Recent Topics

Ads

[Feedback]Balance impact new rvr Sets

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
TenTonHammer
Posts: 3806

Re: [Feedback]Balance impact new rvr Sets

Post#71 » Fri Jan 22, 2016 4:06 pm

Shadowgurke wrote:They probably didn't realize that it only affects the tank.

Edit: As a matter of fact, other classes complain about the setbonus because their class already has acces to the proc while Tanks in the exact same situation are somehow op because of that

how did they not realize when az said it was exact copy pasta of tank taunt
Image

Ads
User avatar
Shadowgurke
Posts: 618

Re: [Feedback]Balance impact new rvr Sets

Post#72 » Fri Jan 22, 2016 4:14 pm

TenTonHammer wrote: how did they not realize when az said it was exact copy pasta of tank taunt
The same way they did not realize that it doesn't rupt. The same way the did not realize that you can get rid of it by attacking the tanks.
Image

User avatar
porkstar
Posts: 721

Re: [Feedback]Balance impact new rvr Sets

Post#73 » Fri Jan 22, 2016 4:16 pm

Genisaurus wrote:Other reminders:

1. Aggravation lasts for 10s, not 15s.
2. Aggravation increases damage dealt by the tank on an affected target by 30%. If a Swordmaster procs Aggravation on a target, his Slayer friend does not benefit.

So with that in mind, are we really saying that zergs are crumpling because of AoE spamming DPS tanks?
I think all the forum aggravation stems from some classes getting things like a 30% dmg buff, some classes getting a free ability appx. every 10 abilities (poop), and some classes just getting duplicates of existing abilities (poopier). I won't even start on duelist bonuses. I'll just pretend those armors don't exist. Can't appease everybody though =D You guys do great just getting this game running and providing fun for everyone. Micro balancing whenever you can is just icing on the cake. Great job overall.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

User avatar
Shadowgurke
Posts: 618

Re: [Feedback]Balance impact new rvr Sets

Post#74 » Fri Jan 22, 2016 4:49 pm

porkstar wrote:
I think all the forum aggravation stems from some classes getting things like a 30% dmg buff
and some classes just getting duplicates of existing abilities (poopier).
This should be pretty obvious but tanks already have the 30% damage buff.
Image

User avatar
porkstar
Posts: 721

Re: [Feedback]Balance impact new rvr Sets

Post#75 » Fri Jan 22, 2016 5:01 pm

Shadowgurke wrote:
porkstar wrote:
I think all the forum aggravation stems from some classes getting things like a 30% dmg buff
and some classes just getting duplicates of existing abilities (poopier).
This should be pretty obvious but tanks already have the 30% damage buff.
Buff roughly doubles the uptime? Other duplicated abilities may save a little AP but don't increase uptime.
Vagreena Auntie Dangercat
Porkstar Hamcat Coolwave
Penril wrote:So you are saying that a class you never touched is OP?
Go play it before posting about it pal...

User avatar
Tesq
Posts: 5713

Re: [Feedback]Balance impact new rvr Sets

Post#76 » Fri Jan 22, 2016 5:08 pm

Shadowgurke wrote:They probably didn't realize that it only affects the tank.

Edit: As a matter of fact, other classes complain about the setbonus because their class already has acces to the proc while Tanks in the exact same situation are somehow op because of that
of course we know, aza stated is a copy and paste from taunt code.
Which mean 30% damage more from tank, then what happen when tanks spam aoe :/
He doing damages he is not suppose to do, the same happen when st focussing 1 ppl.

This game have alredy NO BRAIN BURST really you dont need to make it even more stupid also a 30% damage increase proc is really something not needed :/

@geni are you sure is 10% aza stated the code was the same for taunt (taunt last 15 sec).
Image

User avatar
Azarael
Posts: 5332

Re: [Feedback]Balance impact new rvr Sets

Post#77 » Fri Jan 22, 2016 5:39 pm

When I said it was a copy and paste of tank Taunt, I meant the buff handlers, which increase damage dealt from the tank on that target and allow the target to remove it through attacking. The duration is in the buff definition, and the standard Tank taunts interrupt in the ability phase (when invoking the Taunt debuff) instead of on the buff itself, because the ability phase is executed ASAP but the buff is delayed.

I don't want to see Aggravation interrupt people, but this thread... honestly guys, test things for yourself before you come barrelling in. It's really irritating to see people riding on the back of assumption.

User avatar
Celtic
Posts: 83

Re: [Feedback]Balance impact new rvr Sets

Post#78 » Fri Jan 22, 2016 6:22 pm

Have to say there has been an alarming drop in WB activity and rvr since these new sets were introducted everyone is doing SCs now lol
Littlemother - Mothermayhem - Ladyceltic - Sheerah - Whistler - Torvie - Celtix
Suicidal - Mistressofpain - Bobalicious - Discalicious - Gobalicious - Hag - Nyghtmare -

Ads
BrosephStylin
Posts: 56

Re: [Feedback]Balance impact new rvr Sets

Post#79 » Fri Jan 22, 2016 6:42 pm

TenTonHammer wrote:
Reesh wrote:
We are not. As I said before, in SCs and small scale battles it might be fine, as it doesn't have that huge impact, but in ORvR it is, like hell it is imba.

since when did we ever care about anything more than 6v6 balance?

if its fine in small then thats all that matters

trying to balance for any more than that is unnecessary and impossible
This is sarcasm right? This is sarcasm. This game is about zerg v zerg, always has been, always will.

User avatar
Tesq
Posts: 5713

Re: [Feedback]Balance impact new rvr Sets

Post#80 » Fri Jan 22, 2016 6:59 pm

well a 10 sec duration "30%" damage boost that can proc so it dosen't matter if a dps hit the tank 3x this make it actually evens tronger so tank just need to continue to attack him and the taunt will re-apply.

I didn't think this set bonus was fine in live and also do not think is fine here just that. Taunt have 30 sec coldown, and you use it for interrupt not to boost your damage most of tiems. Which mean this proc is just a 30% ( % are op/broken in this game whatever they have to do for) damage proc with no CD and limitation.

I dosen't really need to test it to think that something is odd really.
Image

Who is online

Users browsing this forum: No registered users and 7 guests