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[Implementation Feedback] Warrior Priest / Disciple of Khaine

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zumos2
Posts: 441

Re: Warrior Priest / Disciple of Khaine

Post#61 » Wed Nov 23, 2016 1:54 pm

Azarael wrote:
zumos2 wrote:I’m not giving very concrete changes for now because I should really think carefully about what changes would do well. Also I have only written about “backline” DoK/WP, but it will be quite a challenge to make both backline DoK/WP and meleeheal DoK/WP work good together (as changes to one not make the other OP).
All right. I'll wait for further analysis.
Well here we go!
Spoiler:
Proposed Warrior Priest and Disciple of Khaine Changes

Some notes to start it off. First of all these changes cannot be made without client control and I am aware of this. In my opinion it is better to wait for client control to introduce smart, effective and fun changes rather than having to come up with meh solutions within limited options. Second this changelist wants to achieve a fun and challenging playstyle in which both a willpower stacking player with a book/chalice, as well as a strength stacking player with 2h hammer/dual wield swords have their place. The balance of this list will probably be off and require extensive testing to balance around. Third the main goals of these changes are to promote healing in melee range. I thought of what would be a nice way to achieve this and came to empowering melee heal spells with casts and empowering casts with melee spells. It promotes using both spells instead of heavily punishing one certain playstyle. In addition it should allow different playstyles where one is more focused on melee healing and the other more focused on casting heals from ranged. Next I do agree with completely splitting full damage dealer playstyle with healing by having two stances: Healing and DPS. Main difference with this version over the current experimental changes is that the experimental basically has three stances. As I really want to promote a playstyle in which both melee heals and ranged heals have their place, it makes more sense to have one healing stance. Stances are currently tied to the Prayer/Covenants where Prayer of Absolution/Covenant of Tenacity + Prayer of Devotion/Covenant of Vitality have exactly the same effect. Prayer of Righteousness/Covenant of Celerity then resemble the DPS stance. It could be possible to add two abilities with resemble the stances and have all Prayer/Covenant available to every spec.

The changelist is based on WP/DoK without the experimental changes. It does include the buff made to Hammer of Sigmar/Wracking Agony prior to the release of the experimental changes. Also it does include the M2 DoK nerf to no longer cleansing Curses. You will see that the pure DPS is almost exactly the same as the current experimental changes because 1) First look seemed pretty good and 2) I focused on the healing WP/DoK.


General Changes

- If in combat, switching to or from Prayer of Righteousness/Covenant of Celerity consumes all action points and mechanic points, in addition to invoking a 5 minute cooldown on Prayer of Righteousness/Covenant of Celerity
- The cooldown of Absence of Faith is now 10 seconds.


Prayer of Absolution/Covenant of Tenacity + Prayer of Devotion/Covenant of Vitality

- Whenever using a damaging ability from Path of Grace/Path of Sacrifice the player gains a stacking buff which increases your willpower/healing power by 25% of your bonus strength/melee power. This buff stacks up to 4 times and lasts 15s.
- Divine Fury tactic will not invoke a 20% healing decrease


Prayer of Righteousness/Covenant of Celerity


- When this ability becomes active or the instant it is no longer active you will lose all your current action points.
- You will lose 5 resource (Righteous Fury/ Soul Essence) per second to power this effect. This drain will now occur for 10 seconds after the last time Covenant of Celerity or Prayer of Righteousness amplified the damage of a Wrath or Torture skill. This does not occur when a DoT ticks, but it does occur when you proc the Covenant or Prayer through dealing direct damage.
- Entering or leaving Prayer of Righteousness/Covenant of Celerity will cause a 5 minute cooldown on Prayer of Righteousness/Covenant of Celerity


Prayer of Righteousness (WP)

- The damage inflicted by Path of Wrath skills increases based on your Righteous Fury level, to a maximum of 40%.
- Absence of Faith will debuff heals by 50%.
- When you trigger your Prayer of Righteousness, it will increase your movement speed by 20% for 5 seconds. This will only affect you.


Covenant of Celerity (DoK)

- The damage inflicted by Path of Torture skills increases based on your Soul Essence level, to a maximum of 25%.
- Damage from Devour Essence is doubled and healing is halved.


Changes to skills of Path of Salvation/Path of Dark Rites

Divine Mend/Khaine’s Invigoration
- This skill can now only be used on yourself

Divine Aid/Restore Essence
- Now has a 5 second cooldown
- Also empowers ally to be more susceptible for your melee healing by 20% for 10 seconds.

Martyr’s Blessing/Khaine’s Refreshment
Skill is completely reworked to the following:
Cost: 40 RF/SE - 1 second cast - range: 150 ft. - Cooldown: 10 seconds
Blesses your defensive target for 10 seconds to reduce their damage taken by 15% by attacks of 45 ft or further away from the player. In addition empowers your next single target melee attack on a player for 10 seconds to heal group members within 50 ft of you to 2/3 of Touch of the Divine/Khaine’s Embrace.

