WE/WH Elixirs Cooldowns

Proposals which did not pass the two week review, were rejected internally, or were not able to be implemented.

Moderators: Balance Forum Mod, Developer, Management, Game Master, Community Manager, Moderator, Web Developer

Penril
Posts: 4366

Re: WE/WH Elixirs Cooldowns

Post#81 » Thu Dec 07, 2017 5:15 pm

Atropik wrote:
Penril wrote: The tricky part is: how would you change EoB so it benefits WE and Choppa but not Mara?
Thats pretty simple, leave EoB and rework Repel Blaspemy/Pierce Armor into armor debuff, as it was designed once.
That also benefits Mara. Mara could run a different spec that does not include the armor debuff, and you would see more WE+Mara setups (which are already more popular than WE+Choppa, I think).



Spoiler:
Tesq wrote:
Penril wrote:I would say focus on EoB. Krima's CDs look acceptable (though I was told by Torque that he probably won't touch the CDs anyway so... meh).

My personal rework for EoB: Just increase the damage. Same with similar Choppa/Slayer skills.
even if you increase the dmg what that will achive?

1-ICD preven the skill to be used aoe
2-ICD prevent from hit who you want, for istance even if foussed a tank full HP may every time get the dmg instead of the dd you wanna make some retailation to.

this is not reliable enough even reciving a dmg boost to spent a 1-4 mp on it (let aside crazy dmg increase), also the problem of taking this route is again force the ppl to not take you down which became another time a chain in rotation with other def skill. Cuz if it does enough dmg to stop an assist then it get even better than the avoidance buff due best scenario being you kill a target thx to it or save yourself anyway if he stop focussing you.....it goes far extremism that way, very very bad as now or very very good as in that possible situation.
Maybe not reliable for group play, but would be a great buff for solo ganking. Which I believe is what these classes are meant to do. Anyway it was just an example.

Ads
Atropik
Legacy RR80
Posts: 453

Re: WE/WH Elixirs Cooldowns

Post#82 » Thu Dec 07, 2017 5:27 pm

Penril wrote: That also benefits Mara. Mara could run a different spec that does not include the armor debuff,
Like what? 2-3 mara + 1-3 we, famous "no healdebuff onboard squad", i tried once and found lack of joy there xdd
Penril wrote:and you would see more WE+Mara setups (which are already more popular than WE+Choppa, I think).
Thats mostly choppa weakness.
Nicelook | Obey

User avatar
Panzerkasper
Posts: 509

Re: WE/WH Elixirs Cooldowns

Post#83 » Thu Dec 07, 2017 5:30 pm

Penril wrote:That also benefits Mara. Mara could run a different spec that does not include the armor debuff, and you would see more WE+Mara setups (which are already more popular than WE+Choppa, I think).
Is this now a bad thing or not:?: I would see it as an improvement of setup possibilities.

I mean, a WB-specced WE doesnt make much sense as addition for a Mara, because the biggest chunk of damage is the corp dmg from WB and the AW spam with feinted pos. wich already ignores armor.
A PA-specced WE can't really spec for BLB (yes she can, but with a totally crippled spec that leaves her way behind her potential), so the mara needs to go for deadly clutch anyway.

Also it would make Choppa+WE a combo that would make sense.

Also, if you want a Mara with a different spec you can simply just play double Mara.
Image
Destruction: Panzerkasper-Myrkur-Baumstammmann-Attero
Order: Ben
(inactive)
"Der frisst ja crits wie Unterhosen!" - Panzerkasper 2017

I don't discuss Warband size gameplay, it's impossible to balance.

User avatar
Tesq
Posts: 4521

Re: WE/WH Elixirs Cooldowns

Post#84 » Thu Dec 07, 2017 5:31 pm

@penr ye but im prome to hate buff for 1vs1 situation when even if the class is suppose to harass here and there we are discussing balance from 6vs6 above i mean we do that generaly and it is stated in balance rules (and the classes even if harassing still suppose to play in group) then you suggest to buff a class for a 1vs1 situation xD ? (and they alredy are one if the best 1vs1 class xD)

atropik said something right (not refering to amor debuff in the specific case but generally) redundancy if the tools are important may help to make the classes more changeable with each other.
Image

Nazgul--> ambitious but rubbish, cit Blast :D

Penril
Posts: 4366

Re: WE/WH Elixirs Cooldowns

Post#85 » Thu Dec 07, 2017 6:01 pm

Meh, this is why I don't like giving out suggestions. You guys carry on without me, I'll just moderate.

User avatar
Darosh
Banned
Posts: 1198

Re: WE/WH Elixirs Cooldowns

Post#86 » Thu Dec 07, 2017 8:13 pm

I'd just like to toss in a potential thing to work with:
Career Mechanic.

Have the various traits (CD, Duration, Statbuff, DoT, ...) that were brought up so far scale with the career mechanic of WE/WH (at the moment of use), this way you could go a bit more bold on the changes ~ e.g.: you'd have to pop the skill in the middle of a burst or time it properly beforehand, it'd require a better gcd management and therefor allows for bigger profits if well played, and only a bare minimum if bad played; you'd have no superfically-blant buff, that some might object to out of principle, so to speak.
Congratulations.

User avatar
Nabaro
Posts: 86

Re: WE/WH Elixirs Cooldowns

Post#87 » Thu Dec 07, 2017 10:33 pm

Penril wrote:...
"For the next 7 seconds, any time an enemy strikes you, you will deal X damage back to them. In addition, all *physical DoTs do +Y% more damage".

*I have no clue if it is possible to separate magical from physical DoTs. If so, this would benefit Choppa's single target damage (Bleed em Out, Throat Slasha) mora than Mara (Rend) while also increasing WE's (Envenomed Blade, Wracking Pains) which also happen to be in the same tree as EoB.
This is interesting! But Wracking Pains do Spirit damage. How about: "For the next 7 seconds, any time an enemy strikes you, you will deal X damage back to them. In addition, all melee DoTs skills of party members(including yourself) do +Y% more damage"?
Triv, Nabari \ Nerv, Virt
https://www.twitch.tv/nabaro

User avatar
Nameless
Posts: 615

Re: WE/WH Elixirs Cooldowns

Post#88 » Fri Dec 08, 2017 5:42 am

Simple but effective solution is to make elixirs party wide buffs.
7 sec disrupt or 7 sec dmg reflect on the whole group is pretty good for orvr, that will even make wh diserable for orvr
Armor ignore for whole group will suit pretty well for both orvr and smallscale
Basicly by doing so u wont buff wh st damage butt will make the class more diserable and with much more utility for the group so pure profit
Mostly harmless

Ads
Penril
Posts: 4366

Re: WE/WH Elixirs Cooldowns

Post#89 » Mon Dec 11, 2017 3:50 pm

Time to lock.

Who is online

Users browsing this forum: No registered users and 2 guests