Recent Topics

Ads

Realm Class Balance vs Unique Class Identity

Let's talk about... everything else
User avatar
JarlBerzirk
Posts: 159

Re: Realm Class Balance vs Unique Class Identity

Post#61 » Thu Nov 26, 2020 11:16 pm

teiloh wrote: Thu Nov 26, 2020 10:07 pm
metroid24 wrote: Thu Nov 26, 2020 2:36 pm -Slayer vs Choppa : Slayer is obviously BROKEN with Rampage especially in 6 vs 6 with 2 players or multiple slayer stacks in WB/large scale fights, 5 sec damage block morale vs Choppas absorb, especially in Warband or 6 vs 6 play that Slayer 5 sec parryblockdodge all is superior....Inevitable Doom (heavy aoe stack damage) vs Get to Da Choppa (AoE pull) okay to keep classes unique?
Chop Fasta remains the single best ability in the game. GTDC is cheese. Rampage is overrated (BG + Piercing Defenses is more than close enough) and the absorb will just as often save your life as the 5s damage block, as it does nothing for DoTs after it's down. Choppa is better by a little bit. Advantage: Choppa
-Mara and White Lion : are more balanced now, Mara slightly better defensive while WL better ST burst
ST burst is not a huge deal in the game and good Destro will just draw WLs out and kill them. A WL has never been a threat to any of my Destro chars. Meanwhile Marauder pull is overwhelmingly superior, their utility is better, their defense is better, their morales are better after the non-stop one-way mirroring favoring Destro, and their AOE is on par if not better. WL only have Pounce and CS going for them, but those were one-way mirrored to Destro, in all other ways Mara is superior. Mara also has superior group support. Advantage: Mara
- Healer classes fairly balanced while still having their unique quirks~
They're not balanced, at all. Once again, Desperation was one-way mirrored to Shaman, AM M1 got nerfed because one guy made a bad argument. All good RP abilities were one-way mirrored to Zealot (Mountain Spirit, Ancestor's Echo, Regenerative Shielding) while RP got absolutely nothing in return (WOI, Tzeentch's Talon, By Tzeentch's Will). Warrior Priests have only Exalted Defenses as their main advantage, DOK have better Covenants, Khaine's Withdrawal, better heal debuff, etc. Advantage: Destro
-Tank classes are fairly balanced : remember we cannot and dont WANT to achieve 100% balance, this is WAR! We just want to make it reasonable for both sides.
BO is outright busted with the CD reducer. Again, more one-way mirroring: BO got a Blurring Shock equivalent. That said Chosen did get nerfed a ton, but Knight is probably the most nerfed class in the game with the unwarranted 3m timer on M2, Runefang being ****ed, etc. BG can spam AOE, IB takes a lot of skill and a good build to be good. Advantage: Destro.
-WE and WH : the one is more offensive and the other has more defensive skills mainly Witch Brew vs the 100% parry buff, okay? They are both not game breaking on large scale fights and 6mans both classes have a solid use.
SH vs SW - SH more melee aoe dmg focused, SW now decent AoE damage much better than before, great ST as an Assault SW, and better ranged than before. Melee SH is fine, no need buff or nerf but Ranged SH needs a ranged knockdown ( Destro have 0 long ranged kd vs Orders 2).
Magus vs Engineer - broken - Engineer did not need that last buff with the Snipe 2 sec Gunblast 1 sec tactic. They were already good aoe damage and good ST damage without that, now Sniper squads can simply delete targets and even a solo Engineer can timestamp someone alot faster. Magus either need similar tactic or Engineer to remove that Snipe Gunblast tactic. Engineer has cannonsmash m3 and Magus have nothing even close to as powerful, Guaranteed kill Snipe > Gunblast > Canonsmash > Focused Fire. Control, Alt, DELETED! Magus do not have that kind of quick burst....
Mythic did more one-way mirroring (handing WE ranged finishers). WE were far superior in practice but then the ICD on Kisses really hurt them. However they still have a +50% crit morale that escaped the blanket crit nerfs on RoR and have much better support and a clearer role to play. Advantage: WE, unless you're in a very tight and coordinated setup. Then it's arguably equal.
Sorc vs BW - Sorc slightly better on ST with Gloomburst tactic, BW more utility and AoE but BW especially outshines in large scale AoE fights, Fort and Keep defenses / Funnels with superior Rain of Fire with Fan the Flames (increased radius on Rain of Fire) and Wildfire (DoT procs from Rain of Fire aoe). Bright Wizards are BROKEN and easymode to play for Fort/Keeps/Funnels simply because RoF hits hard but better than Sorcs because of increased radius on RoF and the DoT proc hits HARD. They are hitting more targets and doing way more damage than a Sorc doing Pit of Shades with no radius increaser or dot proc......that is simply BROKEN. I could stand at any fort with a BW and a pocket heal and just get massive kills with that one ability? Funnel Power, RoF, procs from Flames of Ruin AND a hard hitting DoT all hitting from one ability.....
Sorc has a massive advantage ST, big advantage ST burst because their self debuff hits their main damage type. BW only gets 2ndary. In group, the lead widens, as BW does not benefit from ranged AOE debuff on main damage type. That's a free 10-30% boost in damage. POS/ROF do not stack so the radius is moot, unless all 10+ Sorcs are stacking POS in the exact same spot. Wildfire is excellent as is Flashfire, but Sorcs have excellent tactics and Destro has better cures and CD reducers. Ice Spikes/IW > Flame breath and Detonate, which is trash. GoN is underrated. Advantage: Sorcs
So there you have it : While MOST classes are fairly unique and have their own quirks, the realms are quite balanced EXCEPT for Slayers with Rampage, BWs in keeps/forts/funnels with Rain of Fire easymode farm, Magus vs Engineer ST, and Ranged Squig herder needing a slight buff on damage and a ranged knockdown to be useful in RvR/Groups as a Ranged DPS.
Magus is infinitely more powerful than Engi. Once again, one-way mirroring by Mythic - Engi gave Magus Withering Fire for +15% damage. Engi got nothing in return. Magus doesn't need WS and so can stack defensive while getting very high Int. Magus can also move during Tzeentch's Firestorm and Agonizing Torrent, which makes them much better in WBs and city. Then UF got deleted from the game, further weakening Engis. Engi pull also has a 1s delay while Magus pull is instant. Advantage: Magus.
The amount i shook my head reading this mess im amazed my head didnt fall off...