Supplication/Blood Offering
- Now costs 20 AP per second and gives you 20 RF/SE per second.
- Duration increased to 8 second channel
- Cooldown increased to 13 seconds


Changes to skills of Path of Grace/Path of Sacrifice

Sigmar’s Radiance/Transfer Essence
- Cooldown increased to 3 seconds.
- Damage halved
- Heals for 400% of the damage dealt and mitigated
- Gains 20% strikethrough

Adding New Skill: Divine Strike/Consume Essence
Cost: 25 AP - Instant-cast - range: 5 ft - Builds 30 RF/SE - Cooldown: 0s - 20% strikethrough
Deals Damage equal to Sigmar’s Radiance/Transfer Essence and heals your defensive target for 400% of the damage done, additionally you are healed for 200% of the damage dealt. If the defensive target is yourself you will be healed for only 400%

Divine Assault/Rend Soul
- RF cost reduced to 15/s
- Cooldown increased to 10 seconds

Sigmar’s Shield (WP)
- Base duration is 4 seconds
- Now drains 20 RF/s
- Base healing value down to 10-75 from 20-150.
- Sigmar's Shield now scales with Willpower at half the normal rate.
- Has 20% strikethrough

Devour Essence (DoK)
- Base duration is 4 seconds
- Now drain 20 SE/s
- Damage is reduced to 40% of the current damage.
- Healing received increased to 100% of damage dealth
- Has 20% strikethrough

Sigmar’s Fist/Consume Strength
Skills is completely reworked to the following:
Cost: 30 AP - Instant-cast - range: 5 ft. - Builds 40 RF/SE - Cooldown: 5 seconds - 20% strikethrough
Deals damage equal to Sigmar’s Radiance to your target. In addition if the damaged target was a player, it empowers your next healing spell in the following ways:
- Breath of Sigmar/Stand, Coward!: Target is resurrected with 40% health instead of 20% health.
- Divine Aid/Restorce Essence: The healing over time portion is doubled.
- Divine Light/Soul Shielding: Cooldown reduced to 30s and those under its effect are 5% less likely to be critically hit.
- Healing Hand/Soul Infusion: Also applies to the nearest by group member within 30 ft.
- Pious Restoration/Khaine’s Vigor: Group members under the effect of Pious Restoration/Khaine’s Vigor deal 5% more damage.
- Purify/Path Wounds: The RF/SE cost is removed. In addition when using Cleansing Power/Efficient Patching, Purify/Patch wounds now cleanses all group members including within 100 ft including you.
- Martyr’s Blessing/Khaine’s Refreshment: Spell becomes instant cast and additionally heals the target for same value as the instant heal of Divine Aid/Restore Essence.
- Touch of the Divine/Khaine’s Embrace: Can now be cast on the move.
- Divine Mend/Khaine’s Invigoration: Can now be cast on any ally, in addition if that ally is also effected by your Healing Hand/Soul Infusion, Divine Mend/Khaine’s Invigoration heals for 25% more.


Changes to tactics

Note: The names represent the places of the tactics in the current trees, so they have no meaning other than that!

Grace of Sigmar/Empowered Transfer
- Increases healing from Sigmar’s Radiance/Transfer Essence and Divine Strike/Consume Essence to 600% of the damage dealt.

Greave of Sigmar (WP)
- Repent will now affect all enemies in 30 ft, in addition Sigmar’s Shield lasts for 8 seconds and drains 10 RF/s instead of 20 RF/s

Horrifying Offering (DoK)
- Terrifying vision now affects all enemies in 30 ft, in addition Devour Essence now lasts 8 seconds and drains 10 SE/s

Intimidating Repent (WP)
- Weight of Cult snare is increased to 10 seconds, in addition Absence of Faith now deals damage equal to Bludgeon.

Terrifying Aura (DoK)
- Flay snare is increased to 10 seconds, in addition the damage over time part of Sanguinary Extension and Lacerate is increased by 50%.

