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Changelog 28/10/16

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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#121 » Fri Oct 28, 2016 10:48 pm

TenTonHammer wrote:
Toldavf wrote:Thunderous blows nerfed to a 10 seconds cool down, well that's a massive kick in the rotations. This represents a significant dps loss for mara while not reducing the debuffing power at all.
It wasn't enough

TB is an extremely high tool tip ability with the highest wounds debuff in the game that additionally had no pre requisite requirement and made it a extremely hard hitting ability

The debuff value of the abilities scaling should have been reduced as well

Having a 150% uptime and no requirement justifies it so.
The no prerequisite is actually a negative thing, no mutation requirement no piercing bite.

High tool tips are generaly in place to compensate for having to face more armour,

An important thing that you have to take into account is that maras have no good spamable we are not a spamming class, all the abilities on it are used in rotation. Generaly in a savagry rotation you would only have to work in a duff skill like a rend or a flail every 9 or so gcd's now it comes after 4 every time without fail. That is a significant drop.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Akalukz
Posts: 1790

Re: Changelog 28/10/16

Post#122 » Fri Oct 28, 2016 10:50 pm

Ok i am a simple man, a bit old even. So can someone explain how this here works.
Active Front

The first battlefront within a tier to have all its objectives controlled by a realm (i.e. to have no neutral objectives) will be indicated as the active battlefront, and the realms will deliver supplies to this front and this front alone. This means that while it is still possible to fight in other battlefronts, the keeps will be impossible to breach for lack of siege weapons.

When the active battlefront experiences a zone lock, all objectives in other battlefronts will flip neutral and the realms will then redirect their supply lines to the next battlefront according to the rules above.
Does it mean, like only 1 zone per pairing? or 1 zone for all 3 pairings. Just confused
-= Agony =-

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Thelen
Posts: 260

Re: Changelog 28/10/16

Post#123 » Fri Oct 28, 2016 11:00 pm

My biggest question is: How do I find out what zone is the active one? I understand how the system works, but if I log in late NA times where there isn't much fighting, do I have to travel to each open zone to check if they are the active one (worst case scenario spending 1g20s on flights)? It'd be nice to have a .command to tell us which zone is the active one.

Unless I'm missing something.

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Tesq
Posts: 5713

Re: Changelog 28/10/16

Post#124 » Fri Oct 28, 2016 11:09 pm

Damages dosen't count since it was decided that first it would had been apply damages and then it would had been applied the debuff which mean if the damage it's the same as the debuff or lower it dosen't matter the value
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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#125 » Fri Oct 28, 2016 11:14 pm

Tesq wrote:Damages dosen't count since it was decided that first it would had been apply damages and then it would had been applied the debuff which mean if the damage it's the same as the debuff or lower it dosen't matter the value
What iI' saying Tesq is that it makes up a big part of our rotation after its initial use. Mara's use tb every 5 seconds it is a skill that is never off cool down for long.

A standard rotation might go TB>CC>TC>Debilitate>TB then anything after that would depend on the targets health or what procs you have up.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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Tesq
Posts: 5713

Re: Changelog 28/10/16

Post#126 » Fri Oct 28, 2016 11:18 pm

im not speaking of the CD, not pro/contr the nerf even, just someone ; not you, speaked about nerf the damage but that would had been inrelevant due to how wounds debuff work; not even entirely sure how to feel about dok change, i gona probably re roll full backline now due to this change on my dok, it wasn't even fixed the synergy with CD decrease so it was just nerfed DOK/WP survability rather than then their utility.
Last edited by Tesq on Fri Oct 28, 2016 11:22 pm, edited 2 times in total.
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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#127 » Fri Oct 28, 2016 11:19 pm

Tesq wrote:im not speaking of the CD, not pro/contr the nerf even, just someone ; not you, speaked about nerf the damage but that would had been inrelevant due to how wounds debuff work
ah ok sorry for the misunderstanding
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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TenTonHammer
Posts: 3806

Re: Changelog 28/10/16

Post#128 » Fri Oct 28, 2016 11:59 pm

Toldavf wrote:
TenTonHammer wrote:
Toldavf wrote:Thunderous blows nerfed to a 10 seconds cool down, well that's a massive kick in the rotations. This represents a significant dps loss for mara while not reducing the debuffing power at all.
It wasn't enough

TB is an extremely high tool tip ability with the highest wounds debuff in the game that additionally had no pre requisite requirement and made it a extremely hard hitting ability

The debuff value of the abilities scaling should have been reduced as well

Having a 150% uptime and no requirement justifies it so.
The no prerequisite is actually a negative thing, no mutation requirement no piercing bite.

