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Something unfair about the classes

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oaliaen
Posts: 1202

Re: Something unfair about the classes

Post#81 » Mon Oct 01, 2018 6:13 pm

Valarion wrote: Mon Oct 01, 2018 5:25 pm
Telen wrote: Sun Sep 30, 2018 8:58 pm Slayer should have that pull to. Its absolutely realm defining in the way that des now zerg using it.

Only if Choppas also get shattered limbs.
or rampage
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Garrus
Posts: 78

Re: Something unfair about the classes

Post#82 » Mon Oct 01, 2018 6:19 pm

I wish that CHOSEN got dual wield and was able to hybrid tank/dps. Would be awesome, but people are nutty Saiyan that Destro would have more DW. There's no **** perfect mirror, yet the loosers keep asking for balance.

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Fallenkezef
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Re: Something unfair about the classes

Post#83 » Mon Oct 01, 2018 6:30 pm

Well with the WL fiasco Destro have had to find summat else to whine about.

We on order have the comfort blankets of whine that we rely on when things go wrong.

I've always said the only balance issue is too many order play squishies while destro have a more melee-focused demographic.

Blame the players. Order have excellent melee classes but too few play them
Alea iacta est

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DanielWinner
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Re: Something unfair about the classes

Post#84 » Mon Oct 01, 2018 6:31 pm

Acidic wrote: Mon Oct 01, 2018 3:31 pm Inc Whine about whines about whines about whine about another whine
Edit: missed a whine
You are getting really close to the edge. I warn you like this so, please, don’t make me give you a real warning.
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DanielWinner
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Re: Something unfair about the classes

Post#85 » Mon Oct 01, 2018 6:37 pm

Take it as a primitive realm/class discussion w/o any real purpose, don’t go on rant and brainless whine.

As I said: want something to be changed —> Balance Forum.

You are free to speak but not **** talk.
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Tesq
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Re: Something unfair about the classes

Post#86 » Mon Oct 01, 2018 7:30 pm

as far what i can see

sc---> the range is too much 50 feet can be make 30 feet, while this feel a nerf is not unjistified, the pull is in the aoe mastery and should be use for an aoe build which mean being very close to the enemy since youa re a melee anmd nto a caster liek the magus; not use as a gap closer but as interrupt + close anti kite. Mostly should be used in wb play not in sc, the fact that is so efficent in scenarios is a problem

gank/anti kite---> in general the speed buff the skill got is being abused in different ways. The gank is being made easier for target that cant really run away as there is no coutner for the first pull (exemple mara/wl pull have some secs where you can taunt mara or kill/block wl, get away; the choppa have no delay once the skill is used the first person will be pull regardless, i never saw a so good timing with the interrupt yet so that he cant pull not even the first target but this mean really focus all the time on choppa regardless. Plus the speed buff allow you to enter from outside of it into the range pull so that those 50 feet became too many like there are 80-100 feet.

escape tool--->There is also a third use which is the lamest besically, and something choppa should not have access too, GTDC being used as an escape tool, due the pull being slow, the choppa pull ppl while running away make em float on the spot and be still while choppa keep run away, choppa can perform this action sprint + def floating pull alltogheter so any that try to chase the choppa end like this if is not interrupted, problem is the choppa pull speed buff is immediate and the pull pretty much fast enought too so the choppa keep gain distance. This is rpety bad because melee generally alredy use charge as a fleeing tool, so now choppa can: charge + flee + GTDC over 30 sec; basically it is almost perma in a speed buff 30%+ (10+7+6 =23/30 oi CDs true seconds of speed buff).

wb----->here choppa seems to being best used in sieges as it can be used from the sides of doors more effectivly (should not be that effectivly but this si the same for other pulls), it also get use to mess enemy disposition to enter the ranks better due the range but from too much afar (which should not, should be used more in cc imo).

so in conclusion....aside the pulls general problems, the speed buff recently added and the range 50 feet should nto remain this way. The skill should recive a better balance regarding the 2 component. For sure the most problematic stuff cames to gank/small scale/kite where this skill should not shine as it is now so most likely the prob is all in the speed buff which is eccessive; it could be made 10% instead 30%,------> the aim of any hypotetical speed buff is counter snare whiel trying pull, not being a tool for escape
About the range 50 feet are too many; melee class aoe pull which also came with a speed buff should have this balanced better; i dont even know how this scale with the hidden range modifiers serverside (EX : some skill which are 25 feets range hit inside 40 feets etc) so that is possible in some sich to cover a extremly large area. Basically 50 feets should be 30 if there are other hidden midifers serverside.