Divine Petitioning (WP)
- Reduces AP cost of Supplication to 15 AP/s and increases RF gain to 30/s

New Tactic: Khaine’s Offering
- Reduces AP cost of Blood Offering to 15 AP/s and increases SE gain to 30/s
Last edited by zumos2 on Wed Nov 23, 2016 2:46 pm, edited 1 time in total.
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

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BrockRiefenstahl
Posts: 409

Re: Warrior Priest / Disciple of Khaine

Post#62 » Wed Nov 23, 2016 2:41 pm

zumos2 wrote:
Azarael wrote:
zumos2 wrote:I’m not giving very concrete changes for now because I should really think carefully about what changes would do well. Also I have only written about “backline” DoK/WP, but it will be quite a challenge to make both backline DoK/WP and meleeheal DoK/WP work good together (as changes to one not make the other OP).
All right. I'll wait for further analysis.
Well here we go!
Spoiler:
Proposed Warrior Priest and Disciple of Khaine Changes

Some notes to start it off. First of all these changes cannot be made without client control and I am aware of this. In my opinion it is better to wait for client control to introduce smart, effective and fun changes rather than having to come up with meh solutions within limited options. Second this changelist wants to achieve a fun and challenging playstyle in which both a willpower stacking player with a book/chalice, as well as a strength stacking player with 2h hammer/dual wield swords have their place. The balance of this list will probably be off and require extensive testing to balance around. Third the main goals of these changes are to promote healing in melee range. I thought of what would be a nice way to achieve this and came to empowering melee heal spells with casts and empowering casts with melee spells. It promotes using both spells instead of heavily punishing one certain playstyle. In addition it should allow different playstyles where one is more focused on melee healing and the other more focused on casting heals from ranged. Next I do agree with completely splitting full damage dealer playstyle with healing by having two stances: Healing and DPS. Main difference with this version over the current experimental changes is that the experimental basically has three stances. As I really want to promote a playstyle in which both melee heals and ranged heals have their place, it makes more sense to have one healing stance. Stances are currently tied to the Prayer/Covenants where Prayer of Absolution/Covenant of Tenacity + Prayer of Devotion/Covenant of Vitality have exactly the same effect. Prayer of Righteousness/Covenant of Celerity then resemble the DPS stance. It could be possible to add two abilities with resemble the stances and have all Prayer/Covenant available to every spec.

The changelist is based on WP/DoK without the experimental changes. It does include the buff made to Hammer of Sigmar/Wracking Agony prior to the release of the experimental changes. Also it does include the M2 DoK nerf to no longer cleansing Curses. You will see that the pure DPS is almost exactly the same as the current experimental changes because 1) First look seemed pretty good and 2) I focused on the healing WP/DoK.


General Changes

- If in combat, switching to or from Prayer of Righteousness/Covenant of Celerity consumes all action points and mechanic points, in addition to invoking a 5 minute cooldown on Prayer of Righteousness/Covenant of Celerity
- The cooldown of Absence of Faith is now 10 seconds.


Prayer of Absolution/Covenant of Tenacity + Prayer of Devotion/Covenant of Vitality

- Whenever using a damaging ability from Path of Grace/Path of Sacrifice the player gains a stacking buff which increases your willpower/healing power by 25% of your bonus strength/melee power. This buff stacks up to 4 times and lasts 15s.
- Divine Fury tactic will not invoke a 20% healing decrease


Prayer of Righteousness/Covenant of Celerity


- When this ability becomes active or the instant it is no longer active you will lose all your current action points.
- You will lose 5 resource (Righteous Fury/ Soul Essence) per second to power this effect. This drain will now occur for 10 seconds after the last time Covenant of Celerity or Prayer of Righteousness amplified the damage of a Wrath or Torture skill. This does not occur when a DoT ticks, but it does occur when you proc the Covenant or Prayer through dealing direct damage.
- Entering or leaving Prayer of Righteousness/Covenant of Celerity will cause a 5 minute cooldown on Prayer of Righteousness/Covenant of Celerity


Prayer of Righteousness (WP)

- The damage inflicted by Path of Wrath skills increases based on your Righteous Fury level, to a maximum of 40%.
- Any time you use a Path of Wrath skill, you will lose 5 Righteous Fury per second for 10 seconds.
- Absence of Faith will debuff heals by 50%.
- When you trigger your Prayer of Righteousness, it will increase your movement speed by 20% for 5 seconds. This will only affect you.


Covenant of Celerity (DoK)

- The damage inflicted by Path of Torture skills increases based on your Soul Essence level, to a maximum of 25%.
- Any time you use a Path of Torture skill, you will lose 5 Soul Essence per second for 10 seconds.
- Damage from Devour Essence is doubled and healing is halved.


Changes to skills of Path of Salvation/Path of Dark Rites

Divine Mend/Khaine’s Invigoration
- This skill can now only be used on yourself

Divine Aid/Restore Essence
- Now has a 5 second cooldown
- Also empowers ally to be more susceptible for your melee healing by 20% for 10 seconds.

Martyr’s Blessing/Khaine’s Refreshment
Skill is completely reworked to the following:
Cost: 40 RF/SE - 1 second cast - range: 150 ft. - Cooldown: 10 seconds
Blesses your defensive target for 10 seconds to reduce their damage taken by 15% by attacks of 45 ft or further away from the player. In addition empowers your next single target melee attack on a player for 10 seconds to heal group members within 50 ft of you to 2/3 of Touch of the Divine/Khaine’s Embrace.

