How debuffs/buffs stack has the same problems as immunities.
Could we get rid of them? Yes Will we have to rework the entire game for it? Also yes.
The game is build around them at this point.
Overarching balance changes
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Re: Overarching balance changes
This constant talk about which classes should be buffed/nerfed, considered op/up should more or less be put aside, in my opinion. If not, there should be atleast a reason containing bugs etc, to it.
All classes excels in their own playstyles. A Magus / Blackguard buff (refering to the balance class poll) is waaay out there.. Magus has craaazy potential aoe dot output, that not even engi's can compare to (if specced right). Sure, they might lack single target burst, and may feel next to completely useless in early tiers..
But if played right, maaan.. he/she can be monstrous.
Blackguard has the most offensive tank opportunity (Due to their Auto-dispel-detaunt, which no other character in the game has. Sick anti healing debuffs, and a tactic which passively reduce wounds of the target by 120(rank40) AND increase your attack speed by 50% for 10sec, on crit..)
Making bigger changes to classes would only make the game more imbalance.
Haters gonna hate. Always..
The one thing i can agree upon, is wp/dok's group cleanse. But it shouldn't be removed. Perhaps add a cooldown on 3-5 secs. With the cooldown untouched, Spamming this every 5 seconds, completely removes, lets say Magus ability to do what he (only) does best.. It's already such a good tactic&/abilty against all.
Spamming it every 8-10 sec, is also pretty damn good.
I would much more like to see changes in the balance of pve/pvp opportunities. Since they've removed rats, changed/removed many pvp quests, and bugged pq's & instances. (Sure, they have put in some sick aoe spawns through out, which i like.) It still feels like u don't have much of a choosing to do, but to farm orvr/scenarios. Which not always is that viable lack of people/imbalance between factions. I guess it's due to hold people in all tiers, and not rush past them. But apart from the pvp, it doesn't feel like the same game. It might not be that much of a difference, but small things/changes in the pve content, can make a huge outcome.
For example, i personally just looved the function of kill collectors. Even if it didn't gave that much, it gives a certain progress feeling & a little carrot-on-a-stick to actually farm in pve.
The other thing i liked and miss about the rats (except the sick amount of exp), is the mixed version of PVE and PVP content.. Even if it was crazy exp, u were never sure if u are going to be sneaked up by 1, or 2, or 3 wh's/we's, or maybe a whole ganking party. This excitment and opportunity between good pve & pvp content is very rare to see, and now unexisted in the world of warhammer.
My suggestion is to set a few spawns throughout the orvr zones. Either mixed with champs and regulars, or just hiigh lvls. Maybe not as exp rich as the rats, but pretty descent. And what i would love the most, is a custom killcollector in each warcamp, giving u a small exp bounty /each killed.
Either way, killcollectors overall is an underestimated feature!
All classes excels in their own playstyles. A Magus / Blackguard buff (refering to the balance class poll) is waaay out there.. Magus has craaazy potential aoe dot output, that not even engi's can compare to (if specced right). Sure, they might lack single target burst, and may feel next to completely useless in early tiers..
But if played right, maaan.. he/she can be monstrous.
Blackguard has the most offensive tank opportunity (Due to their Auto-dispel-detaunt, which no other character in the game has. Sick anti healing debuffs, and a tactic which passively reduce wounds of the target by 120(rank40) AND increase your attack speed by 50% for 10sec, on crit..)
Making bigger changes to classes would only make the game more imbalance.
Haters gonna hate. Always..

The one thing i can agree upon, is wp/dok's group cleanse. But it shouldn't be removed. Perhaps add a cooldown on 3-5 secs. With the cooldown untouched, Spamming this every 5 seconds, completely removes, lets say Magus ability to do what he (only) does best.. It's already such a good tactic&/abilty against all.
Spamming it every 8-10 sec, is also pretty damn good.
I would much more like to see changes in the balance of pve/pvp opportunities. Since they've removed rats, changed/removed many pvp quests, and bugged pq's & instances. (Sure, they have put in some sick aoe spawns through out, which i like.) It still feels like u don't have much of a choosing to do, but to farm orvr/scenarios. Which not always is that viable lack of people/imbalance between factions. I guess it's due to hold people in all tiers, and not rush past them. But apart from the pvp, it doesn't feel like the same game. It might not be that much of a difference, but small things/changes in the pve content, can make a huge outcome.
For example, i personally just looved the function of kill collectors. Even if it didn't gave that much, it gives a certain progress feeling & a little carrot-on-a-stick to actually farm in pve.
The other thing i liked and miss about the rats (except the sick amount of exp), is the mixed version of PVE and PVP content.. Even if it was crazy exp, u were never sure if u are going to be sneaked up by 1, or 2, or 3 wh's/we's, or maybe a whole ganking party. This excitment and opportunity between good pve & pvp content is very rare to see, and now unexisted in the world of warhammer.
My suggestion is to set a few spawns throughout the orvr zones. Either mixed with champs and regulars, or just hiigh lvls. Maybe not as exp rich as the rats, but pretty descent. And what i would love the most, is a custom killcollector in each warcamp, giving u a small exp bounty /each killed.
Either way, killcollectors overall is an underestimated feature!

Re: Overarching balance changes
lol what seems to be the problem with guard?
Re: Overarching balance changes
Its mostly a free 50% damage reduction without downsides.sablasni wrote:lol what seems to be the problem with guard?
Re: Overarching balance changes
I knew a poll would make this thread more interesting.
Re: Overarching balance changes
Not necessarily a "problem" with it, but regardless it is probably the single strongest thing in the game and determines a lot.sablasni wrote:lol what seems to be the problem with guard?
For instance changes to it's range would effect RDPS and MDPS differently, changes to it's mitigation value could turn class balance on it's head. With a reduction in the amount of guard damage absorbed by the tank classes with more built in mitigation suddenly find those things more valuable.
Another thing is how the CC immunity patch essentially buffed gourd, as the only real counterplay to guard at the moment is punt.
There's a lot of things dependent on guard.
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Re: Overarching balance changes
and you suggest what? remove guard okay no more 2/2/2 setups gonna be 4dd 2 healer setups so goodbloodi wrote:Its mostly a free 50% damage reduction without downsides.sablasni wrote:lol what seems to be the problem with guard?

or 3/1/2 1 tank for def morals spam
Last edited by kweedko on Wed Jul 06, 2016 8:57 pm, edited 1 time in total.
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Re: Overarching balance changes
yes but seeing that RoR revolves about premades first i was thinking that those folks know how to bypass it
Re: Overarching balance changes
wew strawmankweedko wrote:and you suggest what? remove guard okay no more 2/2/2 setups gonna be 4dd 2 healer setups so goodbloodi wrote:Its mostly a free 50% damage reduction without downsides.sablasni wrote:lol what seems to be the problem with guard?
or 3/1/2 1 tank for def morals spam
edit: also want to say that removing guard from the game would be a travesty, it's one of the coolest mechanics in the game that gives tank a very important role in PvP.
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