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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#831 » Mon Jul 18, 2016 9:35 pm

grumcajs wrote:I cant even remember what was on that old renown spec build anymore...

I have a feeling you had to spend X points in order to get to other goodies? Hell...it seems like eternity :D
Way back you could buy renown tactics that boosted morale gain for every certain race in your group, for example if all groupmembers were Greeenskins you would gain 6% more Morale. for tier 1, 12% for tier 2 etz.
I can't remember how they all exactly worked tho. I think you had 2 spots for renown tactics and you could buy and aswell as passive stat upgrades and gold and xp icrease etz.
This is the only reference i can really find: http://www.alteredgamer.com/warhammer-o ... ints-pt-3/
(People who's been laughing at footpatrol2's racial warband ballance stuffs gonna find alot of clues and hints that he's actually got some points if you can find the original RVR tactics list and renown abillties)

Later this was redesigned to a version that looks very much like the one we have now. It didn't have many of the activated abillties like Cleansing Winds or Improved Flee. But it did have Resolute Defence.

And later we got basicly the same list we have now.
Many if those activate abillties didn't unlock until lvl 20 however wich i think was removed aswell later
Last edited by roadkillrobin on Mon Jul 18, 2016 10:08 pm, edited 5 times in total.
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TenTonHammer
Posts: 3806

Re: Overarching balance changes

Post#832 » Mon Jul 18, 2016 9:41 pm

roadkillrobin wrote: Many if those activate abillties didn't unlock until lvl 20 however wich i think was removed aswell later
Resolute Defense is integral to the T1 meta as its the only real counter to IB's KD
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#833 » Mon Jul 18, 2016 10:01 pm

TenTonHammer wrote:
roadkillrobin wrote: Many if those activate abillties didn't unlock until lvl 20 however wich i think was removed aswell later
Resolute Defense is integral to the T1 meta as its the only real counter to IB's KD
I'm pretty sure you couldn't even buy RD until r20 for some time in the game.
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TenTonHammer
Posts: 3806

Re: Overarching balance changes

Post#834 » Mon Jul 18, 2016 10:12 pm

roadkillrobin wrote:
I'm pretty sure you couldn't even buy RD until r20 for some time in the game.

Yeah your right, i remember RD for sure and also CW i think, both having that requirement
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Bozzax
Posts: 2645

Re: Overarching balance changes

Post#835 » Tue Jul 19, 2016 2:14 pm

grumcajs wrote:CC system is actually good. Players should understand you cannot use CC like idiots if you want it to be effective.
Yep! The only thing that buggs me a bit is "soft" disables (disarm and silence) giving the same duration of CC immunity as a "real" disable ( 10 x duration seconds ), makes no sense

Stun/KD (4/4)
  • Movement: affected
    Use item: affected
    Cast: affected
    Melee: affected
Silence (1/4)
  • Movement: n/a
    Use item: n/a
    Cast: affected
    Melee: n/a
Disarm (1/4)
  • Movement: n/a
    Use item: n/a
    Cast: n/a
    Melee: affected
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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Bozzax
Posts: 2645

Re: Overarching balance changes

Post#836 » Tue Jul 19, 2016 3:27 pm

roadkillrobin wrote: I can't remember how they all exactly worked tho. I think you had 2 spots for renown tactics and you could buy and aswell as passive stat upgrades and gold and xp icrease etz.
Yep 2 slots for renown and 1 fore tome and Resolute Defense came in 1.30b
(Grants immunity to crowd control effects for a short duration. This ability is available through Renown training)


