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Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 10:29 am
by Sinisterror
githappens wrote: Sun Aug 27, 2023 9:46 am
Sinisterror wrote: Sun Aug 27, 2023 9:33 am Obviously that would be super OP but Critical dmg and Critical amount should be the Main factor how you kill people. It is the only thing in the game that is not "Set in Stone" the amount of it ranges from 35-55% Increased dmg without any critical modifiers. Also Crit is universal and is the best way to give classes alot of the crit back that doesnt exist anymore. Things like Boost V-VI all classess should have access to some even both of them. Then combine Trivial Blows with Reduced chance to be crit. 15 renown points to get -10 reduced crit chance with 20% Critical dmg and no more of that from renown.
Playing healer would be super unfun with everyone being a Choppa in perma red.
There should be 9%-12-18% Critical heal amount procs for all healers too. Same could be said for " would be super unfun with Slayer in permared and perma half health " Since Slayers have that 10-90% Critical dmg increase tactic based on health : D so anywhere under 75% hp Slayer would have more critical dmg than Choppa with 25% crit tactic.

I personally would change gtdc ID like skill doing instant dmg but 5sec Dot that has increased dmg every tick and last tick will always crit and for 2k! Like bleed em out.

Then i would bring Engi/Magus magnet/Rift back that pulled people from Wc's, keeps and forts<3 No safespaces and WAR IS Everywhere!
https://www.youtube.com/watch?v=-5Zw4FUPacc

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 10:45 am
by siglade
Spoiler:
Sinisterror wrote: Sun Aug 27, 2023 9:33 am
siglade wrote: Sun Aug 27, 2023 9:09 am
Kaelang wrote: Wed Aug 23, 2023 11:32 pm What is the reasoning behind the Marauder changes?
Spoiler:
These changes are a decision to veer away from utilizing stat multiplier adjustments as a method of balance.

This approach, while potentially effective, poses unintended consequences.

Notably, it can lead to inaccuracies in tooltips, displaying values that don't accurately reflect the underlying mechanics.

Additionally, it can inadvertently widen the gear gap among players.

In light of these considerations, we've opted to explore alternative changes for the Marauder career.

By bypassing the stat multiplier approach, we aim to maintain the accuracy of gameplay information and ensure that the balance adjustments align more naturally with the core mechanics of the game.
Stat multiplier open more option in gear/gameplay, if anything by going down the value you will enforce the one go gear and rest will be useless.

I like the current mara because of the multiple gear choice, just hope it won't end like other class stacking ws/wound and ignoring str/melee power because of stat multiplier being low.
Which melee class can ignore str pls tell? Also doesnt this just mean that they found better way to balance skills than to increase or decrease Stat Multiplier? Also TB change is a buff because now Piercing Bite affects it. I think it would be interesting to see first marauder version of crit dmg tactic: D

"The power of Chaos begins to take control of your body as you become wounded, causing all of your critical hits to deal additional bonus damage. This effect will become more potent as your health slips away, ranging from a 20% increase when you have 90% hit points remaining, up to a 180% increase when you have 10% hit points remaining. "

Obviously that would be super OP but Critical dmg and Critical amount should be the Main factor how you kill people. It is the only thing in the game that is not "Set in Stone" the amount of it ranges from 35-55% Increased dmg without any critical modifiers. Also Crit is universal and is the best way to give classes alot of the crit back that doesnt exist anymore. Things like Boost V-VI all classess should have access to some even both of them. Then combine Trivial Blows with Reduced chance to be crit. 15 renown points to get -10 reduced crit chance with 20% Critical dmg and no more of that from renown.

Boost V - On hit: 5% chance to increase your critical hit rate by 9% and critical dmg by 12%

Boost VI - On hit: 5% chance to increase your critical hit rate by 9% and critical dmg by 18
All actually ? some can manage to stay close to 1050 but generally you are at ~900/950 unbuffed and you will get more damage overall by using ws talis over str.

