Spoiler:
Nescit vox missa reverti. - ptp3
Balancing with weapons/gear will never be a way.madrocks wrote: ↑Tue Oct 23, 2018 6:50 am Good day,
I have another Idea to put on the table.
(:
I was wondering if it is possible to create weapons that give benefit to the dps aspect of a DoK/WP but also lower the healing of them and higher the cooldown/cast time of certain healer abilities.
Lets say just as an example: a WP 2h hammer with +20 dps, more strengh, more weapon skill, +5% parry, more initiative, 7% dmg proc, but then -20% healing, +3 sec on CD and cast time of rezz and cleanse.
Like I said, just an example.. values might be exagerated. Many ways to think of what limits to put on the user wielding such a weapon.
I also wonder if it is possible to make such a weapon useable only with a certain amount of points spend in a specific tree so you block the idea of insane hybrids.
I think it would be way more easy to tweak such weapons then tweak skills and trees. Also it would give the players more freedom to play as they like to do it: Hybrid, Heal, DPS.
Concept is understandable, as I assume there is already thought through proccess that classes will go through and this thread will only lead to minor adjustmets made to mentioned proccess - can you tell if team had skill rework in mind as most melee healing skills require you to do actual damage and scale from it in %?DanielWinner wrote: ↑Tue Oct 23, 2018 8:33 am Currently, the classes have such ways to play: backline healer, hybrid dps (more dps than healing), hybrid healer (more healing than dps). After specialization it will look like this most likely: backline healer (100% healer), dps (80 dps, 20 self heal), hybrid healer (since its melee and will do some dps no matter what: 80 healing, 20 dps). Basically, the idea of hybrid still will be there but in different form because there will never be a hybrid which will deal, for example, 80% dps+80% healing and in certain today’s specs 50% dps + 50% healing is luckluster ( outside solo play ) that we can observe any time currently.
Just curious but can you please elaborate on your backline healer concept for DoK.DanielWinner wrote: ↑Tue Oct 23, 2018 8:33 amBalancing with weapons/gear will never be a way.Spoiler:
Currently, the classes have such ways to play: backline healer, hybrid dps (more dps than healing), hybrid healer (more healing than dps). After specialization it will look like this most likely: backline healer (100% healer), dps (80 dps, 20 self heal), hybrid healer (since its melee and will do some dps no matter what: 80 healing, 20 dps). Basically, the idea of hybrid still will be there but in different form because there will never be a hybrid which will deal, for example, 80% dps+80% healing and in certain today’s specs 50% dps + 50% healing is luckluster ( outside solo play ) that we can observe any time currently.
Any dok/wp that is specced for healing (1st is focused on it and book/chalice is required) and stays in backline healing his party who fight enemies in the meantime. Basically, they only range heal.Nidwin wrote: ↑Tue Oct 23, 2018 9:48 amJust curious but can you please elaborate on your backline healer concept for DoK.DanielWinner wrote: ↑Tue Oct 23, 2018 8:33 amBalancing with weapons/gear will never be a way.Spoiler:
Currently, the classes have such ways to play: backline healer, hybrid dps (more dps than healing), hybrid healer (more healing than dps). After specialization it will look like this most likely: backline healer (100% healer), dps (80 dps, 20 self heal), hybrid healer (since its melee and will do some dps no matter what: 80 healing, 20 dps). Basically, the idea of hybrid still will be there but in different form because there will never be a hybrid which will deal, for example, 80% dps+80% healing and in certain today’s specs 50% dps + 50% healing is luckluster ( outside solo play ) that we can observe any time currently.
That has nothing to do with class balance.HtGeist wrote: ↑Tue Oct 23, 2018 9:47 am Whats lacking is gear outside of the goddamn sc's...and in general fixing of destro classes up the power creep to match the order goodlife changes and easy speccing...at that point where doks can aquire gear just as easily as wp's and we can see what well geared of both classes can do with a blanced army behind them,you can tinker with abilities...atm dok need to be goods to survive vs the engi/am/bw crap spam ranged wall of death..where wp can roam around only worrying bout the handfull of die hard sorcs roaming...my 2 cents...but since the one doing the tinkering plays order...it seems uphill.
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