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Choppa spec?

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
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Tesq
Posts: 5713

Re: Choppa spec?

Post#81 » Fri Jan 05, 2018 10:52 pm

Penril wrote:I will change a few rules soon. You might not like them though...
:roll: :roll: :roll:
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Gerv
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Posts: 811

Re: Choppa spec?

Post#82 » Fri Jan 05, 2018 11:27 pm

Penril wrote:I will change a few rules soon. You might not like them though...
The forums fail to deliver on the discussion because particular players just post suggestion after suggestion in threads without any evidence to back claims on why its a good suggestion, how their interacts with group play and class synergy.

The rules are set to require structured thoughtful posts with combat logs and formulas and number crunching but it just does not happen. My biggest regret was not banning people from the balance forums. Good luck with the changes, I hope this bring force to the balance.
Sia - DoK - Lords
Boyd - WP - O.S.

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Darosh
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Posts: 1197

Re: Choppa spec?

Post#83 » Sat Jan 06, 2018 9:55 am

Gerv wrote:
Penril wrote:I will change a few rules soon. You might not like them though...
The forums fail to deliver on the discussion because particular players just post suggestion after suggestion in threads without any evidence to back claims on why its a good suggestion, how their interacts with group play and class synergy.

The rules are set to require structured thoughtful posts with combat logs and formulas and number crunching but it just does not happen. My biggest regret was not banning people from the balance forums. Good luck with the changes, I hope this bring force to the balance.
Proper number crunching, in both the proposal and the discussion (support and debunking) would require a comprehensive collection of all combat formulas currently being used. In 9/10 cases its guess work based on terribly tedious tests that can easily be skewed by minor mistakes or made irrelevant by the actual implementation alltogether.
Add to this mess the fact that, again in 9/10, cases all three aspects of a balance discussion are based entirely on pug play without - as you pointed out - any consideration for the impact on actual A-tier (=group-)play.

Besides a couple of obvious cases, balance changes are prone to amounting to no more than pruning and breaking (in favor of the respective state [=awareness and unterstanding of mechanics] of the community at any given point in time) as long there is no transparency and strict enforcement of rules ~ the former has to preceed the latter, naturally .

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rmpl
Posts: 766

Re: Choppa spec?

Post#84 » Sat Jan 06, 2018 10:34 am

Penril wrote:By the way, I just had a KotBS proposal... asking for a KotBS nerf.
Hey that's me! KOTBS' kit is so good I actually have to think which passives I'm gonna choose because there are so many great options while it's pretty straight forward for my BO since most tactics are poop. I actually feel dirty when playing my KoTBS (because you can provide huge amounts of support passively) to the point I started playing my other toons more.

KoTBS had its own fair share of nerfs here and there but, in my opinion, it's still the most powerful tank in the game by far and I felt like the change I proposed wasn't THAT drastic of a nerf (15% to 10% and moving it up to tree to potentially deny Vigiliance to low RR KoTBS). I realise that only other KoTBS players would be able to discuss this change and most would probably be against it but I felt like it was my obligation as a player to at least try instead of complaining on /advice

My apologies, I'm straying from the topic, it's a choppa thread after all.

Penril
Posts: 4441

Re: Choppa spec?

Post#85 » Sat Jan 06, 2018 1:21 pm

Don't worry, we will be discussing that proposal very soon.

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facundo7777
Posts: 402

Re: Choppa spec?

Post#86 » Sat Jan 13, 2018 7:37 am

If i missed sth earlier, sorry. I just ask to avoid opening new thread.

1) is it true that is only one spec playable for choppa atm?

2) healing provided by furious choppin is real or kind joke?

3) 2h build for fast nuke is possible or it is dead atm?

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Panzerkasper
Posts: 582

Re: Choppa spec?

Post#87 » Mon Jan 15, 2018 2:13 pm

facundo7777 wrote:If i missed sth earlier, sorry. I just ask to avoid opening new thread.

1) is it true that is only one spec playable for choppa atm?

2) healing provided by furious choppin is real or kind joke?

3) 2h build for fast nuke is possible or it is dead atm?
1. Spec can be varied a bit here and there, but the fact that dualwield is the go to is undoubted.

2. Furious choppin is kinda garbage to be honest. First of all the heal it provides is not very sufficient, be it in 1vs1 situations nor in grp play. Second, its very easy to counter with interrupts, kicks, knockdowns and and and. Alone the environment counter it pretty hard sometimes, "falling down" 5 cm from a little rock interrupts it.

3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)
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facundo7777
Posts: 402

Re: Choppa spec?

Post#88 » Mon Jan 15, 2018 2:34 pm

Panzerkasper wrote:
facundo7777 wrote:If i missed sth earlier, sorry. I just ask to avoid opening new thread.

1) is it true that is only one spec playable for choppa atm?

2) healing provided by furious choppin is real or kind joke?

3) 2h build for fast nuke is possible or it is dead atm?
1. Spec can be varied a bit here and there, but the fact that dualwield is the go to is undoubted.

2. Furious choppin is kinda garbage to be honest. First of all the heal it provides is not very sufficient, be it in 1vs1 situations nor in grp play. Second, its very easy to counter with interrupts, kicks, knockdowns and and and. Alone the environment counter it pretty hard sometimes, "falling down" 5 cm from a little rock interrupts it.

3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)

Thanks for answer. It not looks optimistic to play as choppa :(

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TenTonHammer
Posts: 3806

Re: Choppa spec?

Post#89 » Mon Jan 15, 2018 3:01 pm

I disagree with the notion that furious choppin is bad

Infact it's basically mandatory

On a glass cannon class every bit of surviveabilty helps, knowing when to use it so that it dosnt get interrupted is what constitutes as smart play
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Darosh
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Posts: 1197

Re: Choppa spec?

Post#90 » Mon Jan 15, 2018 3:15 pm

Panzerkasper wrote: 3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)
It'd go a very long way if the rage-refund tactic wasn't bound to RNG, or had atleast a 75% chance to proc. That could allow a CH/SL to maintain burst potential without running the perma red tactic; it might actually up the burst significantly.

Using a finisher in red would pop you into yellow and allow your second finisher to go off with an additional 25% damage. It'd require more of a setup, just like sorcs/BW essentially - a full rotation every 20s...adding an increase of 5 rage per second to the tactic alongside the proc chance increase would be very fancy; 10s to red, 3s to yellow, but would allow for a more lenient approach in terms of composition/support, as you wouldn't be pure glass 24/7 ~ yet still prone to dying to your class mechanic with the increased rage gain.

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