High tool tips are generaly in place to compensate for having to face more armour,

An important thing that you have to take into account is that maras have no good spamable we are not a spamming class, all the abilities on it are used in rotation. Generaly in a savagry rotation you would only have to work in a duff skill like a rend or a flail every 9 or so gcd's now it comes after 4 every time without fail. That is a significant drop.
We all know TB with PB was halarity sly broken and a mutation preq was not what I ment at all, I ment a pre requisite like

BG needing a tactic slot + 2H

Kotbs and slayer need 2H

Chosen needs to run a discord aura

WE needs to blow it's resource


And not one debuffs to the extent that TB does, it gives Mara extreay strong front load burst on top of the strong backload burst you have

I reject the high tool tip becuase no armor pen tactic when you have cutting claw + ws and morale tank armor debuff if they use it


Lastly in terms of filler Mara has: flail, that 0 cd tough debuff and impale which benifits from WS, CC,PB, morale armor debuff it's own armor ignore etc



Let us dispel any notions that Mara is not best mdps in the game for its debuff and dps abilty along with being the most durable and "safest" of the mdps choices and 5s cd on an ability ale to kill targets under guard is just took strong
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navis
Posts: 784

Re: Changelog 28/10/16

Post#129 » Sat Oct 29, 2016 12:30 am

Breaking down some of the RvR mechanic changes (since no other discussion I am aware of)
Azarael wrote: Keeps
Each realm will now always begin with one keep in a contested zone.
I ask to please revert this change. RoR was doing it right already. (in Endzones at least)
Active Front

The first battlefront within a tier to have all its objectives controlled by a realm (i.e. to have no neutral objectives) will be indicated as the active battlefront, and the realms will deliver supplies to this front and this front alone. This means that while it is still possible to fight in other battlefronts, the keeps will be impossible to breach for lack of siege weapons.
When the active battlefront experiences a zone lock, all objectives in other battlefronts will flip neutral and the realms will then redirect their supply lines to the next battlefront according to the rules above.
Sounds actually bad IMHO, today the zone stayed in TM.
With the greater distribution of players within a single zone, it no longer makes sense to allow players to duck fights by running to other zones. It's now one front or nothing.
Focusing the zones like this seems like a mistake, it's similar logic to "remove all scenarios but 3" will make the game better. You want to have the large variety of choices for players, you need to help those roots grow deeper by players so they want to spread out (previous system)..
I honestly think the best solution lies with a simpler ideology..
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Toldavf
Posts: 1586

Re: Changelog 28/10/16

Post#130 » Sat Oct 29, 2016 12:38 am

TenTonHammer wrote:
Toldavf wrote:
TenTonHammer wrote: It wasn't enough

TB is an extremely high tool tip ability with the highest wounds debuff in the game that additionally had no pre requisite requirement and made it a extremely hard hitting ability

The debuff value of the abilities scaling should have been reduced as well

Having a 150% uptime and no requirement justifies it so.
The no prerequisite is actually a negative thing, no mutation requirement no piercing bite.

High tool tips are generaly in place to compensate for having to face more armour,

An important thing that you have to take into account is that maras have no good spamable we are not a spamming class, all the abilities on it are used in rotation. Generaly in a savagry rotation you would only have to work in a duff skill like a rend or a flail every 9 or so gcd's now it comes after 4 every time without fail. That is a significant drop.
We all know TB with PB was halarity sly broken and a mutation preq was not what I ment at all, I ment a pre requisite like

BG needing a tactic slot + 2H

Kotbs and slayer need 2H

Chosen needs to run a discord aura

WE needs to blow it's resource


And not one debuffs to the extent that TB does, it gives Mara extreay strong front load burst on top of the strong backload burst you have

I reject the high tool tip becuase no armor pen tactic when you have cutting claw + ws and morale tank armor debuff if they use it


Lastly in terms of filler Mara has: flail, that 0 cd tough debuff and impale which benifits from WS, CC,PB, morale armor debuff it's own armor ignore etc



Let us dispel any notions that Mara is not best mdps in the game for its debuff and dps abilty along with being the most durable and "safest" of the mdps choices and 5s cd on an ability ale to kill targets under guard is just took strong
A few things.

1. TB doesn't hit harder than anything else in the rotation by any noticeable margin high tool tip or no it isnt clearing the dps things like cutting claw or tainted claw can manage by any meaningful number.

2. WS on mara gear leaves you around the 20% mark i personaly only have 19%

3. On the subject of mara spambles they all hit like wet noodles even impale will only see a meaningful number once in a blue moon. A mara spamming impale probably has all his brute skills on cd and his stance change on cd as well or is to lazy to switch back.

4. Even after these changes the debuff has a 200% up time the only thing it accomplished was a reduction in marauder dps.

5. Yes mara is te strongest mdps des has in terms of what it can do they have allot of stuff they can potentially do but generaly they cant fit it all in one spec. For instance i do not spec the heal debuff because it harms my damage badly and there are more efficent ways to get heal debuffs other then having a mara spec it.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-

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