Ads
User avatar
Zeerow
Posts: 11

Re: Realm Class Balance vs Unique Class Identity

Post#62 » Thu Nov 26, 2020 11:26 pm

What i would love to see is to disable Rampage or give Slayers GTDC for a day or even a week and then judge how that will work out. Or better yet disable BOTH and see it play out. I'm fairly certain this will finally put a nail in the coffin.

I know this is a bit of a stretch but i can't see any other way, this topic will come back time and time again.

Big thank you to the devs for keeping the game alive.

User avatar
teiloh
Posts: 691

Re: Realm Class Balance vs Unique Class Identity

Post#63 » Fri Nov 27, 2020 1:51 am

JarlBerzirk wrote: Thu Nov 26, 2020 11:16 pm
The amount i shook my head reading this mess im amazed my head didnt fall off...
That's fine. Spoiled ezmoders don't need to agree with the truth.

User avatar
JarlBerzirk
Posts: 159

Re: Realm Class Balance vs Unique Class Identity

Post#64 » Fri Nov 27, 2020 3:21 am

teiloh wrote: Fri Nov 27, 2020 1:51 am
JarlBerzirk wrote: Thu Nov 26, 2020 11:16 pm
The amount i shook my head reading this mess im amazed my head didnt fall off...
That's fine. Spoiled ezmoders don't need to agree with the truth.
LOL The amount you have your own head shoved up your own biased behind is absolutely astounding. Well done.

User avatar
JarlBerzirk
Posts: 159

Re: Realm Class Balance vs Unique Class Identity

Post#65 » Fri Nov 27, 2020 3:25 am

Spoiled ezmoders HAHAHAHAHAHA Holy crap that is genuine gold. Gonna run with that one, thanks!

