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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

geezereur
Posts: 667

Re: Overarching balance changes

Post#301 » Sun Jul 10, 2016 5:03 am

Luth wrote:A 10-20 second CD on guard would be insane. Really good coordinated groups can already fake their focus on one target and burst the real target the moment the tank removes guard from it, even without a CD on guard.
Such a huge cooldown just transfers the easymode from the tank to the enemy DDs.

I'd rather see that the guardbuff is not a single buff, but has several stacks.
When the tank switches guard to another target, it gets 25% protection at the beginning with an increase of 5% per additional stack up to 50%; every second one stack is added, so that after 6 seconds it has the full 50% protection.
Stacks are lost completely on guard switch and begin to tick again on the new target ofc.
Numbers need to be balanced, could be also 20% initial protection with +10% per second for a higher impact in the moment of the switch, but faster regen to 50% etc. pp.

Guard should be balanced without weakening the base role of tanks (protection/support).

How about a 5 sec CD on Guard? We can atleast try it out for awhile.

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Gachimuchi
Posts: 525

Re: Overarching balance changes

Post#302 » Sun Jul 10, 2016 5:05 am

Haojin wrote:uneducated opinion
what is chosen/knight or ironbreaker/blackguard punt

'impossible to counter with casual players' = L2P issue
Last edited by Gachimuchi on Sun Jul 10, 2016 5:19 am, edited 1 time in total.
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#303 » Sun Jul 10, 2016 5:06 am

geezereur wrote:
Luth wrote:A 10-20 second CD on guard would be insane. Really good coordinated groups can already fake their focus on one target and burst the real target the moment the tank removes guard from it, even without a CD on guard.
Such a huge cooldown just transfers the easymode from the tank to the enemy DDs.

I'd rather see that the guardbuff is not a single buff, but has several stacks.
When the tank switches guard to another target, it gets 25% protection at the beginning with an increase of 5% per additional stack up to 50%; every second one stack is added, so that after 6 seconds it has the full 50% protection.
Stacks are lost completely on guard switch and begin to tick again on the new target ofc.
Numbers need to be balanced, could be also 20% initial protection with +10% per second for a higher impact in the moment of the switch, but faster regen to 50% etc. pp.

Guard should be balanced without weakening the base role of tanks (protection/support).



How about a 5 sec CD on Guard? We can atleast try it out for awhile.
When would the CD start as this is a toggel abillity. After aplying it or after it's removed???
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stinkbag
Posts: 47

Re: Overarching balance changes

Post#304 » Sun Jul 10, 2016 5:08 am

Maybe it's just me but the game itself needs to be fixed first before they even bother trying to balance it.

I don't know if the things I have issues with are fixable but it would be nice if they were fixed.

- More responsive movement/Spell casts

- Falling and hovering in air for a moment before landing (Mostly happens when you're jumping around objects or players)

- Clipping into objects which get you stuck

- Better collision detection on players

All of those things make the game feel clunky and are far more frustrating to me than some balance changes that are overshadowed when in a zerg anyway.

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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#305 » Sun Jul 10, 2016 5:12 am

stinkbag wrote:Maybe it's just me but the game itself needs to be fixed first before they even bother trying to balance it.

I don't know if the things I have issues with are fixable but it would be nice if they were fixed.

- More responsive movement/Spell casts

- Falling and hovering in air for a moment before landing (Mostly happens when you're jumping around objects or players)

- Clipping into objects which get you stuck

- Better collision detection on players

All of those things make the game feel clunky and are far more frustrating to me than some balance changes that are overshadowed when in a zerg anyway.
The engine this game runs on is notoriously bad for the things you mention. They would need to redo the game from scratch or make a port into another engine were would they need to tweak everything that isn't translated properly (Wich I imagine is more then 50% of the game) It's just not an option tbh.
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DeaDL0cK
Posts: 19

Re: Overarching balance changes

Post#306 » Sun Jul 10, 2016 5:15 am

Is it possible that the engeneer trinkets keg and landmines (also the magus equilevant ) have hp so you can target them and with attacks to destroy them?It is fustrating that only with resolutte defence you can avoid the landmine at least.But the keg can't be avoided or destoyed.

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Gachimuchi
Posts: 525

Re: Overarching balance changes

Post#307 » Sun Jul 10, 2016 5:17 am

DeaDL0cK wrote:Is it possible that the engeneer trinkets keg and landmines (also the magus equilevant ) have hp so you can target them and with attacks to destroy them?It is fustrating that only with resolutte defence you can avoid the landmine at least.But the keg can't be avoided or destoyed.
nerf engi

engi op

pls nerf
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stinkbag
Posts: 47

Re: Overarching balance changes

Post#308 » Sun Jul 10, 2016 5:31 am

roadkillrobin wrote:
stinkbag wrote:Maybe it's just me but the game itself needs to be fixed first before they even bother trying to balance it.

