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DOK & WP| Melee Heal & Melee DPS Roles

Proposals after the two week discussion period will be moved to this sub-forum for internal review.

Poll: Which approach do you prefer?

Specialization
72
58%
Hybridization
39
31%
None (explain in comments)
14
11%
Total votes: 125

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Drozen
Posts: 148

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#31 » Sun Oct 21, 2018 12:30 am

peterthepan3 wrote: Sat Oct 20, 2018 11:47 pm
Drozen wrote: Sat Oct 20, 2018 11:30 pm And also if i may add, even if the "pure" dps mode is implemented to DoK/Wp, they will still just be backline healers cuz who would take a ST dps into a wb?.. clearly not for WB's in mind. Why not try and make them more viable for meele heals in wb's instead?

We are balancing the dps and melee heal specs primarily around 6-man play as the dok and wp already have a backline heal spec if they wish to play in warbands. It is our belief that not being able to use one spec for every scale is not an issue whatsoever: DPS Zealot/RP is a WB spec, and useless in 6-man; DPS AM/Shaman is a 6-man spec, and largely irrelevant in WB (DPS Shaman less so).
Apperently it is an issue, since you want to make it viable in a 6v6 setting where you already have a DoK/Wp with book/chalice healing perfectly fine,and can even go with some other specc's where you can slot 2h or swords also. Just not as a pure dps.. yet.


So letting a backline healer DoK/Wp be the heal and let the dps AM/shaman take that space then instead wich is already done is not a option ? all of these changes that you cleary said where made for 6v6 is something only a handfull will either like and support, cuz let's face it and be honest how many do really play these 6v6? I do like the smallscale and do it 90% of the time, 99% duo with my friend and stumble over a 6v6 now and then. so these changes i might end up liking i dont know. but the rest of the ppl who play the "normal" way of RoR?.

So not before you can post what Ravenlocke suggested, I also want clear facts and numbers so i can form a apinion.
Last edited by Drozen on Sun Oct 21, 2018 12:38 am, edited 1 time in total.
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peterthepan3
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Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#32 » Sun Oct 21, 2018 12:33 am

Drozen wrote: Sun Oct 21, 2018 12:30 am
peterthepan3 wrote: Sat Oct 20, 2018 11:47 pm
Drozen wrote: Sat Oct 20, 2018 11:30 pm And also if i may add, even if the "pure" dps mode is implemented to DoK/Wp, they will still just be backline healers cuz who would take a ST dps into a wb?.. clearly not for WB's in mind. Why not try and make them more viable for meele heals in wb's instead?

We are balancing the dps and melee heal specs primarily around 6-man play as the dok and wp already have a backline heal spec if they wish to play in warbands. It is our belief that not being able to use one spec for every scale is not an issue whatsoever: DPS Zealot/RP is a WB spec, and useless in 6-man; DPS AM/Shaman is a 6-man spec, and largely irrelevant in WB (DPS Shaman less so).

So letting a backline healer DoK/Wp be the heal and let the dps AM/shaman take that space then instead wich is already done is not a option ? all of these changes that you cleary said where made for 6v6 is something only a handfull will either like and support, cuz let's face it and be honest how many do really play these 6v6? I do like the smallscale and do it 90% of the time, 99% duo with my friend and stumble over a 6v6 now and then. so these changes i might end up liking i dont know. but the rest of the ppl who play the "normal" way of RoR?.

So not before you can post what Ravenlocke suggested, I also want clear facts and numbers so i can form a apinion.
You misinterpret balancing around group play as balancing to facilitate to 6v6. The DPS specs for DOK and WP should be primarily centered around small scale, as per their design. We do not want to deviate from this unnecessarily when: a) there is nothing wrong with them being ST based, like a WH or WL is; b) they already have a fully functional warband spec.
Apperently it is an issue, since you want to make it viable in a 6v6 setting where you already have a DoK/Wp with book/chalice healing perfectly fine,and can even go with some other specc's where you can slot 2h or swords also. Just not as a pure dps.. yet.
I don't understand the point...yes, you have heal DOK/WP that function in every scale. How does that change wanting to make their two other trees viable within an environment that they are tailored towards?
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drmordread
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Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#33 » Sun Oct 21, 2018 12:37 am

Personally prefer the Hybrid approach as it allows a choice depending on what the party/wb needs.
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Eathisword
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Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#34 » Sun Oct 21, 2018 12:44 am

Imo,
Healers should not be able to replace true dps if played with the same skill. In this regard, AM and DoK are somewhat broken atm.

Just like tank cannot replace true dps even going full glass canon.

Healers already have something no other class has: HEALING. All 6 healers are mostly viable for it in all format of the game.

Dps-healing has always been somewhat a side thing at which only a few people were somewhat succesful. There is no reason from a game balance perspective that this should change. Since all 6 healers are balanced at healing.

