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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

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warhammer1995
Posts: 284

Re: Overarching balance changes

Post#711 » Fri Jul 15, 2016 6:01 pm

hehe
RP - Pavoss :idea:

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grumcajs
Posts: 378

Re: Overarching balance changes

Post#712 » Fri Jul 15, 2016 6:03 pm

bloodi wrote:
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.
I thought you are the master of irony here. Your post where you shared your knowledge about mechnics of other classes should prove that.

Or maybe u were serious there?

I hope not...

bloodi
Suspended
Posts: 1725

Re: Overarching balance changes

Post#713 » Fri Jul 15, 2016 6:04 pm

Penril wrote: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.
If you are referring to this:
Bloodi wrote:The point is that you cant keep pointing to the crit number without seeing the number when its not a crit, if you can average 350 damage and i can get to 400 in 70% of my attacks, i still will lose to average damage to you, just like happens now. You constantly pointing out that i have more crit damage is stupid when its the crit damage the only thing that ever keeps me close to you. .
It talks about the burst vs your sustained and how the average sustained damage is equal to what a BW can do on a burst.

Is not a bad comparison, is the issue at hand.
grumcajs wrote:...
Man, you are bad even at talking ****.

Penril
Posts: 4441

Re: Overarching balance changes

Post#714 » Fri Jul 15, 2016 6:07 pm

bloodi wrote:
Penril wrote: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.
If you are referring to this:
Bloodi wrote:The point is that you cant keep pointing to the crit number without seeing the number when its not a crit, if you can average 350 damage and i can get to 400 in 70% of my attacks, i still will lose to average damage to you, just like happens now. You constantly pointing out that i have more crit damage is stupid when its the crit damage the only thing that ever keeps me close to you. .
It talks about the burst vs your sustained and how the average sustained damage is equal to what a BW can do on a burst.

Is not a bad comparison, is the issue at hand.
Numerically? Yes. However sustained damage is much more easy to heal than CW/WoP/DB/ID/HoR in 1-2 seconds. Which is ok i guess (third time I say that Sorc/BW damage should not be nerfed, do i need to say it a fourth time?). Specially since one or 2 cleanses **** up your rotation anyway.
Last edited by Penril on Fri Jul 15, 2016 6:07 pm, edited 1 time in total.

User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#715 » Fri Jul 15, 2016 6:07 pm

grumcajs wrote: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
Why does a risk reward mechanic NEED to be balanced though? Like I said what is that going to accomplish balance wise for the class or game as a whole? Do BW/Sorc need to be more squishy?
<Lords of the Locker Room> <Old School>

sanii
Posts: 193

Re: Overarching balance changes

Post#716 » Fri Jul 15, 2016 6:07 pm

roadkillrobin wrote: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.
Or you could change how decay works aswell at the same time, instead of being able to constantly keep it at max , you could balance certain abilties so that they consume combustion (and have higher base damage) instead of generate (and have lower damage). And you can fiddle with the decay rate as to ensure that you need to keep a proper balance between generation and consumption.

And to tie in what i just said another alternative is , instead of a system where you go from 0-100 and just stay there you can implement a system where the damage bonuses cap at 50-75 going above that with your potentially stronger abilities spam cause you to suffer much frequent and stronger backlashes /debuffs forcing you to try and stay between 50-75.
<Pxl> <Luewee> <Fhc> and many many more!
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grumcajs
Posts: 378

Re: Overarching balance changes

Post#717 » Fri Jul 15, 2016 6:09 pm

@bloody

atleast I can tell I know something about other classes ;-) maybe if you would try and would have a will to learn you might tell something like that too in some time. good luck :)

Penril
Posts: 4441

Re: Overarching balance changes

Post#718 » Fri Jul 15, 2016 6:09 pm

Jaycub wrote:
grumcajs wrote: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
Why does a risk reward mechanic NEED to be balanced though? Like I said what is that going to accomplish balance wise for the class or game as a whole? Do BW/Sorc need to be more squishy?
No, which is why everyone on the old forums suggested different drawbacks for Backlash. But then the devs said "oh **** it, let's just make them take more damage in 1.4.9 depending on renown rank".

BTW, what do you think about my Dhar Wind/Meltdown suggestion? If it buffed heals on you by, say, 15% for 10 seconds (at full Combustion) wouldn't you use it when being focused?

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bloodi
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Posts: 1725

Re: Overarching balance changes

Post#719 » Fri Jul 15, 2016 6:11 pm

Penril wrote:Numerically? Yes. However sustained damage is much more easy to heal than CW/WoP/DB/ID/HoR in 1-2 seconds. Which is ok i guess (third time I say that Sorc/BW damage should not be nerfed, do i need to say it a fourth time?). Specially since one or 2 cleanses **** up your rotation anyway.
You are not understanding.

Burst = Damage you can do in a window, as in a limited amount of time and you would have to wait x to do it again.

Sustained = Damage you can do forever and ever.

When your sustained is equal to my burst, it doesnt mean that because you can do that damage forever, it now can be healed easily, it means your sustained damage is as good as my burst.

And yeah i know you dont want it nerfed.
grumcajs wrote:...
When you have something to say that is not an attempt of a fallacy, come back and we talk. All you did is pretend that everyone else was wrong because A) They are bws or B) they are not as good as you.

Both will make your life short on the real balance forums so instead of doing petty comebacks where you cant even write my name properly, try to improve your debate skills.
Last edited by bloodi on Fri Jul 15, 2016 6:15 pm, edited 2 times in total.

Tankbeardz
Posts: 629

Re: Overarching balance changes

Post#720 » Fri Jul 15, 2016 6:14 pm

Why won't this thread die?

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