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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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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#761 » Sat Jul 16, 2016 1:29 pm

I understand it from a ballance perspective but from a RPG perspective it makes no sence at all. Actually if you would go berzerk toughness should increase logicly. You can actually trim initive to a point were it would be equal to loosing 50% armor and ressistance. No clue why they went with armor and ressistance. Probobly coz it was faster and easier to finnish.
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magter3001
Posts: 1284

Re: Overarching balance changes

Post#762 » Sat Jul 16, 2016 1:36 pm

roadkillrobin wrote:Tbh reducing armor and resistance for Choppa/Slayer makes no logical sence. Why should armor and magic gems on rings etz be more fragile coz the character gets less carefull by going Berzerk. Reducing Initive by 50% would make more sence tbh.
Makes perfect sense to me... you want 50% more damage for all attacks you do, then you take a hit to your armor and resist by 50%. You can always try and stay at 25% as well, with some finishers doing 75% damage when at yellow rage. It's a nice tradeoff considering both classes are capable of really good damage (especially Slayers) that get a flat damage modifier... it's not like the mechanic gives you X amount of strength/weaponskill, but straight damage. I feel like it's one of the better class mechanics out there, not perfect but really good in terms of risk vs reward. Even with guard and heals, a Slayer or Choppa that stays in red is very, very hard to keep up if focused, especially with the current gear available. ;)

EDIT:
roadkillrobin wrote:I understand it from a ballance perspective but from a RPG perspective it makes no sence at all. Actually if you would go berzerk toughness should increase logicly. You can actually trim initive to a point were it would be equal to loosing 50% armor and ressistance. No clue why they went with armor and ressistance. Probobly coz it was faster and easier to finnish.

It's better to go with armor/resists because the player is capable of increasing those values giving you more options in how you play your character. The other option I think would have been a flat damage taken increase, which would have been anywhere from 25% to 50%. A flat damage taken would have been a too heavy of a penalty. Resists and armor on the other hand can be increased with tallies, pots, or player abilities.
Last edited by magter3001 on Sat Jul 16, 2016 1:40 pm, edited 1 time in total.
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sanii
Posts: 193

Re: Overarching balance changes

Post#763 » Sat Jul 16, 2016 1:37 pm

I think Initiative is a little bit tricky , cause i remember from live that at a certain point of gear/ability/crit stacking you have easily crit chances well above 60%+ on a fully debuffed and focused target . And the higher your opponents crit chance the lower the potential drawback of making yourself more susceptible to it.
roadkillrobin wrote: Why should armor and magic gems on rings etz be more fragile coz the character gets less carefull by going Berzerk. Reducing Initive by 50% would make more sence tbh.
I assume you mean talis aye? Cause if so doesn't your mechanic make initiative talis more "fragile" ?
roadkillrobin wrote: Atually if you would go berzerk toughness should increase logicly.
How so ? doesn't it make more sense that you went berserk you literally go all in on offense abandoning your defense and suffering the repercussions later . ( Which could be a funny mechanic where you store part of the damage taken during berserk and it gets back amplified to you later - from a rpg perspective :D )
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#764 » Sat Jul 16, 2016 2:01 pm

Magter3001: Thats not what i meant. I meant from a non mechanical logic view. A chainmail doesn't get weaker coz you get less carefull. And theres nothing to prevents you from increasing Initive.

Sanii: No i meant jewlery Rings and Necklesses etz. This is just an asumption but I asume the gemstones in the jewlery is meant to provide magical protection. Its a pretty common fantasy thing.
Toughness is supose to represent pain threashold. A individual goin berzerk doesn't really feel pain.