So this possible change has nothing to do with balance. It is merely a desire of a few. In the same sense that i could ask for
vengeance tree to transform IB into a hammerer pure dps.

The original philosophy of this server was to restore and balance first. Add after. So imo, balance what is still broken (knight/chosen, slayer/choppa, etc). When all that is done, you guys can come and add real dps healer to satisfy the whims and desires of the twelves 6v6 players that this concerns over an already working system.

As a side note, if you want to have true dps healer they should be prevented to:
A) heal other players
B) rez other players.

If these arent true, then said dps healers should not under any circumstances be able to replace true dps.Because if they can still do those things, it is not a true dps you want. It is a class that trumps all others when played at max potential.

So aas said: dok and AM are broken atm in this regard.
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Drozen
Posts: 148

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#35 » Sun Oct 21, 2018 12:56 am

peterthepan3 wrote: Sun Oct 21, 2018 12:33 am
Drozen wrote: Sun Oct 21, 2018 12:30 am
peterthepan3 wrote: Sat Oct 20, 2018 11:47 pm


We are balancing the dps and melee heal specs primarily around 6-man play as the dok and wp already have a backline heal spec if they wish to play in warbands. It is our belief that not being able to use one spec for every scale is not an issue whatsoever: DPS Zealot/RP is a WB spec, and useless in 6-man; DPS AM/Shaman is a 6-man spec, and largely irrelevant in WB (DPS Shaman less so).

So letting a backline healer DoK/Wp be the heal and let the dps AM/shaman take that space then instead wich is already done is not a option ? all of these changes that you cleary said where made for 6v6 is something only a handfull will either like and support, cuz let's face it and be honest how many do really play these 6v6? I do like the smallscale and do it 90% of the time, 99% duo with my friend and stumble over a 6v6 now and then. so these changes i might end up liking i dont know. but the rest of the ppl who play the "normal" way of RoR?.

So not before you can post what Ravenlocke suggested, I also want clear facts and numbers so i can form a apinion.
You misinterpret balancing around group play as balancing to facilitate to 6v6. The DPS specs for DOK and WP should be primarily centered around small scale, as per their design. We do not want to deviate from this unnecessarily when: a) there is nothing wrong with them being ST based, like a WH or WL is; b) they already have a fully functional warband spec.


Apperently it is an issue, since you want to make it viable in a 6v6 setting where you already have a DoK/Wp with book/chalice healing perfectly fine,and can even go with some other specc's where you can slot 2h or swords also. Just not as a pure dps.. yet.
I don't understand the point...yes, you have heal DOK/WP that function in every scale. How does that change wanting to make their two other trees viable within an environment that they are tailored towards?
They point is they can already do this, like the backline heals and also a combo with Grace/? (wich way you wanna go)and heal with a 2h. And now for some reason they should also be able to perform dps as good as a pure dps class just as long you specc wrath?. And also by doing so if that is the plan... now the wp/dok has three viable tree's to choose from, wich is great i think. now there welcome everywhere and play every roll in the game except tank (only ha half truth since it's kinda duable in gunbad with a wp). So now the rest of the classes? I would love to feel welcome on BG in wb's, and no nothing abowe a random pug wb in there sane mind takes a BG over a Chosen or BO. the BG situation is the same but just reversed, fine in 6v6 but wb not so much.

And i do feel i need to point out, I am not against w/e may come, i just simply want to see what they are beforehand so i can make a clear picture of it first.
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Xergon
Posts: 798

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#36 » Sun Oct 21, 2018 1:16 am

Eathisword wrote: Sun Oct 21, 2018 12:44 am Imo,
Healers should not be able to replace true dps if played with the same skill. In this regard, AM and DoK are somewhat broken atm.

Just like tank cannot replace true dps even going full glass canon.

Healers already have something no other class has: HEALING. All 6 healers are mostly viable for it in all format of the game.

Dps-healing has always been somewhat a side thing at which only a few people were somewhat succesful. There is no reason from a game balance perspective that this should change. Since all 6 healers are balanced at healing.

So this possible change has nothing to do with balance. It is merely a desire of a few. In the same sense that i could ask for
vengeance tree to transform IB into a hammerer pure dps.

The original philosophy of this server was to restore and balance first. Add after. So imo, balance what is still broken (knight/chosen, slayer/choppa, etc). When all that is done, you guys can come and add real dps healer to satisfy the whims and desires of the twelves 6v6 players that this concerns over an already working system.

As a side note, if you want to have true dps healer they should be prevented to:
A) heal other players
B) rez other players.

If these arent true, then said dps healers should not under any circumstances be able to replace true dps.Because if they can still do those things, it is not a true dps you want. It is a class that trumps all others when played at max potential.

