairly successful state ,i like its playstyle aswell , its just that its much easier to itemize towards resistances (Influence Items +The Winds Imprevious - litterally 200 extra resistances) and armor stacking from some classes especially. So they have more time/room to catch you out if you are a caster/SW/SH. Thats why tb was so strong against range as it allows you more time to pin em down.(And it disproportionately counters BW/Sorc mechanic).
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:23 pm
by Tesq
^ that's just another exemple how why fix 6v6 wont traslate in fix wb vs wb anyway if bw/sorc reign in bigger scale but not in small then nerf melee train will still result in rdps be the kings in rvr.
Classes have a meant melee have to provide on the move dps while rdps static. IF some melee do more damage than rdps or the kite is ineffective then you have a problem.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:23 pm
by Jaycub
Winds impervious is a really good set, kinda wish the other tome sets where re-balanced to be near as good as it.
Is interesting that gear might effect balance as well, especially in t3 where the reworked sets all had spirit res for order.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:24 pm
by Jaycub
Tesq wrote:^ that's just another exemple how why fix 6v6 wont traslate in fix wb vs wb anyway
Do people really complain about 24v24 / large scale balance though?
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:25 pm
by Sigimund
TB felt like it had been put in the game specifically to counter BW/Sorc rather than cause community backlash by nerfing or redesigning their mechanic.
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:27 pm
by sanii
Jaycub wrote:Winds impervious is a really good set, kinda wish the other tome sets where re-balanced to be near as good as it.
I have quite the pet peeve against that set , seeing as how much you get for so little . The other good set is the oathstones , which is generally better then your generic jewels that you would use on a SLAYER in particular . And both of these sets tend to favor melee!
Re: Overarching balance changes
Posted: Fri Jul 15, 2016 4:27 pm
by Tesq
Jaycub wrote:Tesq wrote:^ that's just another exemple how why fix 6v6 wont traslate in fix wb vs wb anyway
Do people really complain about 24v24 / large scale balance though?
i complain about the idea behind the" fix 6vs 6 will fix magically all the game", it is not going to work then yes if some can complain about 6 vs 6 i can complain about choppa fast have 2 min cd while order have it free on 1 tank almost spamable.
Complain work in both ways so here i am.