Name;Renown Cost;Renown Req;;Faction;Description
Acumen I;1;0;;Both;
Acumen II;3;0;;Both;
... Full listing - Enjoy!
Spoiler:
Name;Renown Cost;Renown Req;Tactic;Faction;Description
Acumen I;1;0;;Both;
Acumen II;3;0;;Both;
Acumen III;6;0;;Both;
Acumen IV;10;0;;Both;
Acumen V;14;0;;Both;
Blade Master I;1;0;;Both;
Blade Master II;3;0;;Both;
Blade Master III;6;0;;Both;
Blade Master IV;10;0;;Both;
Blade Master V;14;0;;Both;
Fortitude I;1;0;;Both;
Fortitude II;3;0;;Both;
Fortitude III;6;0;;Both;
Fortitude IV;10;0;;Both;
Fortitude V;14;0;;Both;
Impetus I;1;0;;Both;
Impetus II;3;0;;Both;
Impetus III;6;0;;Both;
Impetus IV;10;0;;Both;
Impetus V;14;0;;Both;
Marksmen I;1;0;;Both;
Marksmen II;3;0;;Both;
Marksmen III;6;0;;Both;
Marksmen IV;10;0;;Both;
Marksmen V;14;0;;Both;
Might I;1;0;;Both;
Might II;3;0;;Both;
Might III;6;0;;Both;
Might IV;10;0;;Both;
Might V;14;0;;Both;
Resolve I;1;0;;Both;
Resolve II;3;0;;Both;
Resolve III;6;0;;Both;
Resolve IV;10;0;;Both;
Resolve V;14;0;;Both;
Combat Awareness;2;0;Renown tactic;Both;5% Increased EXP in Realm vs. Realm combat
Looter;2;0;Renown tactic;Both;5% Increased Gold in Realm vs. Realm combat
Resilient I;5;0;;Both;Increases Corporeal Resistance by 3%
Resilient II;10;0;;Both;Increases Corporeal Resistance by 3%
Resilient III;15;0;;Both;Increases Corporeal Resistance by 3%
Fireproof I;5;0;;Both;Increases Elemental Resistance by 3%
Fireproof II;10;0;;Both;Increases Elemental Resistance by 3%
Fireproof III;15;0;;Both;Increases Elemental Resistance by 3%
Unbending Will I;5;0;;Both;Increases Spiritual Resistance by 3%
Unbending Will II;10;0;;Both;Increases Spiritual Resistance by 3%
Unbending Will III;15;0;;Both;Increases Spiritual Resistance by 3%
"The ""Empire"" Fears Me";2;0;Renown tactic;Destruction;Granted by Mastery The Empire Fears Me Killing Empire will reduce the morale of any opponents nearby at death.
Dwarfs Fear Me;2;0;Renown tactic;Destruction;Killing Dwarfs will reduce the morale of any opponents nearby at death.
High Elves Fear Me;2;0;Renown tactic;Destruction;Killing High Elves will reduce the morale of any opponents nearby at death.
Chaos Fears Me;2;0;Renown tactic;Order;Killing Chaos will reduce the morale of any opponents nearby at death.
Dark Elves Fear Me;2;0;Renown tactic;Order;Killing Dark Elves will reduce the morale of any opponents nearby at death.
Orcs Fear Me;2;0;Renown tactic;Order;Killing Greenskins will reduce the morale of any opponents nearby at death.
**** 20 ****
Assualt I;2;20;;Both;
Assualt II;4;20;;Both;
Assualt III;6;20;;Both;
Assualt IV;10;20;;Both;
Assualt V;14;20;;Both;
Discipline I;2;20;;Both;
Discipline II;4;20;;Both;
Discipline III;6;20;;Both;
Discipline IV;10;20;;Both;
Discipline V;14;20;;Both;
Sage I;2;20;;Both;
Sage II;4;20;;Both;
Sage III;6;20;;Both;
Sage IV;10;20;;Both;
Sage V;14;20;;Both;
Sharp Shooter I;2;20;;Both;
Sharp Shooter II;4;20;;Both;
Sharp Shooter III;6;20;;Both;
Sharp Shooter IV;10;20;;Both;
Sharp Shooter V;14;20;;Both;
Skirmisher I;2;20;;Both;
Skirmisher II;4;20;;Both;
Skirmisher III;6;20;;Both;
Skirmisher IV;10;20;;Both;
Skirmisher V;14;20;;Both;
Vigor I;2;20;;Both;
Vigor II;4;20;;Both;
Vigor III;6;20;;Both;
Vigor IV;10;20;;Both;
Vigor V;14;20;;Both;
Mission Focused;2;20;Renown tactic;Both;5% Increased Renown in Objectives
For Glory!;2;20;Renown tactic;Both;5% Increased Renown in Scenarios
King of the Hill;2;20;Renown tactic;Both;5% Increased Renown in Skirmish
Arcane Protection I;5;20;;Both;Increases all Magical Resistances by 1%
Arcane Protection II;10;20;;Both;Increases all Magical Resistances by 1%
Arcane Protection III;15;20;;Both;Increases all Magical Resistances by 1%
Reinforcement I;5;20;Defensive;Both;Increases Armor by 3%
Reinforcement II;10;20;Defensive;Both;Increases Armor by 3%
Reinforcement III;15;20;Defensive;Both;Increases Armor by 3%
Invigorating Victory - Dwarf;2;20;Renown tactic;Destruction;Killing Dwarfs will double your AP regen rate 10% of the time.
Refreshing Dominance - Dwarf;2;20;Renown tactic;Destruction;Killing Dwarfs will restore a small amount of health.
Invigorating Victory - Empire;2;20;Renown tactic;Destruction;Killing Empire will double your AP regen rate 10% of the time.
Refreshing Dominance - Empire;2;20;Renown tactic;Destruction;Killing Empire will restore a small amount of health.