User avatar
Orgruk
Posts: 251

Re: Realm Class Balance vs Unique Class Identity

Post#66 » Fri Nov 27, 2020 5:53 am

teiloh wrote: Thu Nov 26, 2020 10:07 pm
Spoiler:
metroid24 wrote: Thu Nov 26, 2020 2:36 pm -Slayer vs Choppa : Slayer is obviously BROKEN with Rampage especially in 6 vs 6 with 2 players or multiple slayer stacks in WB/large scale fights, 5 sec damage block morale vs Choppas absorb, especially in Warband or 6 vs 6 play that Slayer 5 sec parryblockdodge all is superior....Inevitable Doom (heavy aoe stack damage) vs Get to Da Choppa (AoE pull) okay to keep classes unique?
Chop Fasta remains the single best ability in the game. GTDC is cheese. Rampage is overrated (BG + Piercing Defenses is more than close enough) and the absorb will just as often save your life as the 5s damage block, as it does nothing for DoTs after it's down. Choppa is better by a little bit. Advantage: Choppa
-Mara and White Lion : are more balanced now, Mara slightly better defensive while WL better ST burst
ST burst is not a huge deal in the game and good Destro will just draw WLs out and kill them. A WL has never been a threat to any of my Destro chars. Meanwhile Marauder pull is overwhelmingly superior, their utility is better, their defense is better, their morales are better after the non-stop one-way mirroring favoring Destro, and their AOE is on par if not better. WL only have Pounce and CS going for them, but those were one-way mirrored to Destro, in all other ways Mara is superior. Mara also has superior group support. Advantage: Mara
- Healer classes fairly balanced while still having their unique quirks~
They're not balanced, at all. Once again, Desperation was one-way mirrored to Shaman, AM M1 got nerfed because one guy made a bad argument. All good RP abilities were one-way mirrored to Zealot (Mountain Spirit, Ancestor's Echo, Regenerative Shielding) while RP got absolutely nothing in return (WOI, Tzeentch's Talon, By Tzeentch's Will). Warrior Priests have only Exalted Defenses as their main advantage, DOK have better Covenants, Khaine's Withdrawal, better heal debuff, etc. Advantage: Destro
-Tank classes are fairly balanced : remember we cannot and dont WANT to achieve 100% balance, this is WAR! We just want to make it reasonable for both sides.
BO is outright busted with the CD reducer. Again, more one-way mirroring: BO got a Blurring Shock equivalent. That said Chosen did get nerfed a ton, but Knight is probably the most nerfed class in the game with the unwarranted 3m timer on M2, Runefang being ****ed, etc. BG can spam AOE, IB takes a lot of skill and a good build to be good. Advantage: Destro.
-WE and WH : the one is more offensive and the other has more defensive skills mainly Witch Brew vs the 100% parry buff, okay? They are both not game breaking on large scale fights and 6mans both classes have a solid use.
SH vs SW - SH more melee aoe dmg focused, SW now decent AoE damage much better than before, great ST as an Assault SW, and better ranged than before. Melee SH is fine, no need buff or nerf but Ranged SH needs a ranged knockdown ( Destro have 0 long ranged kd vs Orders 2).
Magus vs Engineer - broken - Engineer did not need that last buff with the Snipe 2 sec Gunblast 1 sec tactic. They were already good aoe damage and good ST damage without that, now Sniper squads can simply delete targets and even a solo Engineer can timestamp someone alot faster. Magus either need similar tactic or Engineer to remove that Snipe Gunblast tactic. Engineer has cannonsmash m3 and Magus have nothing even close to as powerful, Guaranteed kill Snipe > Gunblast > Canonsmash > Focused Fire. Control, Alt, DELETED! Magus do not have that kind of quick burst....
Mythic did more one-way mirroring (handing WE ranged finishers). WE were far superior in practice but then the ICD on Kisses really hurt them. However they still have a +50% crit morale that escaped the blanket crit nerfs on RoR and have much better support and a clearer role to play. Advantage: WE, unless you're in a very tight and coordinated setup. Then it's arguably equal.
Sorc vs BW - Sorc slightly better on ST with Gloomburst tactic, BW more utility and AoE but BW especially outshines in large scale AoE fights, Fort and Keep defenses / Funnels with superior Rain of Fire with Fan the Flames (increased radius on Rain of Fire) and Wildfire (DoT procs from Rain of Fire aoe). Bright Wizards are BROKEN and easymode to play for Fort/Keeps/Funnels simply because RoF hits hard but better than Sorcs because of increased radius on RoF and the DoT proc hits HARD. They are hitting more targets and doing way more damage than a Sorc doing Pit of Shades with no radius increaser or dot proc......that is simply BROKEN. I could stand at any fort with a BW and a pocket heal and just get massive kills with that one ability? Funnel Power, RoF, procs from Flames of Ruin AND a hard hitting DoT all hitting from one ability.....
Sorc has a massive advantage ST, big advantage ST burst because their self debuff hits their main damage type. BW only gets 2ndary. In group, the lead widens, as BW does not benefit from ranged AOE debuff on main damage type. That's a free 10-30% boost in damage. POS/ROF do not stack so the radius is moot, unless all 10+ Sorcs are stacking POS in the exact same spot. Wildfire is excellent as is Flashfire, but Sorcs have excellent tactics and Destro has better cures and CD reducers. Ice Spikes/IW > Flame breath and Detonate, which is trash. GoN is underrated. Advantage: Sorcs
So there you have it : While MOST classes are fairly unique and have their own quirks, the realms are quite balanced EXCEPT for Slayers with Rampage, BWs in keeps/forts/funnels with Rain of Fire easymode farm, Magus vs Engineer ST, and Ranged Squig herder needing a slight buff on damage and a ranged knockdown to be useful in RvR/Groups as a Ranged DPS.
Magus is infinitely more powerful than Engi. Once again, one-way mirroring by Mythic - Engi gave Magus Withering Fire for +15% damage. Engi got nothing in return. Magus doesn't need WS and so can stack defensive while getting very high Int. Magus can also move during Tzeentch's Firestorm and Agonizing Torrent, which makes them much better in WBs and city. Then UF got deleted from the game, further weakening Engis. Engi pull also has a 1s delay while Magus pull is instant. Advantage: Magus.
Order biased ... but still remains a great joke, should be recognized as a pretty effective laugh therapy :lol:
Image
My Choppa/Slayer proposals : Better Rage > GTDC replacement > Balance

