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Overarching balance changes

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Poll: Which game mechanic needs to be changed the most?

Guard
25
9%
Cleanse
65
23%
Buff/Debuff stacking
10
4%
Critical damage
33
12%
%Damage mitigation abilities (Detaunt/Challenge/ID/Bellow etc...)
12
4%
Softcaps
10
4%
Morales
13
5%
Group Heal
24
9%
Armor/Resistance stacking and penetration
28
10%
Crowd Control and immunities
58
21%
Total votes: 278

User avatar
Jaycub
Posts: 3130

Re: Overarching balance changes

Post#191 » Fri Jul 08, 2016 2:41 pm

All it would do is force racial groups, and you are hardly a non-biased source of that? :^)
<Lords of the Locker Room> <Old School>

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Zealote
Posts: 456

Re: Overarching balance changes

Post#192 » Fri Jul 08, 2016 2:47 pm

Does seem like that's more just changing the game, rather than trying to balance it. I suppose suggestions for the former are allowed, but preferably not under the guise of the latter.
Aetir

User avatar
sullemunk
Addon Developer
Posts: 1235

Re: Overarching balance changes

Post#193 » Fri Jul 08, 2016 2:49 pm

footpatrol2 wrote:Here is something I'd like to see.

Cross race buff's not stacking. Meaning knight aura's cannot stack on dwarves or high elves. Chosen aura's cannot affect greenskins or dark elves. IB buffs only affect other dwarves. Rp buffs not stack on empire or high elves. AM resist buff not stack on empire dwarves. etc etc...This would dramatically change the game and get people re-looking into group compositions. You would barely have to change anything to make this balanced.

All outgoing abilities would be unaffected.

5% extra morale gain per same race member. For a total of 30-25% additional morale gain over mixed groups. If in a warband setting if you have same race groups grouped together have 5% additional morale gain. So a warband of same race gets a additional 15% morale gain boost. For a total boost of 45 to 40% additional morale gain of a same race warband.

Have warlord through anni gear tied to the zones. Greenskin/Dwarf gear only drops from greenskin/dwarf zones nothing else. DE/HE gear drops from only HE/DE zones. Chaos/Empire gear only drops from chaos/empire zones. Sovereign gear still drop from cities.

Undo the defensive moral cycle nerf. Bring back moral pump tactic for dok. Instead of bolstering boon tactic being tied to boon of hysh have it tied to lambent aura or healing energy to mimic dok moral pump. Mountain spirit back to 30 sec's. 1001 blessings back to 30 sec. Gromril plating back to group buff. Sprout carapace back to m3 on chosen. etc etc...

Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.
This would make everyone run Empire chars with Kots, BW's and WP's, no room for anny other classes
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footpatrol2
Posts: 1093

Re: Overarching balance changes

Post#194 » Fri Jul 08, 2016 2:53 pm

If you really think through my suggestion it does balance the game. Other unused spec lines would become more favorable. Dok/WP would get knocked off their throne. I can't keep writing because I got to start work now but I'll revisit this later.

User avatar
Zealote
Posts: 456

Re: Overarching balance changes

Post#195 » Fri Jul 08, 2016 2:59 pm

footpatrol2 wrote:If you really think through my suggestion it does balance the game. Other unused spec lines would become more favorable. Dok/WP would get knocked off their throne. I can't keep writing because I got to start work now but I'll revisit this later.
Yeah I should probably have written "... rather than just trying to balance it." As in, who knows it might conceivably lead to greater balance, but that seems to be a secondary thing in your post. I don't know about other ppl but I'm generally in favour of doing the minimum possible to improve the game to the desired standard, while keeping it as close as possible to the original (note: I know that may still entail making big changes).

I imagine there are less convoluted ways of improving balance, and one that doesn't favour same-race groups (which doesn't seem to be a priority for most players atm).
Aetir

Landaren
Posts: 226

Re: Overarching balance changes

Post#196 » Fri Jul 08, 2016 3:09 pm

I'd like to see all 6 race go their separate ways and just have a big 6 way war once we put capitol cities in.







