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[DEVELOPER PREVIEW] Armor Set Redesigns

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Bignusty
Posts: 454

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#91 » Mon Jan 11, 2016 11:07 pm

kristof5 wrote:
Azarael wrote:Friendly reminder that what the game is meant to be is dead, so appealing to that might not necessarily be the best idea.

Are you implying Orvr is dead? or not worth investing in?


thats what i"m understanding from the post you made
Orvr is always dead 1 big fight on destro keep tonight that all . Peeps are just playing warcamp / warcamp or Rve .

But when LOS on door keep will be fixed maybe more peeps are gonna to back on rvr its just a pain whit all aoe trow the door for peeps on defense tank dps all if you stay near the door you are killed so fast, Impossible to do a push morale whit mdps because they are killed before to take door .... ITS REALLY THE BIG BLACK POINT ON RVR AND KEEP DEFENSE.

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Vigfuss
Posts: 383

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#92 » Tue Jan 12, 2016 12:34 am

blackout wrote:
Genisaurus wrote:
blackout wrote:Genisaurus, do we get an option to leave current devastator set or is it completely reworked?
It will be reworked. The amount of Willpower (or Intelligence) that Runepriests and Zealots get thanks to their mechanic will be brought into line with every other healer. As a result, they get slightly more defensive stats.
Oh yes, the +7 toughness +10 wounds and +36 initiative will surely save my squishy butt :x Change Initiative to Wounds please, it would be much, much better, really :!:
Initiative is the stat we are most lacking at this level. Removing Initiative would be a mistake.
Fusscle of Critical Acclaim

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Bignusty
Posts: 454

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#93 » Tue Jan 12, 2016 12:47 am

You are right because its good to have lot of Wounds but if you have a lot of chance to be critik its same whit more wounds or less. Same for tank its useless to have a lot of Wounds i you dont have enough tough for example .

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madwasp
Posts: 174

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#94 » Tue Jan 12, 2016 1:16 am

Heeya Genisaurus!

Alternate appearance for each items available? this way we could use pve visuals for them.

Anyway awesome job and thx 4 your hard work! God bless Virginia! :)
Image

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mistgun
Posts: 26

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#95 » Tue Jan 12, 2016 1:34 am

It would of been nice seeing more then just 1% block on the tanks Def set.

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Karast
Posts: 554

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#96 » Tue Jan 12, 2016 4:05 am

Be very very careful about 4-5 piece set procs.

They make an insane difference in the functionality of specs / classes in general.

Putting a heal debuff proc on a tanky spec, might make it the dps spec since the heal debuffs are just that good. Also if the more powerful procs are limited to the currently powerful careers it is going to screw with the balance a lot.

Personally I don't want to see the return of crit damage procs, and potentially run speed procs. I always felt that they were must slots, and took a lot away from gear diversity.

"edit"

I am in favor of new sets 100%.

And there are a lot of cool proc's that never made it into T4 for some classes. For example after T3 SH / SW / Engi lost access to AA haste procs, and to things like armor debuff procs, except for a few PvE drops from LV / BS. There were some fun builds way back that took advantages of these procs. It would be great to play them again.

I would really like to see some sets with maybe a 3 piece WS bonus for SH / SW / Engi.

Luth
Posts: 2840

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#97 » Tue Jan 12, 2016 5:16 am

blackout wrote:
Genisaurus wrote:
blackout wrote:Genisaurus, do we get an option to leave current devastator set or is it completely reworked?
It will be reworked. The amount of Willpower (or Intelligence) that Runepriests and Zealots get thanks to their mechanic will be brought into line with every other healer. As a result, they get slightly more defensive stats.
Oh yes, the +7 toughness +10 wounds and +36 initiative will surely save my squishy butt :x Change Initiative to Wounds please, it would be much, much better, really :!:
You think wounds is better than initiative? :|
Maybe take a look at your chance to be crit when on low base initiative and than look again after an iniative debuff hits you.
Stacking wounds in pvp without high defensive stats in general is also useless.

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lator
Posts: 129

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#98 » Tue Jan 12, 2016 5:35 am

You do realize that these new devastator sets are gonna boost already two most overpowered classes even further?

DoK/WP get healer specific sets with 5% extra crit and +103 willpower while at the same time other healer archetypes get far less or no boost at all. Adding more initiative all around makes BW/Sorc even more powerful due to 35% base crit chance they have compared with other classes. Hybrid classes get specialized sets focused in one or the other extreme, getting them the same treatment as the specialized meta classes right now. So on top of the versatility they will also have more comparable stats.

I think there was a reason behind Mythic's thinking while designing hybrid sets to be just that: hybrid. Sovereign change was one of the worst decisions on live Warhammer (not to mention rr100) for class balance overall and I hate to see similar development here in T3 environment.
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Nameless
Posts: 1380

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#99 » Tue Jan 12, 2016 5:37 am

40 hp per 4 sec for healers is as useless as weapon skills. I have no idea why it is promoted at each set for healers better to have 10 inititative...
carefull with procs to not have syphon vitality situation where one proc define the game powerhouses
Mostly harmless

K8P & Norn - guild Orz

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Scrilian
Posts: 1570

Re: [DEVELOPER PREVIEW] Armor Set Redesigns

Post#100 » Tue Jan 12, 2016 9:56 am

lator wrote:You do realize that these new devastator sets are gonna boost already two most overpowered classes even further?

DoK/WP get healer specific sets with 5% extra crit and +103 willpower while at the same time other healer archetypes get far less or no boost at all. Adding more initiative all around makes BW/Sorc even more powerful due to 35% base crit chance they have compared with other classes. Hybrid classes get specialized sets focused in one or the other extreme, getting them the same treatment as the specialized meta classes right now. So on top of the versatility they will also have more comparable stats.

I think there was a reason behind Mythic's thinking while designing hybrid sets to be just that: hybrid. Sovereign change was one of the worst decisions on live Warhammer (not to mention rr100) for class balance overall and I hate to see similar development here in T3 environment.
Had absolutely similar thoughts on the way to work today.
In my opinion even the implementation of scenario weapons was a mistake, not only the sovereign change.
The core game had done its itemisation very well in my opinion with such diverse range of sets and non-set gear.
You had to think and combine different items to acquire the stats you desire.
Even, for example, the sovereign set was inferior to warlord set in open rvr, but superior if you mix it with invader and spec for single target and go queue 6man scens. You could chose to stack armor with sentinel mix or go for more toughnes from the dark promise gear.
%Parry on different pieces made parry mixes combined in unique ways, etc.
And depending on your role some classes had easier access and some harder harder access - and it was ok. Having WP/DoK with heavier armor and cheezy regen mechanics the game made it harder for them to aquire items and sets with desired stats, and even items for them had more str than willpower in some cases.
So it was a form of balancing, not every class being able to min-max the same way. But later mythic gave up on that idea and went for more popular and, in my opinion, much worse notion that everyone should be equal, despite the core game having not only 4 archetypes, but actually, correct me if I'm wrong, up to 7 itemisation patterns in form of:
Tank Sets
Medium Armor Melee DPS Sets
Light Armor Melee DPS Sets
Ranged Healer Sets
Melee Healer Sets
Missile Ranged DPS sets
Magic Ranged DPS sets
and a ton of non-set items to complement those. Sadly by the look of those new t3 sets the game moves in the wrong direction :(
And again, WAR was never about class-spec equality, but about inequality and the way you adapt to it, not the other way around. Despite all mythic fails it's the pandering to the masses that wanted equality and free gear just because they log on ultimately led to the game downfall.
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