User avatar
zij83
Posts: 129

Re: Realm Class Balance vs Unique Class Identity

Post#67 » Fri Nov 27, 2020 6:48 am

teiloh wrote: Thu Nov 26, 2020 10:07 pm
metroid24 wrote: Thu Nov 26, 2020 2:36 pm -Slayer vs Choppa : Slayer is obviously BROKEN with Rampage especially in 6 vs 6 with 2 players or multiple slayer stacks in WB/large scale fights, 5 sec damage block morale vs Choppas absorb, especially in Warband or 6 vs 6 play that Slayer 5 sec parryblockdodge all is superior....Inevitable Doom (heavy aoe stack damage) vs Get to Da Choppa (AoE pull) okay to keep classes unique?
Chop Fasta remains the single best ability in the game. GTDC is cheese. Rampage is overrated (BG + Piercing Defenses is more than close enough) and the absorb will just as often save your life as the 5s damage block, as it does nothing for DoTs after it's down. Choppa is better by a little bit. Advantage: Choppa
-Mara and White Lion : are more balanced now, Mara slightly better defensive while WL better ST burst
ST burst is not a huge deal in the game and good Destro will just draw WLs out and kill them. A WL has never been a threat to any of my Destro chars. Meanwhile Marauder pull is overwhelmingly superior, their utility is better, their defense is better, their morales are better after the non-stop one-way mirroring favoring Destro, and their AOE is on par if not better. WL only have Pounce and CS going for them, but those were one-way mirrored to Destro, in all other ways Mara is superior. Mara also has superior group support. Advantage: Mara
- Healer classes fairly balanced while still having their unique quirks~
They're not balanced, at all. Once again, Desperation was one-way mirrored to Shaman, AM M1 got nerfed because one guy made a bad argument. All good RP abilities were one-way mirrored to Zealot (Mountain Spirit, Ancestor's Echo, Regenerative Shielding) while RP got absolutely nothing in return (WOI, Tzeentch's Talon, By Tzeentch's Will). Warrior Priests have only Exalted Defenses as their main advantage, DOK have better Covenants, Khaine's Withdrawal, better heal debuff, etc. Advantage: Destro
-Tank classes are fairly balanced : remember we cannot and dont WANT to achieve 100% balance, this is WAR! We just want to make it reasonable for both sides.
BO is outright busted with the CD reducer. Again, more one-way mirroring: BO got a Blurring Shock equivalent. That said Chosen did get nerfed a ton, but Knight is probably the most nerfed class in the game with the unwarranted 3m timer on M2, Runefang being ****ed, etc. BG can spam AOE, IB takes a lot of skill and a good build to be good. Advantage: Destro.
-WE and WH : the one is more offensive and the other has more defensive skills mainly Witch Brew vs the 100% parry buff, okay? They are both not game breaking on large scale fights and 6mans both classes have a solid use.
SH vs SW - SH more melee aoe dmg focused, SW now decent AoE damage much better than before, great ST as an Assault SW, and better ranged than before. Melee SH is fine, no need buff or nerf but Ranged SH needs a ranged knockdown ( Destro have 0 long ranged kd vs Orders 2).
Magus vs Engineer - broken - Engineer did not need that last buff with the Snipe 2 sec Gunblast 1 sec tactic. They were already good aoe damage and good ST damage without that, now Sniper squads can simply delete targets and even a solo Engineer can timestamp someone alot faster. Magus either need similar tactic or Engineer to remove that Snipe Gunblast tactic. Engineer has cannonsmash m3 and Magus have nothing even close to as powerful, Guaranteed kill Snipe > Gunblast > Canonsmash > Focused Fire. Control, Alt, DELETED! Magus do not have that kind of quick burst....
Mythic did more one-way mirroring (handing WE ranged finishers). WE were far superior in practice but then the ICD on Kisses really hurt them. However they still have a +50% crit morale that escaped the blanket crit nerfs on RoR and have much better support and a clearer role to play. Advantage: WE, unless you're in a very tight and coordinated setup. Then it's arguably equal.
Sorc vs BW - Sorc slightly better on ST with Gloomburst tactic, BW more utility and AoE but BW especially outshines in large scale AoE fights, Fort and Keep defenses / Funnels with superior Rain of Fire with Fan the Flames (increased radius on Rain of Fire) and Wildfire (DoT procs from Rain of Fire aoe). Bright Wizards are BROKEN and easymode to play for Fort/Keeps/Funnels simply because RoF hits hard but better than Sorcs because of increased radius on RoF and the DoT proc hits HARD. They are hitting more targets and doing way more damage than a Sorc doing Pit of Shades with no radius increaser or dot proc......that is simply BROKEN. I could stand at any fort with a BW and a pocket heal and just get massive kills with that one ability? Funnel Power, RoF, procs from Flames of Ruin AND a hard hitting DoT all hitting from one ability.....
Sorc has a massive advantage ST, big advantage ST burst because their self debuff hits their main damage type. BW only gets 2ndary. In group, the lead widens, as BW does not benefit from ranged AOE debuff on main damage type. That's a free 10-30% boost in damage. POS/ROF do not stack so the radius is moot, unless all 10+ Sorcs are stacking POS in the exact same spot. Wildfire is excellent as is Flashfire, but Sorcs have excellent tactics and Destro has better cures and CD reducers. Ice Spikes/IW > Flame breath and Detonate, which is trash. GoN is underrated. Advantage: Sorcs
So there you have it : While MOST classes are fairly unique and have their own quirks, the realms are quite balanced EXCEPT for Slayers with Rampage, BWs in keeps/forts/funnels with Rain of Fire easymode farm, Magus vs Engineer ST, and Ranged Squig herder needing a slight buff on damage and a ranged knockdown to be useful in RvR/Groups as a Ranged DPS.
Magus is infinitely more powerful than Engi. Once again, one-way mirroring by Mythic - Engi gave Magus Withering Fire for +15% damage. Engi got nothing in return. Magus doesn't need WS and so can stack defensive while getting very high Int. Magus can also move during Tzeentch's Firestorm and Agonizing Torrent, which makes them much better in WBs and city. Then UF got deleted from the game, further weakening Engis. Engi pull also has a 1s delay while Magus pull is instant. Advantage: Magus.
I'll have some of what this guy is smoking please.

