Ability Rework Progress
Forum rules
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
Before posting on this forum, be sure to read the Terms of Service, Privacy Policy and Code of Conduct
- amputationsaw
- Posts: 629
Re: Ability Rework Progress
Devs are in progress to fix class abilities till 40 so yes, while they keep fixing skills they can change/balance abilities for the future tiers too
Ads
Re: [Updating] Ability Rework Progress
Well stag was a chosen original skill if any tank should have mirror it should had been SM at least not kobs..... You know they are the 2 originaly true magic tanks in game. Btw remove it now is hard it's a main meccanic of kobs/chosen i rather see it better balance than change it.Luth wrote:My point was, that reducing the ability to three seconds duration negated a buff in patch 1.4.4 for the engis/magus group uselfulness.Bozzax wrote:You wrote that Chosen / KOTBS should be buffed so that ENGIE / MAGUS becomes more in demand. I just pointed out ENGI / MAGUS would be even more sought after if we buff staggers even further. Going extreme in my opinion shows the flaw in the argumentation chain.
Imo the stagger remove ability was a big step forward to create more depth in the gameplay (besides simple damage/heal and debuff/buff).
I think also the majority of players like WARs PvP, because it has diversity and is not so simple-minded like in modern MMOs (e.g. GW2).
So maybe new players have to learn more than in other games, but on the other side in WAR it isn't zerg > all.
Btw: I would rather see the aoe-stagger on an underwhelming tank class like SM or BO though, but this isn't possible atm.

Re: [Updating] Ability Rework Progress
I know I just have a hard time seeing buffing Chosen/KOTBS as a solution. Basically it hurts the tank archetype more then it mends Engies / magus's.Luth wrote: My point was, that reducing the ability to three seconds duration negated a buff in patch 1.4.4 for the engis/magus group uselfulness.
Imo the stagger remove ability was a big step forward to create more depth in the gameplay (besides simple damage/heal and debuff/buff).
I think also the majority of players like WARs PvP, because it has diversity and is not so simple-minded like in modern MMOs (e.g. GW2).
So maybe new players have to learn more than in other games, but on the other side in WAR it isn't zerg > all.
Btw: I would rather see the aoe-stagger on an underwhelming tank class like SM or BO though, but this isn't possible atm.
I also loved the thought of the destaggers role but I feel it is one of those nice on paper ideas of mythic. AM/Shammy mechanic is another one. If anything this should have been made to grant immunities instead for x seconds instead of removing its effects.
Magus/engi perform well in any non AOE-cleanse-spam-environment. For me this is the real mccoy and why most dot dot classes (or builds) just dwindled and became near unplayable when facing 2 x AOE-cleansers. Long dots typically 9+ seconds become worthless when there is a spam cleanse every 2,5-5 seconds on your targets. As "long" dot is delayed damage and has very few ticks before being cleansed and you still pay full AP and CDs i just don't work.
What I'd like to see instead is shorter durations or dots starting with bigger hits and decaying profile and/or changes to group cleanse spam. Either reduced range 60% or add a % to remove based on how close the cleanser is or something like that.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: Ability Rework Progress
And so bludfist waited with baited breath eager to read and discuss what possible buffs black orc's and choppa's would/could/should get.
what about slayers n choppas exhaustive kd? should it stay at 3 secs? Also i whole heartedly agree that tanks would be about cc and not face tanking and i look forward to see what you do with classes like bo and sm that have very little cc
what about slayers n choppas exhaustive kd? should it stay at 3 secs? Also i whole heartedly agree that tanks would be about cc and not face tanking and i look forward to see what you do with classes like bo and sm that have very little cc

Re: Ability Rework Progress
a tons of time ( from BOTH sides) was suggested to cut half the ap for magus/engi increase damage of 10% and make dot less long so that no other toon would have to be touch, etc ,etc.......but nothing .......official dev didn't want to listen,

