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Giving all Classes Dual Roles

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Ekundu01
Posts: 306

Giving all Classes Dual Roles

Post#1 » Wed Feb 03, 2021 9:45 pm

This game has a problem with Classes/Roles in a wb/group setting when it comes to who is wanted/meta when it comes to some situations mainly End game and this is a big problem and part of why so many people pug. Some classes are not WB friendly or just come up short when it comes to WB vs WB game play and since this is the end game we are given to get what is Currently the end game gear it should be made so that all Classes are wanted in a WB vs WB setting.

Games like DCUO and SWTOR have systems like this in place that give players the options to be Support or DPS. This helps make a much more diverse group setting and prevents hard set in stone metas that we have now on this server.
The best solution is to give every class at least 2 roles to play. Meaning Every class would be Either Tank/DPS, Or Healer/DPS or Tank/Healer. Players would have to be locked to that role via a toggle or gear selection they are wearing that would lock them out from using specific things but you could fill a role needed instead of being a misfit toy that no one wants. It wouldn't be a huge stretch for most classes gear wise since most have offensive gear and defensive gear, minor tweaks to armor/stats would fix that. The biggest changes would be to make abilities work properly in the role.

All tanks would have Tank/DPS role. While equipped with a 2 hander they would be filling a spot as a dps and abilities would change to be like a mdps, taunt would become detaunt aoe around the tank, juggernaut would be root/snare break with 10second of immunity. Challenge would be come charge. All worn armor would only count as medium armor. All abilities in the Dps Tree would require a 2hander to be equipped, all abilities in the tank tree would require a shield equipped. Support tree would remain open to allow use for either weapon.

Healers are a bit more tricky since all 3 are very different but since we are opening up more spots for healers it doesn't really matter if we mix it up a bit.

Warrior Priest and Dok would be the Healer/Tank Role losing the option for dps role. Main heal spec tree would stay the same but require a book/chalice equipped to prevent tanks from using the heals. Core hot and cleanse will also require chalice/book as well as Rez. Tank tree would be the shield tree and all abilities would require a shield equipped to use them. Snare/root break immunity would become like juggernaut requiring shield to be equipped. Shields would be bumped up in block rating to tank shield block ratings. Detaunt becomes taunt with shield equipped. Sacrifice/blood of my blood becomes challenge. The current melee heals would go away. Divine strike/Consume Essence become a knock down with 20second CD. Sigmars Radiance and Transfer Essence will only help the tank and be on a 10second cd. Sigmar's Radiance would give an absorb to the WP defensive target, Transfer essence would lifesteal and give stolen life to the Doks defensive target. These would have base values and would scale based on points in the tree. Divine assault/Rend soul would become Hold the line. Guard would be put in the Shield tree as a core skill at level 10. Current DPS tree would become the support tree allowing for a second path to be taken for either role. Ability function would change based on if you have a book/chalice equipped or Shield equipped. Don't have the details worked out for each support tree as that would take a bit of time to flesh out the fine details.

Am/Shaman are probably the easiest to transition giving them either Heals or Dps Role since they already have that as an option but the mechanic kinda holds them back. Change would be to make the mechanic work just like Zealot/RP does now it is either on or off. So you are either a dps or healer but instead of changing your stats it just locks you out of using skills in the opposite tree but as you use the skills in that tree it increases effectiveness/reduces cast time by 10% per point up to 5. Toggle would not be usable in combat. Support tree would be available to both toggles but would not benefit from the mechanic.

Zealot/RP Has this mix of dps and heals in all trees and it is just a hot mess. Lots of skills would have to be moved around for them to fit this 2 role option. The easiest option would be to lock the toggle in combat like suggested with the AM/Shaman change BUT give much better stat scaling with the toggle. I think if RP/Zealot had a bit more damage when it comes to playing actual dps they would be in a good spot.

DPS this becomes tricky because each class is sort of a mix of multiple classes right now so giving them an additional role is hard but is needed. Since most if not all dps classes only really have dps trees most of the additional roles will be a toggle to prevent them from using both role skills. Lets start with the non meta classes that get next to no spots in wbs or are only 1 or 2 spots if any.

WH/WE they both usually only get maybe 1 or 2 spots in a WB if any are taken at all. Easiest solution for these 2 is to give them a tank role. Current dps specs would remain untouched. New Tank spec would be a toggle, a new bullet/kiss that would be a 10second cast time to turn it on and 10second cast to turn it off and not usable in combat it would also cause a small amount of damage but would increase your threat for pve. This would be a new type of tank style being based around Avoidance. With the Tank toggle on your armor from items is increased 200%, Stealth would no longer be stealth and would now be a temporary buff that increases all defenses by 25% (this is high because they have no shield) 10second duration with 30second CD. They would be given the traditional tank stuff swapping skills like detaunt for taunt, snare/root break immunity for juggernaut, fainted positioning would become challenge. Pick lock would become guard. Accusations/blood lust would increase your toughness by 50 per point, and when you use an execution/frenzy it reduces the CD on shadow prowler/incognito per accusation/blood lust. All damage you cause while in the Tank role would be reduced by 50%.