Yeah like that's even possible.

User avatar
kweedko
Posts: 519

Re: Overarching balance changes

Post#197 » Fri Jul 08, 2016 3:11 pm

footpatrol2 wrote: Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.
Short time pots, heal pots ap pots nevere good for competitev pvp cause they forcing evereybody to use them and if don't get one you probaply die from those who using it, and they affects classes differntly some get more avantage form pots(immortal tanks) and some even suffer from pots like wl jumping on the squig wasted all ap too kill little bastard and the squig just disarm, conrol, etc and restore full health and for squig now it fresh fight and wl got no ap for pushing hard not the best example cause lion probaply kill the squigi in 2hits but you get the point.
Last edited by kweedko on Fri Jul 08, 2016 3:53 pm, edited 1 time in total.

Landaren
Posts: 226

Re: Overarching balance changes

Post#198 » Fri Jul 08, 2016 3:14 pm

the heal/ap pots have a 5 minute cooldown, everyone can use them as you said above.

How exactly is that harmful to competition?

Bring potions, it not like its some idiotic Korean pot spammer game

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kweedko
Posts: 519

Re: Overarching balance changes

Post#199 » Fri Jul 08, 2016 3:45 pm

Landaren wrote:the heal/ap pots have a 5 minute cooldown, everyone can use them as you said above.

How exactly is that harmful to competition?

Bring potions, it not like its some idiotic Korean pot spammer game
like i said different affect for different classes - like you found a tank runing to their buddies caught him mash him for 5 mins drink your pot cause tank hits you too and the when he git 5% hp bisies of tons of moralas he used in this long fight he just drink his pot and run away or kill you cause your pots on cd and if he didnt kill you he just live another 5 mins and drink again(but you probably die afet you got your pots on cd) or if zerg comes he just drink pot and walk away.

Yeah it's probably good for economy but u forcing peeps to use them to get the advantage to those who don't have them(like newbies, pugs, randoms roaming here and there, mates with no gold).

User avatar
peterthepan3
Posts: 6509

Re: Overarching balance changes

Post#200 » Fri Jul 08, 2016 3:55 pm

kweedko wrote:
footpatrol2 wrote: Dramatically smash down the affect of potions or straight get rid of long duration potion stacking and instead have short duration potion stacking with long cooldowns meaning. Example: take a potion and for the next 10/20 sec's you get a small stat increase can't use it again for 5 min or 3 min.
Short time pots, heal pots ap pots nevere good for competitev pvp cause they forcing evereybody to use them and if don't get one you probaply die from those who using it, and they affects classes differntly some get more avantage form pots(immortal tanks) and some even suffer from pots like wl jumping on the squig wasted all ap too kill little bastard and the squig just disarm, conrol, etc and restore full health and for squig now it fresh fight and wl got no ap for pushing hard not the best example cause lion probaply kill the squigi in 2hits but you get the point.
How would you know what's good for competitive PvP when you seem to be the biggest advocate against it/solo 99% of the time I watch your stream? Also pots are easily accessible to all.

Nothing wrong with pots whatsoever - move along.

Also 'pugs, newbies with no gold, etc' - this is a pvp mmo, people ought to be encouraged to grind to a degree if they want to compete at the highest level. Why should people who bother their asses to get the mats to make pots/talismans, or grind gold to get them, have to suffer because some players just want to be on the same equal footing with every other organised player for doing nothing?

@footpatrol
sorry man but some of those suggestions are ridiculous. all classes on each faction are supposed to work together. if you're forcing groups to run with chosen/magus/mara/zealot then you'll simply create more imbalance.

no need to force racial synergies; focus more on faction synergies. also creating pots that only last 5 minutes is just burdensome as noone wants to have to keep clicking their inventory every 5 minutes in a pvp environment. they are fine as they are now, and do not even warrant discussion compared to the other issues (i.e. the ones in this thread being discussed)
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