I don't know if the things I have issues with are fixable but it would be nice if they were fixed.

- More responsive movement/Spell casts

- Falling and hovering in air for a moment before landing (Mostly happens when you're jumping around objects or players)

- Clipping into objects which get you stuck

- Better collision detection on players

All of those things make the game feel clunky and are far more frustrating to me than some balance changes that are overshadowed when in a zerg anyway.
The engine this game runs on is notoriously bad for the things you mention. They would need to redo the game from scratch or make a port into another engine were would they need to tweak everything that isn't translated properly (Wich I imagine is more then 50% of the game) It's just not an option tbh.
That's unfortunate. I remember when the game launched these were the big complaints as to why people quit a long with the lag problems launch had.

I stuck with it because I loved a PvP game but I don't disagree with what people were mad about. I've been dabbling in the game again but the issues now compared to back when this game launched are much more painful since the MMO genre has expanded so much.

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Dabbart
Posts: 2251

Re: Overarching balance changes

Post#309 » Sun Jul 10, 2016 5:45 am

Spoiler:
Jaycub wrote: The only hard counter to guard is something only 3 classes possess, and is applicable for 30 seconds immunities, subject to block/parry from the front etc...
Jaycub wrote:Never said you couldn't kill people through guard, range is why punt is the only counter... it's not like a tank is gonna get lost and out of range if they even have half a brain. Same for DPS, any minuscule amount of voice communication will alleviate all over extending into positions where they wont have guard etc...

I just think it's a bit too strong for it's lack of counterplay is all, but im someone who likes games with as low TTK as possible so mistakes are punished harshly etc...

I guess I don't care too much if anything happens to guard or not, just voicing my opinion.
[/quote]

Excuse me? Gaurd has a 30ft range. All you have to do is extend that. Punting is simply the easiest way to accomplish it. Snare/KD/root will acconplish this just as well, especially since DPS like to push forward, like constantly(it's a mindset thing). You need to seperate the tank from the gaurd target at a range greater than 30ft and the ability is irrelevant. There are literally tons of abilities that can accomplish this. What you need, is cooperative play to make it work. If you let the enemy blob rush you that's on you.

And wtf lack of counterplay. Both sides gaurd! Both sides have the same amount of tanks. It's on the players to use the classes abilities properly. And I see tanks flat out refusing to gaurd in SC/WBs all the time. The issue isn't the ability.

And Oh, that target is gaurded? Guess what, you should switch to an ungaurded target if you can. Same if you pop on a Healer and he detaunts you. If there is another healer standing right there, SWITCH TARGETS. If you find you are ALWAYS targetting a gaurded target, that's on you.

We are talking 6v6+ mandatorily here. That means in most groups 2 or 1 Gaurd target at a time. That means 2+ ungaurded non-tank targets at any given time.

Am I missing something here? Guard doesn't negate damage, it splits it. If the tank isn't super defense spec'd he will still take quite a few Deeps, and yes the healers can heal 2 easier than 1, but then... Why aren't you attacking the healers?

TLDR: Gaurd is a function that is "balanced" based on the combat system in it's entirety. Imo.
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roadkillrobin
Posts: 2773

Re: Overarching balance changes

Post#310 » Sun Jul 10, 2016 5:53 am

stinkbag wrote:
roadkillrobin wrote:
stinkbag wrote:Maybe it's just me but the game itself needs to be fixed first before they even bother trying to balance it.

I don't know if the things I have issues with are fixable but it would be nice if they were fixed.

- More responsive movement/Spell casts

- Falling and hovering in air for a moment before landing (Mostly happens when you're jumping around objects or players)

- Clipping into objects which get you stuck

- Better collision detection on players

All of those things make the game feel clunky and are far more frustrating to me than some balance changes that are overshadowed when in a zerg anyway.
The engine this game runs on is notoriously bad for the things you mention. They would need to redo the game from scratch or make a port into another engine were would they need to tweak everything that isn't translated properly (Wich I imagine is more then 50% of the game) It's just not an option tbh.
That's unfortunate. I remember when the game launched these were the big complaints as to why people quit a long with the lag problems launch had.

I stuck with it because I loved a PvP game but I don't disagree with what people were mad about. I've been dabbling in the game again but the issues now compared to back when this game launched are much more painful since the MMO genre has expanded so much.
If you wanna know more about the Engine this guy explains alot of the issues with it.
Anyway lets end it there as it's a bit off ropic.

https://www.youtube.com/watch?v=foRUU8fzs_E
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