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Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 8:52 pm
by roadkillrobin
I can see alot of problem with messing with damage/mitigration so a proposition would be to have progressive wounds debuff/buff instead. Reducing it with the same scaling as the supply system.
I personaly think that messing with dps output and input is really dangeours.
The wounds debuff/buff would probobly have the same effect without messing to much with the overal ballance of incomming dmg vs incomming heals
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 8:54 pm
by Azarael
Just to make it clear:
The debuff states "Incoming damage increased TO x%".
That means that the amount of incoming damage that you receive is increased to 150% of its value, i.e. 100 damage becomes 150 damage.
It is NOT "Increased by", i.e. 100 damage becoming 250 damage, because that would have been absolutely ludicrous.
As of the next patch, the value will be sent as if the tooltip stated "Incoming damage increased BY x%", so when receiving 50% more damage, it will display "Incoming damage increased TO 50%". It's wrong but at least people will understand.
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 8:55 pm
by killimandros
Still, to me having a lot of aao and at the same time they have an extra 51 damage. It just doesnt make sense and I just cant, from a pug perspective, understand how this will make order pugs play more offensive...Call me a naysayer but I think you got it wrong here. I am a pug and I will NOT go out to attack bo's if I know the already superiod destro have extra damage on me

I just wont do that. Id rather change zone until all are gone and then log off (as I dont have destro toons so cant xrealm).
At the same patch, reading your changed tooltip, it gives more sense

If the superior sides damage is changed to 50% that is

Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 8:57 pm
by Azarael
The supply pools shift over time, and it is possible that the shift rate is too quick. The idea here is that because you are only debuffed when NOT outnumbering the enemy realm if you cede the whole map to the enemy. At present, the full debuff takes effect over something like 10 minutes, which may be too fast. I will be tweaking the rate of decay when supply falls below 100%.
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 8:59 pm
by 7rere7
roadkillrobin wrote:I can see alot of problem with messing with damage/mitigration so a proposition would be to have progressive wounds debuff/buff instead. Reducing it with the same scaling as the supply system.
I personaly think that messing with dps output and input is really dangeours.
The wounds debuff/buff would probobly have the same effect without messing to much with the overal ballance of incomming dmg vs incomming heals
Agreed! So many players would spec into AoE damage builds would be lame lol .
AZ defined the damage bonus more clearly and seems reasonable!
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 9:00 pm
by killimandros
I will give it a go

Gj anyway Azarael! Any change could be for the good. But that idea of giving a xp and rp penalty to newly logged in is something I personally think is more appealing

Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 9:02 pm
by Kolkuth
Please, apply modifiers on rewards and renown as much as you want, but do not alter the game mechanics by increasing/decreasing damage dealt on players: this will break the game.
As a 6man roaming in the lakes always looking for outnumbered fights, we don't want to be "using" or "facing" such debuffs. Regular 6v6 or teamvsteam fights will no longer be balanced.
Is there any poll to vote about this?
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 9:02 pm
by bloodi
Azarael wrote:The idea here is that because you are only debuffed when NOT outnumbering the enemy realm if you cede the whole map to the enemy.
Are you really not able to modify it to work only around keeps, so only the people inside them that gave up the bos get debuffed?
Because understand that once they have the BOs, which is something they can easily do if they outnumber you, you are making it extra hard to turn it back, you are asking the outnumbered realm to go out and capture bos while debuffed.
So people will not take it as a challenge, will take it as a kick in the guts and will log off and do something else, you cant punish a realm because they are already in a losing situation.
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 9:08 pm
by Azarael
bloodi wrote:Azarael wrote:The idea here is that because you are only debuffed when NOT outnumbering the enemy realm if you cede the whole map to the enemy.
Are you really not able to modify it to work only around keeps, so only the people inside them that gave up the bos get debuffed?
Because understand that once they have the BOs, which is something they can easily do if they outnumber you, you are making it extra hard to turn it back, you are asking the outnumbered realm to go out and capture bos while debuffed.
So people will not take it as a challenge, will take it as a kick in the guts and will log off and do something else, you cant punish a realm because they are already in a losing situation.
Are you proposing doing that for every case where it's currently applied? Because part of the intent here is to use the ration modifier as a balancer for population problems.
Re: Patchnotes 20/09/16
Posted: Tue Sep 20, 2016 9:12 pm
by footpatrol2
So I don't REALLY concern myself that much with whats going on in RvR. I'll do some roaming with my group and chase the order zerg if there is one around to sneak in some kills with my premade groups between the sc pops that happen. It is usually better to get order kills then just taking empty BO's. If the ORvR is good enough I'll just stay doing ORvR with the groups.
So... your telliing me I'm going to get a damage buff if they outnumber me also? Interesting. So... ummm I dunno about this damage increaser. Seems not... the right direction but who knows maybe its the best thing. I dunno.