I understand it from a designing and mechanical point of view. But if i were a RPG elitist i would hate it coz it makes no sence especially as you can debuff the stat that supose to represent combat awareness to a point were it would do prettty much the exact same thing

I did some quick math in my head so don't quote me on this. But loosing 50% ARM/RESS should about equal to around 30% chance increased to be crit.
Last edited by roadkillrobin on Sat Jul 16, 2016 2:48 pm, edited 2 times in total.
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sanii
Posts: 193

Re: Overarching balance changes

Post#765 » Sat Jul 16, 2016 2:27 pm

roadkillrobin wrote: Sanii: No i meant jewlery Rings and Necklesses etz. This is just an asumption but I asume the gemstones in the jewlery is meant to provide magical protection. Its a pretty common fantasy thing.
Toughness is supose to represent pain threashold. A individual goin berzerk doesn't really feel pain.
Aah ok ! But as far as i undersand wounds and not thoughness is THE pain threshold for all intents and purposes . Toughess is the amount of beating you can take TILL you even start feeling pain!

Implementing something like that would be kinda iffy cause you having such a strong mechanic needs to have an appropriate drawback.
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[Deep and Dry] - Order
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#766 » Sat Jul 16, 2016 2:34 pm

sanii wrote:
roadkillrobin wrote: Sanii: No i meant jewlery Rings and Necklesses etz. This is just an asumption but I asume the gemstones in the jewlery is meant to provide magical protection. Its a pretty common fantasy thing.
Toughness is supose to represent pain threashold. A individual goin berzerk doesn't really feel pain.
Aah ok ! But as far as i undersand wounds and not thoughness is THE pain threshold for all intents and purposes . Toughess is the amount of beating you can take TILL you even start feeling pain!

Implementing something like that would be kinda iffy cause you having such a strong mechanic needs to have an appropriate drawback.
Nah the infinite toughness should deffintly not be implimented. Would be broken.
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grumcajs
Posts: 378

Re: Overarching balance changes

Post#767 » Sat Jul 16, 2016 3:24 pm

You cant take it from RPG pov :D

For example - kotbs auras:
Based on descriptions for these abilties
Press The Attack ! - You order you group to strike fiercely
Stand Strong ! - You order your group to hold their positions

From RPG pov you shouldnt be able to run these two auras at same time at all

Not to mention slayers at all :D doubt it from RPG and lore pov they would allow someone to guard them

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#768 » Sat Jul 16, 2016 3:42 pm

Well, i was argueing that there was flaws in the mechanic from a logic or RPG perspective. I didnt say there wasnt more more flaws. But in case of the Kotbs you have to remember that the orders originally wasn't shouted all at the same time as the do here on RoR.

The Lore of the Slayers here on AoR and RoR I belived was explained as you are the unlucky Slayer. Time and time again tries to die a honorble death in battle but manage to survive. If honorble means you need to be supported to get the moast glorious death possible i don't think they would dissagre with getting help to reach it.
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Crymoor
Banned
Posts: 34

Re: Overarching balance changes

Post#769 » Sat Jul 16, 2016 6:59 pm

grumcajs wrote:
Crymoor wrote:I thought about that but it seemed better to make it chance to be crit given that BW's/Sorc's have high crit as well, and I didn't want that to stack with bonuses from Choppa, BO, Mara, and WE (which can already kill BWs before they can react). Would probably be a bit absurd for MDPS to be hitting BWs at an 85% crit dmg bonus. Also, I think this will encourage them to use the proposed Dhar Wind/Combustion change! I was leaning towards 5seconds tbh, I agree that is more than enough time to switch guard/focus heal/CC/etc.
yea. thats true. increased crit dmg taken is kinda overkill. not only for mdps with crit dmg tactic but it would allow sorc/BW to instakill their counterparts even without BB, WoP rotation. Also rdps with UF up would just 1-2 hit BW/sorc.

I think crit damage bonus is one of the (smaller) problems currently in game, but I would prefer not to continue to add to it. Especially because it scales so strongly with gear/RR.



As for choppas/slayers... They're fine. Their mechanic is fine. They made need some adjustments but it certainly isn't because of their mechanic.
I was almost funny once.

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TenTonHammer
Posts: 3806

Re: Overarching balance changes

Post#770 » Sat Jul 16, 2016 7:02 pm

Kotbs, Mara, BG, Engi/Mag

Thier are classes with far more pertinent balance issues before slayer/chop
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