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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

sanii
Posts: 193

Re: Overarching balance changes

Post#701 » Fri Jul 15, 2016 5:49 pm

Jaycub wrote:responding to sarcasm
Sorry i had to!
<Pxl> <Luewee> <Fhc> and many many more!
[Deep and Dry] - Order
[Dark Omen] - Destruction

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Jaycub
Posts: 3130

Re: Overarching balance changes

Post#702 » Fri Jul 15, 2016 5:49 pm

What exactly is making the drawback of their mechanic going to accomplish though? Does BW/Sorc really need a nerf?

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bloodi
Suspended
Posts: 1725

Re: Overarching balance changes

Post#703 » Fri Jul 15, 2016 5:50 pm

Penril wrote:Again: I don't think their crit damage should be nerfed. Just that the drawback of being at 100% should be bigger. Can you not see the difference?
Well, you are the one who talked about the burst, i was just merely pointing out how their burst is irrelevant to the conv when its not bigger than what other classes can do on average damage.

Sorry if i dont talk just about the paragraphs you want to talk about when you write more than one of them.
Jaycub wrote:What exactly is making the drawback of their mechanic going to accomplish though? Does BW/Sorc really need a nerf?
At this point is not about balance anymore, i would welcome a change to that and RKDs just so they can stop bringing it up.
Last edited by bloodi on Fri Jul 15, 2016 5:53 pm, edited 1 time in total.

dontcomplainx
Posts: 91

Re: Overarching balance changes

Post#704 » Fri Jul 15, 2016 5:52 pm

peterthepan3 wrote:I don't get where you're going by posting level 35 videos when we're talking about level 40...? Unless you're trying to bait (the second tank is (was) 11 years-old, we were trying a completely new setup and missed 3/4 of our main players).

As said already: level 40 gives way to pulls, adding another factor into the mix.


PPl dont care if you q for sc's with a 60 years old lady or a kid, you q with a MDPS ( theoretically stronger than RDPS) group and CCM with RDPS group, theoretically weaker group only cuz they play with RDPS, that's what everybody is saying, they are weaker and they have no place on 6x6.

grumcajs
Posts: 378

Re: Overarching balance changes

Post#705 » Fri Jul 15, 2016 5:54 pm

making their mechanic drawback to be on same level as rewards isnt nerf. its called balance. hard to explain to BW player I guess. but it was always hard to nail it to their heads when all they can do is just to avoid direct answers and come with inrelevant excuses.

no point to argue with these when they do not see the bigger picture

sanii
Posts: 193

Re: Overarching balance changes

Post#706 » Fri Jul 15, 2016 5:55 pm

Penril wrote: Again: I don't think their crit damage should be nerfed. Just that the drawback of being at 100% should be bigger. Can you not see the difference?
The prob is drawback in the form of more damage taken/backlash is that it is inherently horrible to balance between scenarios where melee can sit on you ( like 6v6 or even 12v12) and higher numbers where you can hide behind lines . And even in bombing it tends to be less of an issue due to noone explicitly targeting you to abuse that fact.

I was thinking something along the lines of a crit damage amplifier that scales with the range that you are away from your enemy aswell as the way it normally works. In order to balance that you would need to follow it up with a nerf to base dmg on ur bombing abilities but it could solve the issues of hiding behind lines at full combusts and getting healed compared to going into melee etc.
<Pxl> <Luewee> <Fhc> and many many more!
[Deep and Dry] - Order
[Dark Omen] - Destruction

bloodi
Suspended
Posts: 1725

Re: Overarching balance changes

Post#707 » Fri Jul 15, 2016 5:56 pm

grumcajs wrote:no point to argue with these when they do not see the bigger picture
Be careful, you may break the space time continuum with that level of irony.

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peterthepan3
Posts: 6509

Re: Overarching balance changes

Post#708 » Fri Jul 15, 2016 5:58 pm

dontcomplainx wrote:
peterthepan3 wrote:I don't get where you're going by posting level 35 videos when we're talking about level 40...? Unless you're trying to bait (the second tank is (was) 11 years-old, we were trying a completely new setup and missed 3/4 of our main players).

As said already: level 40 gives way to pulls, adding another factor into the mix.


PPl dont care if you q for sc's with a 60 years old lady or a kid, you q with a MDPS ( theoretically stronger than RDPS) group and CCM with RDPS group, theoretically weaker group only cuz they play with RDPS, that's what everybody is saying, they are weaker and they have no place on 6x6.

Oh man I'm gonna have to spell this out for you, aren't I:

Noone said ranged groups weren't viable at 35. Seeing as you like videos so much, here's me and the 11 year-old on his BW and me as DPS AM against Critical Acclaim's double mara setup (we lost, but neither of us died and we had 2 pugs):

Click here to watch on YouTube

^ That simple wouldn't be viable at 40. Capiche? Do you get what I'm saying now? They're weaker but exceptional players can make it work - CCM were using their main team, and we decided to try out players/combination we had never used before. When we had our main group we never lost to a ranged group - such as enigma or CCM. Likewise, neither did they. And that was at level 35, too.

Tldr: good players can make a 3/2/1 ranged comp shine against a 2/2/2. However, if that 2/2/2 is equally skilled, the ranged will - 9 times out of 10 - not win.
Last edited by peterthepan3 on Fri Jul 15, 2016 6:00 pm, edited 2 times in total.
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#709 » Fri Jul 15, 2016 5:58 pm

The way they build mechanic is what i would look over if anything. They have the lowest base damage of all rdps But they have it so damn easy to build up mechanic that it doesn't really mather. Maybe abillties that can be casted without target shouldn't build mechanic without actually hitting something.
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Penril
Posts: 4441

Re: Overarching balance changes

Post#710 » Fri Jul 15, 2016 6:00 pm

bloodi wrote:
Penril wrote:Again: I don't think their crit damage should be nerfed. Just that the drawback of being at 100% should be bigger. Can you not see the difference?
Well, you are the one who talked about the burst, i was just merely pointing out how their burst is irrelevant to the conv when its not bigger than what other classes can do on average damage.

.
I talked about the burst because you were comparing average DPS from other classes to BWs. Which is a bad comparison since BW/Sorc excel at burst damage and not sustained.
Jaycub wrote:What exactly is making the drawback of their mechanic going to accomplish though? Does BW/Sorc really need a nerf?
The idea is to play with the mechanic and not just ignore it. Something that i didn't mention (because I just thought about it) was also buffing Dhar Wind/Meltdown so players actually use those skills. The biggest problem for a BW/Sorc is survivability? Dhar Wind will increase heals on you by X% for 10 seconds (variable on Combustion/Dark Magic). Something like that could be interesting.
Last edited by Penril on Fri Jul 15, 2016 6:05 pm, edited 1 time in total.

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