So aas said: dok and AM are broken atm in this regard.

I disagree, each class has access to 3 mastery trees, which each provide already or can provide (with small changes) certain tools for certain group/playstyle, for example:

WH: Confession - AoE tree for WB, Inqusition - Heal/Stats debuff for 6man spec, Judgement - max ST DPS for solo play.
WP: Salvation - Pure healer for WB, Grace - Melee Heal Solo/6man, Wrath - DPS Solo/6man,
SW: Scout - Range immobile high DPS for Solo, Assault - Melee DPS for 6man, Skirmish - AoE/Kite for WB/Solo.
ENG: Sniper - Long Range for Solo, Grenadier - AoE for WB ???, Tinkerer - Utility and AoE for WB.

What i mean is that with certain spec imho each class should be able to provide or perform in every aspect of the game, sure some atm overperform and some dont perform at all, thats what Balance Team can fix, i hope...
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adamthelc
Posts: 832

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#37 » Sun Oct 21, 2018 1:43 am

Eathisword wrote: Sun Oct 21, 2018 12:44 am Imo,
Healers should not be able to replace true dps if played with the same skill. In this regard, AM and DoK are somewhat broken atm.

Just like tank cannot replace true dps even going full glass canon.

Healers already have something no other class has: HEALING. All 6 healers are mostly viable for it in all format of the game.

Dps-healing has always been somewhat a side thing at which only a few people were somewhat succesful. There is no reason from a game balance perspective that this should change. Since all 6 healers are balanced at healing.

So this possible change has nothing to do with balance. It is merely a desire of a few. In the same sense that i could ask for
vengeance tree to transform IB into a hammerer pure dps.

The original philosophy of this server was to restore and balance first. Add after. So imo, balance what is still broken (knight/chosen, slayer/choppa, etc). When all that is done, you guys can come and add real dps healer to satisfy the whims and desires of the twelves 6v6 players that this concerns over an already working system.

As a side note, if you want to have true dps healer they should be prevented to:
A) heal other players
B) rez other players.

If these arent true, then said dps healers should not under any circumstances be able to replace true dps.Because if they can still do those things, it is not a true dps you want. It is a class that trumps all others when played at max potential.

So aas said: dok and AM are broken atm in this regard.
I agree with most of this with some caveats. I do think that maybe something else should be priority.

Also as long as the healer retains healing abilities and tank retains tanking abilities, they shouldn't be able to perform as well at damage.

However I dont have a problem with a healer being able to forgo all forms of healing to be able to do as well at damage. In the same vein tanks giving up all tanking abilities. Which would mean guard, challenge/dr abilities and innate survivability to be able to do as well at damage.

They could have some utility and survivability CDs to match other DPS, but for the most part they should be stripped down. They are support classes and to be able to compete with a damage slot they should give up the vast majority of their support.

like I said I see the argument that maybe it should not take precedence over other balance issues. The order of what they balance isnt a big issue for me. But if there is a class out there without one solidly balanced spec, it is logical to work on that before classes that already have one. I am not sure there is one.

The one thing I was never clear on is why healers all need heal debuffs. Not even all dps have them, but I digress.

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live4treasure
Posts: 270

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#38 » Sun Oct 21, 2018 1:50 am

The discussion has moved from DoK/WP DPS, to all dps healers and hybrids in general. Can't say if this is off-topic or not, because it is indirectly related to the topic at hand, but I thought I would comment on it as a rr79 dps AM main.

It's worth noting that at the moment, both DPS DoK and DPS AM have a rather unusual style of damage dealing. Their normal dps numbers are actually significantly below that of an actual pure dps class (less pronounced on DoK, but it's also melee), but both of these classes have abilities that act as a sort of damage steroid, which allows them to enter a stage where they do very high pressure for a few seconds around once every 20 seconds, ideally leading to scoring a kill.

I thought this worth pointing out, because this style of damage dealing has its upsides and downsides, such as, essentially, as you run out of your damage steroids, you go back to doing really low damage. What can be taken away from this, is that you have other tools available for balancing these two classes besides simply nerfing their healing output and increasing their damage by a %.

If you wanted to increase or decrease their damage dealing capability you can do, in my opinion, one of two elegant things:

Decrease the cooldowns of the damage steroids (For AM - Laser and Dissipating Energies, for DoK the dissipating energies mirror and likely something else)

Increase the duration of the damage steroids, extending the period during which they are capable of doing actual DPS.

The first option is a softer way to boost their damage in that it doesn't effect their kill potential, but makes their damage output a more reliable tool with more uptime. The second increases their lethality to the enemy, allowing them that 1 or 2 extra seconds of high dps is often the difference between a kill and having to wait the next 15 seconds until your ability comes up again.