If choppa chould be able to move, pull and have a speed buff both component should get reduced. (30 feet pull, 10% sped buff).
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aa91837
Posts: 106

Re: Something unfair about the classes

Post#87 » Mon Oct 01, 2018 7:50 pm

Tesq wrote: Mon Oct 01, 2018 7:30 pm as far what i can see

sc---> the range is too much 50 feet can be make 30 feet, while this feel a nerf is not unjistified, the pull is in the aoe mastery and should be use for an aoe build which mean being very close to the enemy since youa re a melee anmd nto a caster liek the magus; not use as a gap closer but as interrupt + close anti kite. Mostly should be used in wb play not in sc, the fact that is so efficent in scenarios is a problem

gank/anti kite---> in general the speed buff the skill got is being abused in different ways. The gank is being made easier for target that cant really run away as there is no coutner for the first pull (exemple mara/wl pull have some secs where you can taunt mara or kill/block wl, get away; the choppa have no delay once the skill is used the first person will be pull regardless, i never saw a so good timing with the interrupt yet so that he cant pull not even the first target but this mean really focus all the time on choppa regardless. Plus the speed buff allow you to enter from outside of it into the range pull so that those 50 feet became too many like there are 80-100 feet.

escape tool--->There is also a third use which is the lamest besically, and something choppa should not have access too, GTDC being used as an escape tool, due the pull being slow, the choppa pull ppl while running away make em float on the spot and be still while choppa keep run away, choppa can perform this action sprint + def floating pull alltogheter so any that try to chase the choppa end like this if is not interrupted, problem is the choppa pull speed buff is immediate and the pull pretty much fast enought too so the choppa keep gain distance. This is rpety bad because melee generally alredy use charge as a fleeing tool, so now choppa can: charge + flee + GTDC over 30 sec; basically it is almost perma in a speed buff 30%+ (10+7+6 =23/30 oi CDs true seconds of speed buff).

wb----->here choppa seems to being best used in sieges as it can be used from the sides of doors more effectivly (should not be that effectivly but this si the same for other pulls), it also get use to mess enemy disposition to enter the ranks better due the range but from too much afar (which should not, should be used more in cc imo).

so in conclusion....aside the pulls general problems, the speed buff recently added and the range 50 feet should nto remain this way. The skill should recive a better balance regarding the 2 component. For sure the most problematic stuff cames to gank/small scale/kite where this skill should not shine as it is now so most likely the prob is all in the speed buff which is eccessive; it could be made 10% instead 30%,------> the aim of any hypotetical speed buff is counter snare whiel trying pull, not being a tool for escape
About the range 50 feet are too many; melee class aoe pull which also came with a speed buff should have this balanced better; i dont even know how this scale with the hidden range modifiers serverside (EX : some skill which are 25 feets range hit inside 40 feets etc) so that is possible in some sich to cover a extremly large area. Basically 50 feets should be 30 if there are other hidden midifers serverside.

If choppa chould be able to move, pull and have a speed buff both component should get reduced. (30 feet pull, 10% sped buff).
wall of text aka make aoe tree useless again
Nobody on the broken noob class

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Telen
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Re: Something unfair about the classes

Post#88 » Mon Oct 01, 2018 8:07 pm

Valarion wrote: Mon Oct 01, 2018 5:25 pm Only if Choppas also get shattered limbs.
Sure if you want it removed from a class with pounce go for it. Great for Order.
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Ramasee
Posts: 457

Re: Something unfair about the classes

Post#89 » Mon Oct 01, 2018 8:18 pm

So I don't know if any of you guys have read, but all class changes (not bug fixes) will be posted on for community discussion before implementation.

There are three of those posts going on right now in the balance forums. Your input is appreciated there.

Feel free to continue making comments here, but know they hold miniscule value towards actually changing any career.

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oaliaen
Posts: 1202

Re: Something unfair about the classes

Post#90 » Mon Oct 01, 2018 8:30 pm

nerf engenier/lion pull if you wanna nerf choppa pull
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