Magus/Engie both can do dps well but usually too many are over kill, all current trees would remain untouched for dps. What would make the most sense would be to give them a healing option. Toggle buff just like WH/WE change above this toggle would also convert intell/ballistics to willpower 1 to 1. 10second cast time not usable in combat. Main heal tree would be Tinkerer/Daemonology trees. In healer role All abilities in tinker/daemon trees would be converted to heals instead of damage. Rift/magnet would instead be AoE KB instant cast long range. Engie Flame turret and Magus Blue Horror turret would both heal aoe around them while giving stacking buff to increase healing output of the class by 3% per stack. Bugmans best would become instant cast and have 50 foot range. Aegis of Orange Fire would radiate heals aoe when ever the magus is hit while the buff is up. Both would be 15second duration with 30 second CD. All skills that hit in a cone or aoe would be ally heals so it would still require good positioning. If it proved to be too much healing a target cap could be put in place so it isn't healing 24 people. All damage of all skills while in healer role would be reduced by 50%.

Shadow Warrior and Squig Herder both recently underwent revamps and lots of hate towards both. Easiest solution is to give them both a tank role. SW would be the assault tree. To switch in and out of Assault it would require 10second cast out of combat. All ranged skills would be reduced to 30 feet while in assault stance. Assault stance would now increase your Toughness and resists instead of str and ws. Armor would be increased by 200% from items. Ranged stats convert 1 to 1 for toughness and .5 to 1 for str. Also assault stance when being hit has a 25% chance to reduce your attackers auto attack speed by 35%. All core tank skills would be given core in assault and require assault stance to use (taunt, challenge, juggernaut, ect). Shadowstep would instead of leaping you to an enemy allow you to leap to an ally and take the next hit for them.
Squig Herder would get similar treatment with Squig Armor. It would have the 10second out of combat cast time to use it. It would give similar conversion to assault stance. But instead of auto attack speed reduction proc it would have a 25% chance when you get hit to eat part of your squig pet taking 10% of its life and giving it to you. Squig leap would now be an ally jump just like shadowstep and you take the next hit for that target. All core tanking abilities would be given to Bouncing path and require Squig armor to be used. Out of My Way would be removed.
While in Tank Role all damage is reduced by 50%.

White Lion and Mara best solution is to make them have a healer role. ( I kid I kid) They would get tank role as well. WL being Guardian path and Mara being Monstro tree. They already have built in toggle Via stance/pet buff so just a cast time is needed to use them as tank role like all the rest of the previous suggestions. WL Trained to kill and trained to threaten to make the most sense should be swapped in trees but put the crit from side or back on trained to kill and the toughness bonus on trained to threaten. With Trained to threaten active you can now Dual Wield Axes all damage you take is split between you and your lion, you can deflect blows with Dual wield (block), Your armor would be increased by 50% from armor worn. Baiting strike will cause more hate when dual wielding. All core tank skills are converted from detaunt to taunt, Ect. Like tanks converted to dps only in reverse while Trained to Threaten is active. Fetch and pounce would not be available in tank role. Leonine Frenzy would be changed to your pet takes the next 5 hits for your defensive target.
Monstro mara is borderline tank so this makes it really easy to convert to full tank. Monstro mutation would have the same treatment with a cast time out of combat required but it would also get the 50% increase in armor from items as well as the ability to block. All core tank skills are converted from detaunt to taunt, ect. Like tanks converted to dps only in reverse while monstro mutation is active. Flail would generate additional threat while monstro is active. Concussive Jolt would only be single target while monstro is active. Wrecking ball instead of doing damage would deflect half of all damage you take while channeling.
Since I know most dps mara would be butthurt over not having demolition it would be moved to the Brutality tree and require brutality mutation to use and Debilitate (snare) would be moved to monstro tree. Gift of Release and Terrible Embrace would not be useable in monstro. Change Mutated Energy into a 10% block buff that lasts for 15 seconds.
All damage while using Tank Role on WL and Mara would be reduced by 50%.

