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Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 7:04 am
by Glorian
At 3)
Can I please get an example of an PBAoE cleave Attack?
Is that something like blunderbuss blast and friction burn on Engineer?
So attackes with a cone of fire to the front?
At 2)
Why reduce AoE below 9 targets?
In SCs you hardly reach 9 targets. Also in small scale rvr or roaming. So a 50% reduction is actually a nerf. If I skill my engie then for zergcrusher, he will do a lot of less damage if I don't hit 9 or more people. Which is not so often, as 20 feet AoE stuff Hit not that much people as one might think.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 8:20 am
by Marsares
lastalien wrote:Azarael wrote:
<<snip>>
5) AoE attacks reduce in damage as more friendly targets are struck. The reduction is additive with the increase in 4).
<<snip>>
5. This will kill all the social basis of the game, will not be necessary in the guild, it will work to the party.
It won't. It just implies that you can't stack a WB on the same single spot anymore, so mindless funnelling and AOE bombing where all tanks, healers and DPS stand on the same square metre will not be effective anymore. You'll have to spread out and actually have a front and back-line, but this can still be done in a guild-setting. It'll also mean that zerglings will hit like a wet noodle, thereby discouraging them from moving like a blob.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 9:17 am
by lastalien
Marsares wrote:
It won't. It just implies that you can't stack a WB on the same single spot anymore, so mindless funnelling and AOE bombing where all tanks, healers and DPS stand on the same square metre will not be effective anymore. You'll have to spread out and actually have a front and back-line, but this can still be done in a guild-setting. It'll also mean that zerglings will hit like a wet noodle, thereby discouraging them from moving like a blob.
You're wrong.
Practically, this means that the war of the AoE move in the plane of direct damage. And as the number of people being in the same place now may be very large, it will be chaos. Not effectively control the selection of targets for more than 2 party on the battlefield, senseless all damage by the WB addressed to the same target. Guild in fact not necessary as it is the working unit - 1 or 2 party in TS.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 9:18 am
by froscolo
Azarael wrote:[ORvR]
[Experimental Mode]
- Fixed an issue causing books and chalices always to regenerate career mechanic points.
I don't understand which is now the mechanic of the regeneration, seem 8 fury point every 2 second, may you explain to us the politic about the wp, at the moment the prayer of absolution iu useless
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 10:59 am
by Marsares
lastalien wrote: And as the number of people being in the same place now may be very large, it will be chaos.
And therein lies your problem. You do NOT have to be all in the same place, if you do, you get punished.
As a party, you can roam and hit the supply lines, as a WB you do not have to push with another WB but actually can choose to flank around and hit the enemy blob in the sides or back, hell, even in in a keep defense you don't have to stack with the other 2WBs in a funnel, you can push out via a postern and take their back line or artillery out. Even at the penultimate moment, when the enemy is zerging your lord, you do not have to all stack at the lord, you can jump down, go back in via the main gate and hit their backline that's on the ramp.
There's so many options out there, people just do not wish to adapt and just want to blob. I even see organised WBs do it over and over again, seeking the safety behind a "PUG meat-shield".
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 11:32 am
by roadkillrobin
So how are abillties with less then 9 targets gonna be affected by this, like Flurry or Lotsa Choppin?. The damage of these abillties are allready random. Is the tactic that increase the target cap on these abillies gonna remove the hitcap completly and have a -30 + -50 base damage modifier???
What about tactics that turn ST abillties into 1-3 extra targets, There's just a massive amount of techical ballance issue with these puposed changes.
I think a AAO scaler is gonna be alot better tbh. AAO/10 = Extra amount of targets an AoE is gonna be able to hit. Nomather how many targets it was able to hit from the start.
The friendly saoking dmg modifer makes no sence in terms of mechanics in the game imo. It completly dissregards things like Guard, OathFriend, Dark Protector and actually makes tanks something you don't want on the frontline anymore. Same thing with melee healing or any buffs/debuffs/morale healers witch requires you to get into close range.
This is gonna be the moast optimal formation after purposed changes were tanks are no longer doing anything, they are just staying behind the dps at max max guardrange facing away and spamming hold the line to make sure they don't soak friendly AoE hits as their role of saoking AoE hit caps at the frontline is completly gone, while healers stay spread out at the back at max range to reduce AoE damage.
(Sorry for shitty paint demonstration)
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 11:42 am
by Reesh
I guess that hit cap from the Flurry and Lotsa choppin will have to be removed, if not, then at least doubled (18). The random dmg modifier should stay and scale with new changes that will increase dmg upon number of enemies.
ST abilities should imo stay ST, even when wearing a tactic which increases amount of targets inflicted up to 3, should stay at 3.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 12:18 pm
by lastalien
Marsares wrote:
And therein lies your problem. You do NOT have to be all in the same place, if you do, you get punished.
As a party, you can roam and hit the supply lines, as a WB you do not have to push with another WB but actually can choose to flank around and hit the enemy blob in the sides or back, hell, even in in a keep defense you don't have to stack with the other 2WBs in a funnel, you can push out via a postern and take their back line or artillery out. Even at the penultimate moment, when the enemy is zerging your lord, you do not have to all stack at the lord, you can jump down, go back in via the main gate and hit their backline that's on the ramp.
There's so many options out there, people just do not wish to adapt and just want to blob. I even see organised WBs do it over and over again, seeking the safety behind a "PUG meat-shield".
I believe that with all the other items in my answers to Aza, you agree. Because you worked to develop only one aspect of the text.
In fact, the new AOE is not enough that would kill the target under the Guard and healing. Therefore, a new AoE pack waiting for a quick wipe from a mele train and assist pack. All formation, painted, to be very fast and hard destroyed. Moreover, the PUG, which forced to gather in packs not be able to do it correctly and experienced groups that are in the TS coordination will have an even greater advantage.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 12:30 pm
by Marsares
lastalien wrote:
I believe that with all the other items in my answers to Aza, you agree. Because you worked to develop only one aspect of the text.
I don't, I just focussed on that one. I actually agree with Aza that removing the AOE cap is the way to go, although with certain conditions attached to that. If you just remove the AOE cap, you'll still have zergs, it's just zergs that spam AOE. Unless you agree with this, I wasn't quite sure from your post.
lastalien wrote:In fact, the new AOE is not enough that would kill the target under the Guard and healing.
How do you know? Have you tried the new changes? Of course not, they're not even live. Therefore, a lot of your post is just conjecture. By the way, I'm not trying to be overly critical or attack you personally, I just think that discarding something out of hand that is discussed in the best interest of the game is a bit silly.
Re: Changelog 25/11/16
Posted: Mon Nov 28, 2016 12:33 pm
by Marsares
roadkillrobin wrote:This is gonna be the moast optimal formation after purposed changes were tanks are no longer doing anything, they are just staying behind the dps at max max guardrange facing away and spamming hold the line to make sure they don't soak friendly AoE hits as their role of saoking AoE hit caps at the frontline is completly gone, while healers stay spread out at the back at max range to reduce AoE damage.
(Sorry for shitty paint demonstration)
I like your impressionist style!
I was working this through in my head as well and came to the same conclusion.
As a tank, I'm worried about the changes as it may just turn me into a remote-controlled guard bot that needs to stay out of the action and just spam HotL whilst peddling backwards. No doubt there will be ways around this though, perhaps tanks could be dropped from the friendly-fire equation, although I can't say I've thought through any unintended consequences of that (e.g. DPS tanks that don't guard, etc)! Tanks should be the first ones in and the last ones out.