User avatar
zij83
Posts: 129

Re: Realm Class Balance vs Unique Class Identity

Post#68 » Fri Nov 27, 2020 6:55 am

metroid24 wrote: Thu Nov 26, 2020 2:36 pm The ability Rampage : a 20 second buff that makes all your attacks undefendable, as a speccable skill, with no counterpart on Destro side, is simply too scale tipping. We get it, Crazy Dwarf Slayers identity, mad with rage and no fear, should be able to wreak havoc. Class identity is GOOD, but should never be Game Breaking. Having Rampage, ID, and Shatter Limbs on one Class is a bit much. You can argue all you want, you can say, oh just Shatter it, oh Choppa has a pull, but put a AoE train of Guarded and properly Healed slayers together and having them all Rampage, ID, SL is just too too much. Shatter Limbs, great, keep it, Impending Doom, powerful, but keep it. Class Identity, but Rampage needs to be removed plain and Simple. Make it ST and same as the Choppa. See it in AoE fight context, or a Fort defence context, your slayers cannot be shattered because they are out of range/not in line of sight, but they are dropping everyone with undefendable attacks at 70% armor penetration with Invader+. Enough is enough on that...
During the Q&A it was stated that they will not get rid of rampage followed by, and this is a direct quote, "sorry not sorry". I've given up yelling about how broken it is because at that point it was pretty clear to me that they don't care what feedback you give about rampage. If I am wrong and someone from the dev team is open to hearing feedback on rampage then by all means correct me.

Ads
emiliorv
Suspended
Posts: 1295

Re: Realm Class Balance vs Unique Class Identity

Post#69 » Fri Nov 27, 2020 7:04 am

Lorsten wrote: Thu Nov 26, 2020 7:05 pm This is why Morale dmg been capped hardly, for being undefendable, unbalanced and not fun for everyone i guess. The morales was fine, when being used in small scale (9 man cap) and become totally uncontrollable when 24 man cap was introduced.
And this is why destro expect something to be done about slayer crazy dmg combo. Rampage, ID are fine, it always was. But it became cancer mechanic in 24ppl+ gameplay. Proper order WB's (NGE, TUP) are able to stack this undefendable mechanic dmg to hilarious lvl, where snb tanks melts faster than their dd.
The argument that normal wbs dont get more than 2 slayers....

Really not much more to say...when you read ppl trying to argue that sorc and bw are at same lvl because sorc "have better ST dmg" (wtf who cares about st after 24 targets cap...), or that dok is better than wp when dok healdebuff right now was nerfed into the ground and wp still have the best healer tactic, unique wounds buff and healdebuff as 5 point ability tree (dok is 13 point and waste 1 tactic slot wtf)

The working as intended...how can say that, since live cap target was 9, its imposible to know if anything affected by that cap increase is "working as intended" compared to live...