Invigorating Victory - High Elf;2;20;Renown tactic;Destruction;Killing High Elves will double your AP regen rate 10% of the time.
Refreshing Dominance - High Elf;2;20;Renown tactic;Destruction;Killing High Elves will restore a small amount of health.
Invigorating Victory - Chaos;2;20;Renown tactic;Order;Killing Chaos will double your AP regen rate 10% of the time.
Refreshing Dominance - Chaos;2;20;Renown tactic;Order;Killing Chaos will restore a small amount of health.
Invigorating Victory - Dark Elf;2;20;Renown tactic;Order;Killing Dark Elves will double your AP regen rate 10% of the time.
Refreshing Dominance - Dark Elf;2;20;Renown tactic;Order;Killing Dark Elves will restore a small amount of health.
Invigorating Victory - Orc;2;20;Renown tactic;Order;Killing Greenskins will double your AP regen rate 10% of the time.
Refreshing Dominance - Orc;2;20;Renown tactic;Order;Killing Greenskins will restore a small amount of health.
*****40 *****
King Slayer;4;40;Renown tactic;Both;5% Increased Damage vs. Kings
Town Raider;2;40;Renown tactic;Both;5% Increased Renown in Cities
Natural Fighter I;5;40;;Both;Increases Auto Attack Damage by 2%
Natural Fighter II;10;40;;Both;Increases Auto Attack Damage by 4%
Natural Fighter III;15;40;;Both;Increases Auto Attack Damage by 6%
Defender I;5;40;;Both;Increases Block rate by 2%
Defender II;10;40;;Both;Increases Block rate by 4%
Defender III;15;40;;Both;Increases Block rate by 6%
Arcane Dismissal I;5;40;;Both;Increases Disrupt rate by 2%
Arcane Dismissal II;10;40;;Both;Increases Disrupt rate by 4%
Arcane Dismissal III;15;40;;Both;Increases Disrupt rate by 6%
Agility I;5;40;;Both;Increases Dodge rate by 2%
Agility II;10;40;;Both;Increases Dodge rate by 4%
Agility III;15;40;;Both;Increases Dodge rate by 6%
Spiritual Refinement I;5;40;;Both;Increases Healing Crit Chance by 2%
Spiritual Refinement II;10;40;;Both;Increases Healing Crit Chance by 4%
Spiritual Refinement III;15;40;;Both;Increases Healing Crit Chance by 6%
Focused Power I;5;40;;Both;Increases Magic Crit Chance by 2%
Focused Power II;10;40;;Both;Increases Magic Crit Chance by 4%
Focused Power III;15;40;;Both;Increases Magic Crit Chance by 6%
Opportunist I;5;40;;Both;Increases Melee Crit Chance by 2%
Opportunist II;10;40;;Both;Increases Melee Crit Chance by 4%
Opportunist III;15;40;;Both;Increases Melee Crit Chance by 6%
Reflexes I;5;40;;Both;Increases Parry rate by 2%
Reflexes II;10;40;;Both;Increases Parry rate by 4%
Reflexes III;15;40;;Both;Increases Parry rate by 6%
Sure Shot I;5;40;;Both;Increases Ranged Crit Chance by 2%
Sure Shot II;10;40;;Both;Increases Ranged Crit Chance by 4%
Sure Shot III;15;40;;Both;Increases Ranged Crit Chance by 6%
Nemesis;4;40;Renown tactic;Both;Receive 5% less damage from Kings
Dwarf Bane;2;40;Renown tactic;Destruction;You inflict 2% more damage against Dwarfs in PvP
Empire Bane;2;40;Renown tactic;Destruction;You inflict 2% more damage against Empire in PvP
High Elf Bane;2;40;Renown tactic;Destruction;You inflict 2% more damage against High Elves in PvP
Chaotic Alligence;4;40;Renown tactic;Destruction;You receive an additional 5% morale gain for every Chaos in your group.
Dark Elf Lineage;4;40;Renown tactic;Destruction;You receive an additional 5% morale gain for every Dark Elf in your group.
Orcish Camaraderie;4;40;Renown tactic;Destruction;You receive an additional 5% morale gain for every Greenskin in your group.
Chaos Bane;2;40;Renown tactic;Order;You inflict 2% more damage against Chaos in PvP
Dark Elf Bane;2;40;Renown tactic;Order;You inflict 2% more damage against Dark Elves in PvP
Greenskin Bane;2;40;Renown tactic;Order;You inflict 2% more damage against Greenskins in PvP
Dwarven Camaraderie;4;40;Renown tactic;Order;You receive an additional 5% morale gain for every Dwarf in your group.
Empire Alligence;4;40;Renown tactic;Order;You receive an additional 5% morale gain for every Empire in your group.
High Elf Lineage;4;40;Renown tactic;Order;You receive an additional 5% morale gain for every High Elf in your group.
Image
Last edited by Bozzax on Wed Jul 20, 2016 10:30 am, edited 6 times in total.
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#837 » Tue Jul 19, 2016 5:17 pm

