Re: Balancing Order Tanks
Posted: Tue Dec 27, 2016 12:39 am
So we have I believe found an line for the AoE snare component.
1) Remove the abilities to AoE snare completely or 2) reduce them to 50% up-time. What duration is the question, either 5 with a 10 second cd or 10 with a 20 sec cd. I would lean more towards 5 with a 10 second cd as this provides a bit of variety between classes.
Regarding the Auras, based on Azaeral comment.
- Could the same coding lines that are used to the challenge ability be used to create a "shout". The should could have a range of between 30 or 50ft to ensure that the knight must move around and be direction-ally dependent, possible leading to less automation?
- Could it be coded to only effect group mates or would it have to be a set number of targets within the range?
- A duration of 10 seconds with a 15 second cool down seems fair or should it be a flat 50% up-time, maybe this is again something to be tested and adjusted?
- Additionally, could it be coded to have a within x feet add this value of X and within b feet add this value of Y to bounce off Bloodi's idea or is this too much, maybe this aspect could be tested and then adjusted if required based on feedback of ease to apply buffs/debuffs.
*Do people believe that the values of the auras need to be edited to allow other abilities such as the other healer resist buffs (AM and RP) and SM Nature Blade Stat steal+buff to come into use other than for only possible initiative debuffs or does the possible change to the Knight aura system provide enough of a window for other abilities to be worth using?
I think this is critical, otherwise their bonuses are completely disregarded.
Punts - no-one seems to want to nerf the Knight punt since it requires a tactic slot. So moving to the IB.
Volo, you seem to be sure the current distance is enough. I don't think the video is appropriate, the zealot did little to move away from the dps and tanks coming close and the tanks were really slow to react personally. Even if you punted the target and its tank, what is stopping the 2nd tank from just switching guard. Especially if you have to make a b-line its very clear which target you going to. There are too many other factors in my opinion that need to come together (IB side) or not happen (destro side) for the punt to be effective.
Ideas that have been proposed include:
1) Previously we entertained the idea of a short duration root/un-breakable stagger (dazed after punts haha) on the end of a punt. This would drastically change the punt game it seems a little ott at first glance but would be a way to keep targets out of guard range for that little longer. But I think too strong.
2) Increasing distance - possibly make the angle higher so not to get interrupted but random undulating terrain that seems to plague battlefields.
3) Leave as been.
What do others think of these ideas?
*I agree with the duration of the grudge buffs. This would enable better management on buffs that are inherently unique to the class.
Where does this leave our lovely SM?
1) Remove the abilities to AoE snare completely or 2) reduce them to 50% up-time. What duration is the question, either 5 with a 10 second cd or 10 with a 20 sec cd. I would lean more towards 5 with a 10 second cd as this provides a bit of variety between classes.
Regarding the Auras, based on Azaeral comment.
- Could the same coding lines that are used to the challenge ability be used to create a "shout". The should could have a range of between 30 or 50ft to ensure that the knight must move around and be direction-ally dependent, possible leading to less automation?
- Could it be coded to only effect group mates or would it have to be a set number of targets within the range?
- A duration of 10 seconds with a 15 second cool down seems fair or should it be a flat 50% up-time, maybe this is again something to be tested and adjusted?
- Additionally, could it be coded to have a within x feet add this value of X and within b feet add this value of Y to bounce off Bloodi's idea or is this too much, maybe this aspect could be tested and then adjusted if required based on feedback of ease to apply buffs/debuffs.
*Do people believe that the values of the auras need to be edited to allow other abilities such as the other healer resist buffs (AM and RP) and SM Nature Blade Stat steal+buff to come into use other than for only possible initiative debuffs or does the possible change to the Knight aura system provide enough of a window for other abilities to be worth using?
I think this is critical, otherwise their bonuses are completely disregarded.
Punts - no-one seems to want to nerf the Knight punt since it requires a tactic slot. So moving to the IB.
Volo, you seem to be sure the current distance is enough. I don't think the video is appropriate, the zealot did little to move away from the dps and tanks coming close and the tanks were really slow to react personally. Even if you punted the target and its tank, what is stopping the 2nd tank from just switching guard. Especially if you have to make a b-line its very clear which target you going to. There are too many other factors in my opinion that need to come together (IB side) or not happen (destro side) for the punt to be effective.
Ideas that have been proposed include:
1) Previously we entertained the idea of a short duration root/un-breakable stagger (dazed after punts haha) on the end of a punt. This would drastically change the punt game it seems a little ott at first glance but would be a way to keep targets out of guard range for that little longer. But I think too strong.
2) Increasing distance - possibly make the angle higher so not to get interrupted but random undulating terrain that seems to plague battlefields.
3) Leave as been.
What do others think of these ideas?
*I agree with the duration of the grudge buffs. This would enable better management on buffs that are inherently unique to the class.
Where does this leave our lovely SM?