abezverkhiy
Posts: 551

Re: Realm Class Balance vs Unique Class Identity

Post#70 » Fri Nov 27, 2020 7:44 am

zij83 wrote: Fri Nov 27, 2020 6:48 am
teiloh wrote: Thu Nov 26, 2020 10:07 pm
metroid24 wrote: Thu Nov 26, 2020 2:36 pm -Slayer vs Choppa : Slayer is obviously BROKEN with Rampage especially in 6 vs 6 with 2 players or multiple slayer stacks in WB/large scale fights, 5 sec damage block morale vs Choppas absorb, especially in Warband or 6 vs 6 play that Slayer 5 sec parryblockdodge all is superior....Inevitable Doom (heavy aoe stack damage) vs Get to Da Choppa (AoE pull) okay to keep classes unique?
Chop Fasta remains the single best ability in the game. GTDC is cheese. Rampage is overrated (BG + Piercing Defenses is more than close enough) and the absorb will just as often save your life as the 5s damage block, as it does nothing for DoTs after it's down. Choppa is better by a little bit. Advantage: Choppa
-Mara and White Lion : are more balanced now, Mara slightly better defensive while WL better ST burst
ST burst is not a huge deal in the game and good Destro will just draw WLs out and kill them. A WL has never been a threat to any of my Destro chars. Meanwhile Marauder pull is overwhelmingly superior, their utility is better, their defense is better, their morales are better after the non-stop one-way mirroring favoring Destro, and their AOE is on par if not better. WL only have Pounce and CS going for them, but those were one-way mirrored to Destro, in all other ways Mara is superior. Mara also has superior group support. Advantage: Mara
- Healer classes fairly balanced while still having their unique quirks~
They're not balanced, at all. Once again, Desperation was one-way mirrored to Shaman, AM M1 got nerfed because one guy made a bad argument. All good RP abilities were one-way mirrored to Zealot (Mountain Spirit, Ancestor's Echo, Regenerative Shielding) while RP got absolutely nothing in return (WOI, Tzeentch's Talon, By Tzeentch's Will). Warrior Priests have only Exalted Defenses as their main advantage, DOK have better Covenants, Khaine's Withdrawal, better heal debuff, etc. Advantage: Destro
-Tank classes are fairly balanced : remember we cannot and dont WANT to achieve 100% balance, this is WAR! We just want to make it reasonable for both sides.
BO is outright busted with the CD reducer. Again, more one-way mirroring: BO got a Blurring Shock equivalent. That said Chosen did get nerfed a ton, but Knight is probably the most nerfed class in the game with the unwarranted 3m timer on M2, Runefang being ****ed, etc. BG can spam AOE, IB takes a lot of skill and a good build to be good. Advantage: Destro.
-WE and WH : the one is more offensive and the other has more defensive skills mainly Witch Brew vs the 100% parry buff, okay? They are both not game breaking on large scale fights and 6mans both classes have a solid use.
SH vs SW - SH more melee aoe dmg focused, SW now decent AoE damage much better than before, great ST as an Assault SW, and better ranged than before. Melee SH is fine, no need buff or nerf but Ranged SH needs a ranged knockdown ( Destro have 0 long ranged kd vs Orders 2).