Re: Ability Rework Progress
I know. But Inq has such a potential that it's just a waste to use it only for EW. You even reminded me of another point of its crazyness(I overlooked the time, figures).Azarael wrote:Well, back when I played WH, nobody touched Inquisition for anything other than Exit Wounds. Torment was the attack of choice.
I don't think Fervor makes much sense considering that every time a stacking buff is applied, the ticks reset, so the first tick of the x3 Fervor stack comes 3 seconds after the last strike used to apply it.
But look on the bright side, you could be a White Lion. Hack and Baiting Strike are two of the most deeply inspiring skills I've had the pleasure to gaze upon.
Baiting Strike along with the Baiting Trap tactic actually isn't quite bad for PvE and with a bit of ingenuity could find an use in RvR. But Hack, lol yeah. Other level 1 attacks at least serve some purpose(Razor Strike becomes AoE, Ensorcelled is a baseline magic dmg + gets something else from tactics etc). Hack? HAHAHAHA! Useless in PvE, useless in PvP, useless in RvR lol!
Last edited by Gorwe on Mon May 11, 2015 6:34 pm, edited 1 time in total.
Re: [Updating] Ability Rework Progress
Don't bother with sh/Am the meccanics power just need to generate more points, instead 0-1 it need to generate 1-2, from t4 .Bozzax wrote:I know I just have a hard time seeing buffing Chosen/KOTBS as a solution. Basically it hurts the tank archetype more then it mends Engies / magus's.Luth wrote: My point was, that reducing the ability to three seconds duration negated a buff in patch 1.4.4 for the engis/magus group uselfulness.
Imo the stagger remove ability was a big step forward to create more depth in the gameplay (besides simple damage/heal and debuff/buff).
I think also the majority of players like WARs PvP, because it has diversity and is not so simple-minded like in modern MMOs (e.g. GW2).
So maybe new players have to learn more than in other games, but on the other side in WAR it isn't zerg > all.
Btw: I would rather see the aoe-stagger on an underwhelming tank class like SM or BO though, but this isn't possible atm.
I also loved the thought of the destaggers role but I feel it is one of those nice on paper ideas of mythic. AM/Shammy mechanic is another one. If anything this should have been made to grant immunities instead for x seconds instead of removing its effects.
Magus/engi perform well in any non AOE-cleanse-spam-environment. For me this is the real mccoy and why most dot dot classes (or builds) just dwindled and became near unplayable when facing 2 x AOE-cleansers. Long dots typically 9+ seconds become worthless when there is a spam cleanse every 2,5-5 seconds on your targets. As "long" dot is delayed damage and has very few ticks before being cleansed and you still pay full AP and CDs i just don't work.
What I'd like to see instead is shorter durations or dots starting with bigger hits and decaying profile and/or changes to group cleanse spam. Either reduced range 60% or add a % to remove based on how close the cleanser is or something like that.
SH/AM would play a lot more better that way :/ use 2 heal or hot make your point 1-4 so using then 2 dot make your point 5-1 then fast heal with tons of heal value. Couple that with some minor fix to other specific skills. Seems fine to me


Re: Ability Rework Progress
Engi Magus suffer from crap target switching. Their damage is too dependant on the increase from withered soul/signal flare. Taking them off cd so they can be applied on switch would be a good start.

Ads
Re: [Updating] Ability Rework Progress
How I would make AM mechanic:Tesq wrote:Don't bother with sh/Am the meccanics power just need to generate more points, instead 0-1 it need to generate 1-2, from t4 .Bozzax wrote:I know I just have a hard time seeing buffing Chosen/KOTBS as a solution. Basically it hurts the tank archetype more then it mends Engies / magus's.Luth wrote: My point was, that reducing the ability to three seconds duration negated a buff in patch 1.4.4 for the engis/magus group uselfulness.
Imo the stagger remove ability was a big step forward to create more depth in the gameplay (besides simple damage/heal and debuff/buff).
I think also the majority of players like WARs PvP, because it has diversity and is not so simple-minded like in modern MMOs (e.g. GW2).
So maybe new players have to learn more than in other games, but on the other side in WAR it isn't zerg > all.
Btw: I would rather see the aoe-stagger on an underwhelming tank class like SM or BO though, but this isn't possible atm.
I also loved the thought of the destaggers role but I feel it is one of those nice on paper ideas of mythic. AM/Shammy mechanic is another one. If anything this should have been made to grant immunities instead for x seconds instead of removing its effects.
Magus/engi perform well in any non AOE-cleanse-spam-environment. For me this is the real mccoy and why most dot dot classes (or builds) just dwindled and became near unplayable when facing 2 x AOE-cleansers. Long dots typically 9+ seconds become worthless when there is a spam cleanse every 2,5-5 seconds on your targets. As "long" dot is delayed damage and has very few ticks before being cleansed and you still pay full AP and CDs i just don't work.
What I'd like to see instead is shorter durations or dots starting with bigger hits and decaying profile and/or changes to group cleanse spam. Either reduced range 60% or add a % to remove based on how close the cleanser is or something like that.
SH/AM would play a lot more better that way :/ use 2 heal or hot make your point 1-4 so using then 2 dot make your point 5-1 then fast heal with tons of heal value. Couple that with some minor fix to other specific skills. Seems fine to me
Using an offensive spell gives you 1 point of Force(5 max). At max stacks, your next offensive spell is a guaranteed crit and is free.
Using a healing spell gives you 1 point of Tranquility. At max stacks, your next healing ability is free, is forced to crit(on all ticks for over times) and if it's a rez, is cast immediately.
Casting healing spells while building Force resets your Force counter to 0.
Casting offensive spells while building Tranquility resets your Tranquility counter to 0.
Simplicity and beauty in its purest form

edit: I understand exactly why they did what they did, but that's just random thinking. Why, but oh why would an offensive spell make you more Tranquil?


Re: Ability Rework Progress
sy but i think mine would be better you will simply force to use 5 heal and then 5 damage that's not only kinda pretty automatic and force you in situation where you would like to heal instead of damage but do not rewards player skill. My system offer a better controll of your points while how to use it, it's up to you. Also with this system you will easy have a medium pool of point min 1.
Btw telenn can suggest probably something better ( just dont suggest that change to make am/Sh use 3 different kind of path cos it required a work dev cannot make and we dont want to make them )
Btw telenn can suggest probably something better ( just dont suggest that change to make am/Sh use 3 different kind of path cos it required a work dev cannot make and we dont want to make them )

Who is online
Users browsing this forum: No registered users and 2 guests