Mdps ability have a high base damage with low stat contri (ofc not all) making str/melee power not appealing compared to others stat like ws/wound. It's also something that can impact lowbie, bolster can give you a ton's of primary stat but if contribution stat is low they gain less benefit from it and unlike r40+ other option like crit are not possible.

The version of the crit tactic you posted was the mara tactic (similar to sl, 10% crit damage per 10% tranch of health missing. It was bad design because if none focus you there is no benefit+low damage and during a focus you could two shoot people

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 10:47 am
by githappens
Sinisterror wrote: Sun Aug 27, 2023 10:29 am
githappens wrote: Sun Aug 27, 2023 9:46 am
Sinisterror wrote: Sun Aug 27, 2023 9:33 am Obviously that would be super OP but Critical dmg and Critical amount should be the Main factor how you kill people. It is the only thing in the game that is not "Set in Stone" the amount of it ranges from 35-55% Increased dmg without any critical modifiers. Also Crit is universal and is the best way to give classes alot of the crit back that doesnt exist anymore. Things like Boost V-VI all classess should have access to some even both of them. Then combine Trivial Blows with Reduced chance to be crit. 15 renown points to get -10 reduced crit chance with 20% Critical dmg and no more of that from renown.
Playing healer would be super unfun with everyone being a Choppa in perma red.
There should be 9%-12-18% Critical heal amount procs for all healers too. Same could be said for " would be super unfun with Slayer in permared and perma half health " Since Slayers have that 10-90% Critical dmg increase tactic based on health : D so anywhere under 75% hp Slayer would have more critical dmg than Choppa with 25% crit tactic.

I personally would change gtdc ID like skill doing instant dmg but 5sec Dot that has increased dmg every tick and last tick will always crit and for 2k! Like bleed em out.

Then i would bring Engi/Magus magnet/Rift back that pulled people from Wc's, keeps and forts<3 No safespaces and WAR IS Everywhere!
https://www.youtube.com/watch?v=-5Zw4FUPacc
My point was, if you add more crit and nerf futile strikes, everyone will explode like unguarded choppas in red.

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 10:59 am
by Sinisterror
githappens wrote: Sun Aug 27, 2023 10:47 am
Sinisterror wrote: Sun Aug 27, 2023 10:29 am
githappens wrote: Sun Aug 27, 2023 9:46 am

Playing healer would be super unfun with everyone being a Choppa in perma red.
There should be 9%-12-18% Critical heal amount procs for all healers too. Same could be said for " would be super unfun with Slayer in permared and perma half health " Since Slayers have that 10-90% Critical dmg increase tactic based on health : D so anywhere under 75% hp Slayer would have more critical dmg than Choppa with 25% crit tactic.

I personally would change gtdc ID like skill doing instant dmg but 5sec Dot that has increased dmg every tick and last tick will always crit and for 2k! Like bleed em out.

Then i would bring Engi/Magus magnet/Rift back that pulled people from Wc's, keeps and forts<3 No safespaces and WAR IS Everywhere!
https://www.youtube.com/watch?v=-5Zw4FUPacc
My point was, if you add more crit and nerf futile strikes, everyone will explode like unguarded choppas in red.
24 aoe cap is the reason why people explode vs 9 aoe cap WITH aoe HD. Tanks are designed to mitigate dmg from 9 hits from aoe same for healers, they are designed to heal dmg done by 9 aoe cap. People should die alot in PVP RVR game and now it is easily too defensive for scs and 24 ae cap makes having dps always more powerful than adding tanks or heals. 50% aoe HD back with 9 ae cap and stronger single target procs(which are confirmed luckily<3) will make much healthier game.

Shield dok/wp and no AE HD are the problems why NO ONE dies in 6v6.

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 11:27 am
by githappens
Sinisterror wrote: Sun Aug 27, 2023 10:59 am
githappens wrote: Sun Aug 27, 2023 10:47 am
Sinisterror wrote: Sun Aug 27, 2023 10:29 am

There should be 9%-12-18% Critical heal amount procs for all healers too. Same could be said for " would be super unfun with Slayer in permared and perma half health " Since Slayers have that 10-90% Critical dmg increase tactic based on health : D so anywhere under 75% hp Slayer would have more critical dmg than Choppa with 25% crit tactic.