Magus vs Engineer - broken - Engineer did not need that last buff with the Snipe 2 sec Gunblast 1 sec tactic. They were already good aoe damage and good ST damage without that, now Sniper squads can simply delete targets and even a solo Engineer can timestamp someone alot faster. Magus either need similar tactic or Engineer to remove that Snipe Gunblast tactic. Engineer has cannonsmash m3 and Magus have nothing even close to as powerful, Guaranteed kill Snipe > Gunblast > Canonsmash > Focused Fire. Control, Alt, DELETED! Magus do not have that kind of quick burst....
Mythic did more one-way mirroring (handing WE ranged finishers). WE were far superior in practice but then the ICD on Kisses really hurt them. However they still have a +50% crit morale that escaped the blanket crit nerfs on RoR and have much better support and a clearer role to play. Advantage: WE, unless you're in a very tight and coordinated setup. Then it's arguably equal.
Sorc vs BW - Sorc slightly better on ST with Gloomburst tactic, BW more utility and AoE but BW especially outshines in large scale AoE fights, Fort and Keep defenses / Funnels with superior Rain of Fire with Fan the Flames (increased radius on Rain of Fire) and Wildfire (DoT procs from Rain of Fire aoe). Bright Wizards are BROKEN and easymode to play for Fort/Keeps/Funnels simply because RoF hits hard but better than Sorcs because of increased radius on RoF and the DoT proc hits HARD. They are hitting more targets and doing way more damage than a Sorc doing Pit of Shades with no radius increaser or dot proc......that is simply BROKEN. I could stand at any fort with a BW and a pocket heal and just get massive kills with that one ability? Funnel Power, RoF, procs from Flames of Ruin AND a hard hitting DoT all hitting from one ability.....
Sorc has a massive advantage ST, big advantage ST burst because their self debuff hits their main damage type. BW only gets 2ndary. In group, the lead widens, as BW does not benefit from ranged AOE debuff on main damage type. That's a free 10-30% boost in damage. POS/ROF do not stack so the radius is moot, unless all 10+ Sorcs are stacking POS in the exact same spot. Wildfire is excellent as is Flashfire, but Sorcs have excellent tactics and Destro has better cures and CD reducers. Ice Spikes/IW > Flame breath and Detonate, which is trash. GoN is underrated. Advantage: Sorcs
So there you have it : While MOST classes are fairly unique and have their own quirks, the realms are quite balanced EXCEPT for Slayers with Rampage, BWs in keeps/forts/funnels with Rain of Fire easymode farm, Magus vs Engineer ST, and Ranged Squig herder needing a slight buff on damage and a ranged knockdown to be useful in RvR/Groups as a Ranged DPS.
Magus is infinitely more powerful than Engi. Once again, one-way mirroring by Mythic - Engi gave Magus Withering Fire for +15% damage. Engi got nothing in return. Magus doesn't need WS and so can stack defensive while getting very high Int. Magus can also move during Tzeentch's Firestorm and Agonizing Torrent, which makes them much better in WBs and city. Then UF got deleted from the game, further weakening Engis. Engi pull also has a 1s delay while Magus pull is instant. Advantage: Magus.
I'll have some of what this guy is smoking please.
The stuff proves to be pretty scary. Smoke reasonably
KingSchultz WH, Valknutt WP, Glendhu ENG, Lochdhu IB, Tamdhu SL

My WH guide: viewtopic.php?t=46354

Who is online

Users browsing this forum: Hazmy and 108 guests