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Overarching balance changes

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Poll: Which game mechanic needs to be changed the most?

Guard
25
9%
Cleanse
65
23%
Buff/Debuff stacking
10
4%
Critical damage
33
12%
%Damage mitigation abilities (Detaunt/Challenge/ID/Bellow etc...)
12
4%
Softcaps
10
4%
Morales
13
5%
Group Heal
24
9%
Armor/Resistance stacking and penetration
28
10%
Crowd Control and immunities
58
21%
Total votes: 278

User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#681 » Fri Jul 15, 2016 5:18 pm

Front line DPS having enough pressure to stop you from getting to the backline if you want doesn't exist in 6v6/12v12 (scenario type play) and CC immunities exist, which I believe hurt RDPS more than MDPS.

Guess I should of specified what type of play I was talking about. BW/Sorc is def king of ORvR large scale fighting, if enemy zone kill counts are proof of anything you will notice that the people routinely getting 50+ deathblows in a zone are almost exclusively BW/Sorc .
<Lords of the Locker Room> <Old School>

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grumcajs
Posts: 378

Re: Overarching balance changes

Post#682 » Fri Jul 15, 2016 5:20 pm

Jaycub wrote:I think the difference between Slayer/CH and BW/Sorc is unorganized groups or pugs find it much easier to focus the slayers and choppas, as they have to present themselves on the front lines to deal damage.

BW/Sorc can do so from range. Countering them is easy for organized groups. The most simple being a mara/WL pull or better yet M1 into a burn.

So yes, technically a BW/Sorc can sit back and never get pressued and their mechanic is a nonfactor as it is easier group healed or AoE healed by it self. But that is expecting bad play from the other group.
Any comment about high risk, high reward? Or how long it take to get back to atleast 75% mechanic?

That mobility thing....only SW and SH have mobility ;-) and all rdps suffer from setbacks. SW and SH usually stack some WS so they have higher armor. what its like compared to BW? 10% increase or what? huuuge ;-) engi and magus can get high tanky stats though what do you think about their dmg in that spec (not to mention its for rift/magnet spec usually so kinda melee ranged dps).

And pls do not bring that pug and bad players thing again :P :D

Im not saying their mechanic benefits should be removed. its what they are. but I think the risk should be higher especially with no TB (and no, it shouldnt be self-dmg but something that would make them really glasscanon when on 100 mechanic)

dontcomplainx
Posts: 91

Re: Overarching balance changes

Post#683 » Fri Jul 15, 2016 5:20 pm

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 think they are viable, CCM proved it just require a good TEAM play, they can do a LOT of dmg :shock:


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User avatar
peterthepan3
Posts: 6509

Re: Overarching balance changes

Post#684 » Fri Jul 15, 2016 5:23 pm

dontcomplainx wrote:
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 think they are viable, CCM proved it just require a good TEAM play, they can do a LOT of dmg :shock:


Click here to watch on YouTube
1) wasn't the best Orz team I've ever seen
2) level 35 - no pulls.
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User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#685 » Fri Jul 15, 2016 5:25 pm

@Grumcajs

That would totally kill their viability in 6v6 which is already dead, and arguably in scenarios in general.

Giving a class more risk when it's already the most risky class to run in those environments? And for reasons stated about RDPS in general have less ST damage than their MDPS counterparts who do so while being a lot less vulnerable?
<Lords of the Locker Room> <Old School>

User avatar
Tesq
Posts: 5713

Re: Overarching balance changes

Post#686 » Fri Jul 15, 2016 5:26 pm

lol kobs/chosen op mecc surf again, ye let's remove the 100% update resistences aura all game is balanced around. All other auras are covered by a BO so pointless, the other 2 auras not covered are basically for wb vs wb and a bo/sm spam aoe just buff istantly all the party, dosen't really need anything more.

Base def stuff need to be base and with 0 downside ppl...... offensive meccanic not.....def dont kill anyone that's why you have 0 risk vs reward with it...
Instead ask for bland nerf to ok stuff what about fix BG....

@Set back is horrible it should be removed by the game or changed simple in a increase to cast and not a chance to keep fail stuff.
Last edited by Tesq on Fri Jul 15, 2016 5:30 pm, edited 1 time in total.
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bloodi
Suspended
Posts: 1725

Re: Overarching balance changes

Post#687 » Fri Jul 15, 2016 5:29 pm

Jaycub wrote:...
But did you know they get more benefit from their mechanic than anyone? With no downsides at all?

User avatar
roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#688 » Fri Jul 15, 2016 5:29 pm

Jaycub wrote:Front line DPS having enough pressure to stop you from getting to the backline if you want doesn't exist in 6v6/12v12 (scenario type play) and CC immunities exist, which I believe hurt RDPS more than MDPS.

Guess I should of specified what type of play I was talking about. BW/Sorc is def king of ORvR large scale fighting, if enemy zone kill counts are proof of anything you will notice that the people routinely getting 50+ deathblows in a zone are almost exclusively BW/Sorc .
In 12v12 you can defintly have enough dps preasure on the frontline to keep melee from reaching the backline. In 6v6 no way. Thats one of my arguments for not using 6v6 as a anchor when making ballance mechanic changes.
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dontcomplainx
Posts: 91

Re: Overarching balance changes

Post#689 » Fri Jul 15, 2016 5:30 pm

peterthepan3 wrote:
dontcomplainx wrote:
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 think they are viable, CCM proved it just require a good TEAM play, they can do a LOT of dmg :shock:


Click here to watch on YouTube
1) wasn't the best Orz team I've ever seen
2) level 35 - no pulls.

1) i think they got some kind requirement to join the guild, you dont see anyone using that tag
2) back in the day that was the lvl cap

User avatar
Tesq
Posts: 5713

Re: Overarching balance changes

Post#690 » Fri Jul 15, 2016 5:32 pm

the bw/sorc meccanic need to have a look at only when rdps will have a better place in small skirmish, cuz currently they dont when they will be ok both in small and massive enviroment then you can start to look at single meccanic but this it's a problem of a whole archtype not a single pairing.
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