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Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:27 pm
by bloodi
Jaycub wrote:Do people really complain about 24v24 / large scale balance though?
90% of the people who quit Live, did it for "BW/SORC killed me in orvr"

So yeah.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:28 pm
by grumcajs
Sigimund wrote: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.
this. BW/sorc mechanis is the best mechanic in game. it gives the godlike dmg output while have no downside outside of solo

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:29 pm
by Tesq
sanii wrote:
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!
to speak about you get 2 free talisman slot in comparison if you would had used 4 to slot some resistences, it's a tanks set anyway so it's fine, guard are raw damages that's jsut prevent aoe to nuke tank, lost vale it's even better.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:29 pm
by sanii
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?
Tbh i havent played in a fully organized 24 man guild on this server but has there been much chance to even test 24v24 balance properly with optimized setups and guilds duking it out or is it just taken as granted that its balanced?

As most of the stuff i have seen was mostly 12vxx and 24vxx and nothing in the competitive scale.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:30 pm
by bloodi
grumcajs wrote:this. BW/sorc mechanis is the best mechanic in game. it gives the godlike dmg output while have no downside outside of solo
I never understand this logic, please list me the downsides of most mechanics in the game.

Because for most of them, there is no downside at all, however the fact that you eat 750 damage on cast is somehow, not considered a downside?

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:30 pm
by roadkillrobin
Ranged classes kinda need to hide beheind a frontline of melee to preform 100% Again they become much better once groups get bigger and you can cover more ground. Free casting stationary rdps will (or should) pretty much kill anything aslong as they assist.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:33 pm
by Tesq
roadkillrobin wrote:Ranged classes kinda need to hide beheind a frontline of melee to preform 100% Again they become much better once groups get bigger and you can cover more ground. Free casting stationary rdps will (or should) pretty much kill anything aslong as they assist.
Yes exatly that's the prob, st rdps assist should melt anything/ also hide classes. They do not and melee have a better mobility. They are too close in damages. And when i say anything i do not refer to tank. Then again that's the proportion of damages, in reality nothing shoudl melt nothing...


CC should be the main factor in kill someone not the simple act of assist, ttk should be increase.

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:36 pm
by grumcajs
bloodi wrote:
grumcajs wrote:this. BW/sorc mechanis is the best mechanic in game. it gives the godlike dmg output while have no downside outside of solo
I never understand this logic, please list me the downsides of most mechanics in the game.

Because for most of them, there is no downside at all, however the fact that you eat 750 damage on cast is somehow, not considered a downside?
sorry but do you think 35% chance to take damage on cast that is usually controlled with basic setup of 2 healers in grp is kinda lol compared to 35% crit chance + additonal 100% crit dmg? ;-)

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:38 pm
by roadkillrobin
bloodi wrote:
grumcajs wrote:this. BW/sorc mechanis is the best mechanic in game. it gives the godlike dmg output while have no downside outside of solo
I never understand this logic, please list me the downsides of most mechanics in the game.

Because for most of them, there is no downside at all, however the fact that you eat 750 damage on cast is somehow, not a downside at all?
Choppa/Slayer, increase dmg you take by 100%
WL/SH, having skills and dmg bound to a pet that can die
Magus/Engie same as above
IB/BG exhuast resources when you need em to be capped for other skills
SW/MA needing to be in certain stance to use certain abillites
BO/SM not having acess to moast abillties on the go
SH/AM no mechanic benefits at all in their main spec
WP/DoK don't regain Healing resources from AP buffs and potions

And then we have the classes with baiscly no downsides
Chosen/Kotbs/RP/ZE

Re: Overarching balance changes

Posted: Fri Jul 15, 2016 4:39 pm
by Jaycub
The BW/Sorc mechanic drawback doesn't exist in a proper group when you AREN'T being focused, but it becomes very apparent when you are. And when isn't BW/Sorc the main target for a group?

Edit: to add onto this, I run a DPS meter for weeks on my BW across ORvR and scenarios. Backlash is my 5th most damaging ability, and it's only damage to my self.