Coincidentially, by utilizing these tools instead of just adding or decreasing direct damage % numbers on something like Divine Fury, you can do less radical nerfs to their healing potential and can potentially better preserve their hybrid nature, because while their dps uptime is increased, the actual dps and/or burst that they can put out is not effected. This means it is less likely to cause problematic balance states where they can delete people in like 2-3 seconds, instead simply allowing them to have a longer period of pretending to be an actual dps (if duration increased) or allow them to do so more often (if cooldown is reduced).

Coincidentially, because this is far less problematic than simply boosting damage numbers, this also means that there will be more room to preserve their class defining off-healing capabilities. So where a 10-15% damage boost would warrant something like a 30-40% healing reduction, a 1-2 second duration boost or a 2-3 second cooldown reduction to certain abilities would likely allow the balance team to decrease healing by 10-20%, which still keeps their healing relevant as something to be used in a tight spot, if much less powerful than it is now.

Worth pointing out, that I only spoke about the two hybrids I knew something about. Obviously because DPS WP functions differently than AM and DoK, this approach would likely not work for them simply on the back of not having abilities that can be influenced in such a manner.

That's my 2c. and advice for balance decisions going forward. In general, my opinion is that if you nerf healing hard enough that you might as well not have healing abilities when in a dps spec, it takes away from the class identity a lot and will end up boring, because you're playing a dps class with a lot less buttons. One thing I firmly believe is that dps healers shouldn't be able to rez people, as that really does screw with 6v6 fights, where you just can't wipe the enemy team despite winning, because they keep ressurecting each other with their 3 healers. Done it myself and experienced it from enemies
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Wiede
Posts: 302

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#39 » Sun Oct 21, 2018 4:35 am

Specialisation with options! The more i spec into a tree i must have benefits for exactly that skills more so if im a hybrid that can use 2 different skills in 1 position.

Example:
Each point spend in sacrifice reduces your chance to be defended by 1% (probably with sac skills only)

Each point spend in torture increases your armorpen by 1% (probably with torture skills only) or/and each point spend in torture reduces the ICD of your auras by 1% (probably with torture skills only)

Each point spend in dark rites increases your heal by 1% (probably with dark rites skills only)

Adjust the values of the skills of each tree.

Top that with useful skills as 15pointers to adress the individual problems the specs have. Make them want to skill in their tree to get what they need for their playstyle rather then forcing them to choose a stance or using skills (lifetab) just because they are per se so good compared to other replacement. Heck you want that 15% armorpen and reduced ICD of your proc? Then use your **** torture skills and dont lifetab... Oh you need 1or2 heals as torture? Fine... Throw your lifetab in but get blocked/parried like ****. When i'm tort specced i should have to think about using my skills as hybrid without blocking out skills by using unchangeable stance restrictions or something like that.

Adress the potential too high healing output of torture dok (can't see that) by changing the lifetap mechanic scaling more with wp and/or a buildin wp->str conversion in sac skills like done with AM lifetabs.

You get a specialised hybrid without some clunky 5s casttime 200ap stances. Why not let the sac dude stand in the frontline like a tank? Give em 1% defence with each point spend in sac. That 5% defence for torture spec doesn't hurt either... but if you want to tankheal... you have to spec sac.
But i'm not forced to choose a stance or something like that.

But remember: i have no idea what im talking about.

Tldr: force players in skilltrees/playstyle with more benefits per point spend in tree. Adjust some of the skills to match the playstyle.

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Bozzax
Posts: 2481

Re: DOK & WP| Melee Heal & Melee DPS Roles

Post#40 » Sun Oct 21, 2018 8:37 am

My personal opinion is that a Wrath WP and Torture DOK ought to be able to fill in as a DPS. At the moment, a Torture DOK can already do that, but I would suggest: a) their lifetap capabilities ought to be reduced significantly (apart from solo lifetapping, as they need this to survive where other mdps have escape tools/defensive morales/base aoe detaunt); b) their damage be bumped slightly, so as to offset the loss in lifetap potential and/or other things. In my opinion, these things are necessary if we opt for a purist approach to the classes. I also do not think hybrids work in any PvP environment other than solo.

In regards to what I think is not working: Wrath DPS is lackluster and doesn't put out enough damage to warrant taking them over any other DPS class. I believe that the damage could be increased - but!!! - at the cost of reducing significantly their lifetap potential (and possibly other utility).
So nerf healing on both and buff WP damage (currently is tankier) so you can use WP/DOK as a dps slot in meta 6v6? Is that it?

You have no concern about alinating the wp/dok players that smallscale/roam/duo/solo?

I understand most WP players jump at the opportunity to get more damage but will you also reduce tankiness?
Last edited by Bozzax on Sun Oct 21, 2018 8:56 am, edited 6 times in total.
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