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[Review] [BW/Sorc] Mechanic

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GodlessCrom
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Re: [BW/Sorc] Mechanic

Post#11 » Wed Sep 27, 2017 8:02 pm

Okay, thanks for the replies. As a piggyback to thr wounds debuff idea, what about a stacking incoming heal debuff? Similar effect really, though perhaps less punishing than stacking wounds debuff, but you could end up at like 75% (made up number off the top of my head) less incoming healing received at max mechanic. Downside is you kind of trivialize heal debuff against these classes (unless they stack) but it leads to similar play/counterplay of manage debuff stacks relative to the incoming damage. Not being focused? Doesnt matter. Get swapped on? Suddenly matters indeed. Positioning becomes more important because if you get cced and focused before you can drop mechanic, youre in for a bad time.
Rush in and die, dogs - I was a man before I was a king!

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KeanuDracula
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Re: [BW/Sorc] Mechanic

Post#12 » Wed Sep 27, 2017 8:07 pm

Increase AP cost exponentially the higher the combustion gets. If the AP cost is high enough that will force people to expend combustion/dark magic. Double AP pot will only get you so far... but then a rework of Burnout and Reckless Gathering would be needed or at least a tweak to the existing ability.

Zanilos
Posts: 443

Re: [BW/Sorc] Mechanic

Post#13 » Wed Sep 27, 2017 8:10 pm

Penril wrote:You guys are missing the point. These classes gain insane bonuses for being at 100, and the drawback is a ridiculous backlash that can be healed with a HoT from any healer. Slayer/Choppa, on the other hand, receive nasty penalties for staying red all the time.

The idea is to make it dangerous to stay at 100 on a BW/Sorc (backlash is NOT dangerous). This can come with some buffs ofc; we also discussed internally the possibility of buffing Meltdown for example.
And the new gear set only makes those insane bonuses higher. Lets not fix the roof when the kitchen is on fire.
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roadkillrobin
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Re: [BW/Sorc] Mechanic

Post#14 » Wed Sep 27, 2017 8:11 pm

A stacking self wounds debuff and would make em impossible to play in warbands.
Wounds is the ony thing that keeps people up in large battles. You would need to increase their rangeed bombing capabillity if you go with this.
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GodlessCrom
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Re: [BW/Sorc] Mechanic

Post#15 » Wed Sep 27, 2017 8:15 pm

roadkillrobin wrote:A stacking self wounds debuff and would make em impossible to play in warbands.
Wounds is the ony thing that keeps people up in large battles. You would need to increase their rangeed bombing capabillity if you go with this.
Wouldnt the point be that they need to monitor their mechanic so they dont get bursted down during enemy team dps/bombing cycle? Ideally you wouldnt be at 100 mechanic at all times then, so you also wouldnt be wounds debuffed at all times.
Rush in and die, dogs - I was a man before I was a king!

Penril
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Re: [BW/Sorc] Mechanic

Post#16 » Wed Sep 27, 2017 8:16 pm

Exactly!

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Toldavf
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Re: [BW/Sorc] Mechanic

Post#17 » Wed Sep 27, 2017 8:19 pm

Mid scale mechanic.
Mechanic goes up to 200. (Or whatever round number you choose 100 would do as well, doesn't really mater)

Normal bonuses up to 100, after that the combustion still applies however the crit and damage bonuses start counting back to 0.

Basically BW becomes a balancing act with the good damage resting in the middle of the mechanic (don't let the fire consume you)

Melt down would have to become a fixed AP costed drop for a fixed amount.

Other abilities could be worked to spend/create mechanic as needed.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Toldavf
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Re: [BW/Sorc] Mechanic

Post#18 » Wed Sep 27, 2017 8:22 pm

KeanuDracula wrote:Increase AP cost exponentially the higher the combustion gets. If the AP cost is high enough that will force people to expend combustion/dark magic. Double AP pot will only get you so far... but then a rework of Burnout and Reckless Gathering would be needed or at least a tweak to the existing ability.
I thought of something similar at first. However i believe it's a dead end due to the raw amount of ap the classes have access to.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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bloodi
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Re: [BW/Sorc] Mechanic

Post#19 » Wed Sep 27, 2017 8:24 pm

I suppose this goes hand in hand with buffing their base damage across the board?

Because, 100 mechanic is needed to kill through guard and heals and that is of course not alone, so if they cant stay there, the skills need to be looked at, most of them.

Right now, between that fact and Meltdown/Dhar Wind only use is being an undefendable attack that is used when everything with similar cast time is on CD and you need to kill the target, specially if they are tanks and you are wasting your time in them and the undefendable helps there.

Simply making Meltdown/Dhar Wind not be a dps loss in 90% of the cases would go a long way to make them actually drop their combustion, right now is doing around 750 when sear can easily get to 1100 after mitigation, nevermind gloomburst and those are of similar cast time and meltdown does not get mitigated, sear/gloomburst does
Penril wrote:The idea is to make it dangerous to stay at 100 on a BW/Sorc (backlash is NOT dangerous). This can come with some buffs ofc; we also discussed internally the possibility of buffing Meltdown for example.
Base wounds of a Merc Bw/sorc is 5500, under any wounds debuff this drops to a little over 4k, using any spell on 100 combustion has the chance to remove a 20% of your HP, this can happen in succesion even if it may be kinda rare, so you can be being hit, cast two spells (cast time + instant) and by 40% of your hp.

I understand that when you are not under focus, you can easily make it irrelevant but this is also the case for Slayer/Choppa, no one would drop their rage if they werent focused and some of their skills require doing so (most people dont run power through/Wot rules because they cant afford it yet, on live this wasnt the case as you could stay on red with the gear available)

This is merely to point out, that is this is "NOT DANGEROUS" then what is dangerous to you all?
Last edited by bloodi on Wed Sep 27, 2017 8:30 pm, edited 2 times in total.

Zanilos
Posts: 443

Re: [BW/Sorc] Mechanic

Post#20 » Wed Sep 27, 2017 8:25 pm

Toldavf wrote:Mid scale mechanic.
Mechanic goes up to 200. (Or whatever round number you choose 100 would do as well, doesn't really mater)

Normal bonuses up to 100, after that the combustion still applies however the crit and damage bonuses start counting back to 0.

Basically BW becomes a balancing act with the good damage resting in the middle of the mechanic (don't let the fire consume you)

Melt down would have to become a fixed AP costed drop for a fixed amount.

Other abilities could be worked to spend/create mechanic as needed.
First step before messing with it too much can we try guard not reducing backlash dmg 50%
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