Re: Ability Rework Progress
Posted: Mon May 11, 2015 4:09 pm
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
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.
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 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.
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.
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