Slayer and Choppa we all know the 2 handed tree is the most obvious choice for a tank tree. The toggle would just be putting a 2 hander on it would also increase your armor by 50% from items while having a 2hander equipped. It would convert all mdps skills like detaunt to taunt ECT. Rage would work differently when using 2 handed. Rage would no longer increase your damage you do and would not Reduce armor or resists while using a 2 hander. Instead Each time you enter a new state of rage Furious or berserk you will shrug off the next 2 attacks taking 0 damage from the attacks. So the moment you reach Furious the next 2 hits you get hit with will do no damage, once you reach berserk it will do the same thing. If you exhaust your rage once it reaches Furious again it will repeat making the next 2 attacks against you do no damage.
While using a 2 hander as tank role you do 50% less damage.

BW/Sorc as a caster it makes the most sense to give them a healer Role. They would need a toggle as well that would convert intel/magic power to willpower/healing power 1 to 1. While in healer role you would no longer build combustion/dark magic from casting instead it would build up from getting hit. When you reach 100 it explodes in an aoe heal around you. While in healer role all abilities from Conflag/Destruction trees would instead heal your group. All damage you cause while in healer role would do 50% less damage.

Not all of this would have to be put in at once but could be done in phases focusing on the classes that need it the most first.
Trismack

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Twyxx
Posts: 921

Re: Giving all Classes Dual Roles

Post#2 » Thu Feb 04, 2021 12:07 am

play swtor then
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xoonerfree
Suspended
Posts: 107

Re: Giving all Classes Dual Roles

Post#3 » Thu Feb 04, 2021 12:14 am

Twyxx wrote: Thu Feb 04, 2021 12:07 amplay swtor then


Excellent point.

balvor877
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Posts: 278

Re: Giving all Classes Dual Roles

Post#4 » Thu Feb 04, 2021 12:17 am

Wall of text critically hits you for 10000

There is an easier solution: Just log another class when your class is not needed :)

jughurta69
Posts: 113

Re: Giving all Classes Dual Roles

Post#5 » Thu Feb 04, 2021 1:45 am

No No No GW2 , SWTOR or other .Dual roles increases balancing difficulties . creation of a 4th tree see 5th???? RoR players are old school players otherwise they wouldn't be here

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Ekundu01
Posts: 306

Re: Giving all Classes Dual Roles

Post#6 » Thu Feb 04, 2021 11:29 am

balvor877 wrote: Thu Feb 04, 2021 12:17 am Wall of text critically hits you for 10000

There is an easier solution: Just log another class when your class is not needed :)
That is a really bad solution for some classes that don't have a solid role in end game. Everyone wants to be able to progress a character to the best it can be and to be told once you hit the final frontier that you are not wanted go play something else is not the solution. This is a problem that leaves a lot of people out of a wb slot for city. Every class should be wanted for city and we don't have anything close to that right now.
Trismack

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detrap
Posts: 352
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Re: Giving all Classes Dual Roles

Post#7 » Thu Feb 04, 2021 11:30 am

Ekundu01 wrote: Thu Feb 04, 2021 11:29 am
balvor877 wrote: Thu Feb 04, 2021 12:17 am Wall of text critically hits you for 10000

There is an easier solution: Just log another class when your class is not needed :)
That is a really bad solution for some classes that don't have a solid role in end game. Everyone wants to be able to progress a character to the best it can be and to be told once you hit the final frontier that you are not wanted go play something else is not the solution. This is a problem that leaves a lot of people out of a wb slot for city. Every class should be wanted for city and we don't have anything close to that right now.
So I play a tank and now I'm not wanted because a witch elf can tank instead? This doesn't solve the problem.
Knight 8x - IB 8x - SM 8x / Chosen 3x - BO 4x - BG 5x

Foltestik
Posts: 682

Re: Giving all Classes Dual Roles

Post#8 » Thu Feb 04, 2021 11:31 am

no pls, i realy like that every char have his role. No like Rift when warrior is best healer, etc ...
you met rogue and bum hi is castin fireball absolutly ****

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Whyumadbro
Posts: 485

Re: Giving all Classes Dual Roles

Post#9 » Thu Feb 04, 2021 11:36 am

mucho texto

I agree on the basic line of your argument, that class diversity is good. but your propousal includes that all the classes should be reworked and creating a new system, that change and balance only can occur in the parameters of the game. so for example gibing 2h slayer a buff so its become kinda usefull in 6vs6 or single targed dmg that acctualy is usefull instead of a big dmg downgrade. 2h WP should also have a good position. my point is that we have the class diversitry already, they just have to be tuned right that they become usefull.

abezverkhiy
Posts: 551

Re: Giving all Classes Dual Roles

Post#10 » Thu Feb 04, 2021 11:41 am

Good idea. Hard to implement but good one.
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

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