roadkillrobin wrote: Way back you could buy renown tactics that boosted morale gain for every certain race in your group, for example if all groupmembers were Greeenskins you would gain 6% more Morale. for tier 1, 12% for tier 2 etz.
I can't remember how they all exactly worked tho. I think you had 2 spots for renown tactics and you could buy and aswell as passive stat upgrades and gold and xp icrease etz.
This is the only reference i can really find: http://www.alteredgamer.com/warhammer-o ... ints-pt-3/
(People who's been laughing at footpatrol2's racial warband ballance stuffs gonna find alot of clues and hints that he's actually got some points if you can find the original RVR tactics list and renown abillties)

Later this was redesigned to a version that looks very much like the one we have now. It didn't have many of the activated abillties like Cleansing Winds or Improved Flee. But it did have Resolute Defence.

And later we got basicly the same list we have now.
Many if those activate abillties didn't unlock until lvl 20 however wich i think was removed aswell later
>Improved Heavy Armor 3 = Increases Armor by 900 and costs 15 Renown points.

WOAH MAMA
<Lords of the Locker Room> <Old School>

User avatar
roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#838 » Tue Jul 19, 2016 5:40 pm

1 lvl 38 Purple Armor talisman was 320 Armor back then aswell.
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Bozzax
Posts: 2645

Re: Overarching balance changes

Post#839 » Tue Jul 19, 2016 6:11 pm

Jaycub wrote: >Improved Heavy Armor 3 = Increases Armor by 900 and costs 15 Renown points.

WOAH MAMA
Not sure I ever saw that in game. I recall having Reinforcement I, II, III (Increases Armor by 3% each) though
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#840 » Sat Jul 23, 2016 11:29 pm

Bozzax wrote:
Jaycub wrote: >Improved Heavy Armor 3 = Increases Armor by 900 and costs 15 Renown points.

WOAH MAMA
Not sure I ever saw that in game. I recall having Reinforcement I, II, III (Increases Armor by 3% each) though
I always thought flat armor tallies favored lighter armor classes too much and should be changed to % based increases.
<Lords of the Locker Room> <Old School>

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