I personally would change gtdc ID like skill doing instant dmg but 5sec Dot that has increased dmg every tick and last tick will always crit and for 2k! Like bleed em out.

Then i would bring Engi/Magus magnet/Rift back that pulled people from Wc's, keeps and forts<3 No safespaces and WAR IS Everywhere!
https://www.youtube.com/watch?v=-5Zw4FUPacc
My point was, if you add more crit and nerf futile strikes, everyone will explode like unguarded choppas in red.
24 aoe cap is the reason why people explode vs 9 aoe cap WITH aoe HD. Tanks are designed to mitigate dmg from 9 hits from aoe same for healers, they are designed to heal dmg done by 9 aoe cap. People should die alot in PVP RVR game and now it is easily too defensive for scs and 24 ae cap makes having dps always more powerful than adding tanks or heals. 50% aoe HD back with 9 ae cap and stronger single target procs(which are confirmed luckily<3) will make much healthier game.

Shield dok/wp and no AE HD are the problems why NO ONE dies in 6v6.
Game shouldn't be balanced around 6v6, cuz its irrevelant, even if prefered by some.
Anyway, if you keep making people even more squishy, then smallscale is even worse than now, since outnumbered fights will be even worse to handle.

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 12:53 pm
by lumpi33
Here is some unfiltered feedback if you are interested:
https://www.twitch.tv/videos/1909170886

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 3:50 pm
by wildwindblows
no damage nerf for top dps classes and more nerf for underdog classes. well done.

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 4:32 pm
by wonshot
The general direction of the server, actually seems pretty decent and gives comfort in investing time into this mmo and the private server!
The unknown of if balancing will make the game more fun and balaned naturally remains to be seen.

Only worry from this information video + post, is that the foundation 1.8.4 patch might linger for some classes for one or two months before the next patch, but assuming not all careers are adressed that could potentially lead to some classes being in foundation-mode for too long and those piloting those classes might be unhappy and stop.

Fingers crossed the transitioning will be smooth.

Re: Developer Update - 25 August 2023.

Posted: Sun Aug 27, 2023 10:17 pm
by Alubert
So many changes and new things :)
I am looking forward to it.
With the changes regarding ability system and adding armor pen abilities/tactics, would it be possible to fix the eternal bug with SL/Choppa tactics - flanking?
Tactics are not adding with choppa/sl rage mechanic.
It is only 8-9% instead of 15%.

Re: Developer Update - 25 August 2023.

Posted: Mon Aug 28, 2023 7:20 am
by lumpi33
Caduceus wrote: Sun Aug 27, 2023 5:03 pm The planned balance changes for rDPS are a disaster.

Who is whispering in your ear that this nerf is a good idea?

Is it because Gravord died sometimes to being nuked by multiple rDPS while playing his incredibly offensively specced tank?
I can also sense a lot of Gravord influence here. We know that he has a close connection to devs like Dalen and he is probably on the balance team. We also know that he only plays melee, always in premades, mostly destro. He seems to hate rdps who are only disturbing his premade play when he is roaming in orvr.

Most of these pug SWs and engis are already a non-factor to the outcome of orvr battles. They are also not wanted in competitve warbands and lack in ranked. After the changes they will be squishy free renown pinatas without any killing power.

Is that what you want? You really think that people will keep playing them? You really think that rdps players are going to switch to melee classes?

Sorry but you are illusional and should hear less to what this Gravord guy is saying. He is obviously wrong. Gravord will want what Gravords game play and fun helps. That this is not healthy for the game and only benefits this dudes game play should be clear after that provisional patch notes.

In which other game are rdps players not allowed to get kills? Killing with melee is fine, killing with rdps is not -> your logic. The only explaination when looking at these patch notes, explanations and planned further balance changes.