Supplication/Blood Offering
- Now costs 20 AP per second and gives you 20 RF/SE per second.
- Duration increased to 8 second channel
- Cooldown increased to 13 seconds


Changes to skills of Path of Grace/Path of Sacrifice

Sigmar’s Radiance/Transfer Essence
- Cooldown increased to 3 seconds.
- Damage halved
- Heals for 400% of the damage dealt and mitigated
- Gains 20% strikethrough

Adding New Skill: Divine Strike/Consume Essence
Cost: 25 AP - Instant-cast - range: 5 ft - Builds 30 RF/SE - Cooldown: 0s - 20% strikethrough
Deals Damage equal to Sigmar’s Radiance/Transfer Essence and heals your defensive target for 400% of the damage done, additionally you are healed for 200% of the damage dealt. If the defensive target is yourself you will be healed for only 400%

Divine Assault/Rend Soul
- RF cost reduced to 15/s
- Cooldown increased to 10 seconds

Sigmar’s Shield (WP)
- Base duration is 4 seconds
- Now drains 20 RF/s
- Base healing value down to 10-75 from 20-150.
- Sigmar's Shield now scales with Willpower at half the normal rate.
- Has 20% strikethrough

Devour Essence (DoK)
- Base duration is 4 seconds
- Now drain 20 SE/s
- Damage is reduced to 40% of the current damage.
- Healing received increased to 100% of damage dealth
- Has 20% strikethrough

Sigmar’s Fist/Consume Strength
Skills is completely reworked to the following:
Cost: 30 AP - Instant-cast - range: 5 ft. - Builds 40 RF/SE - Cooldown: 5 seconds - 20% strikethrough
Deals damage equal to Sigmar’s Radiance to your target. In addition if the damaged target was a player, it empowers your next healing spell in the following ways:
- Breath of Sigmar/Stand, Coward!: Target is resurrected with 40% health instead of 20% health.
- Divine Aid/Restorce Essence: The healing over time portion is doubled.
- Divine Light/Soul Shielding: Cooldown reduced to 30s and those under its effect are 5% less likely to be critically hit.
- Healing Hand/Soul Infusion: Also applies to the nearest by group member within 30 ft.
- Pious Restoration/Khaine’s Vigor: Group members under the effect of Pious Restoration/Khaine’s Vigor deal 5% more damage.
- Purify/Path Wounds: The RF/SE cost is removed. In addition when using Cleansing Power/Efficient Patching, Purify/Patch wounds now cleanses all group members including within 100 ft including you.
- Martyr’s Blessing/Khaine’s Refreshment: Spell becomes instant cast and additionally heals the target for same value as the instant heal of Divine Aid/Restore Essence.
- Touch of the Divine/Khaine’s Embrace: Can now be cast on the move.
- Divine Mend/Khaine’s Invigoration: Can now be cast on any ally, in addition if that ally is also effected by your Healing Hand/Soul Infusion, Divine Mend/Khaine’s Invigoration heals for 25% more.


Changes to tactics

Note: The names represent the places of the tactics in the current trees, so they have no meaning other than that!

Grace of Sigmar/Empowered Transfer
- Increases healing from Sigmar’s Radiance/Transfer Essence and Divine Strike/Consume Essence to 600% of the damage dealt.

Greave of Sigmar (WP)
- Repent will now affect all enemies in 30 ft, in addition Sigmar’s Shield lasts for 8 seconds and drains 10 RF/s instead of 20 RF/s

Horrifying Offering (DoK)
- Terrifying vision now affects all enemies in 30 ft, in addition Devour Essence now lasts 8 seconds and drains 10 SE/s

Intimidating Repent (WP)
- Weight of Cult snare is increased to 10 seconds, in addition Absence of Faith now deals damage equal to Bludgeon.

Terrifying Aura (DoK)
- Flay snare is increased to 10 seconds, in addition the damage over time part of Sanguinary Extension and Lacerate is increased by 50%.

Divine Petitioning (WP)
- Reduces AP cost of Supplication to 15 AP/s and increases RF gain to 30/s

New Tactic: Khaine’s Offering
- Reduces AP cost of Blood Offering to 15 AP/s and increases SE gain to 30/s
- You will lose 5 resource (Righteous Fury/ Soul Essence) per second to power this effect. This drain will now occur for 10 seconds after the last time Covenant of Celerity or Prayer of Righteousness amplified the damage of a Wrath or Torture skill. This does not occur when a DoT ticks, but it does occur when you proc the Covenant or Prayer through dealing direct damage.
+
- Any time you use a Path of Wrath skill, you will lose 5 Righteous Fury per second for 10 seconds.
Woot 2 seperate degenerations? Or do you mean the same thing? Can you explain this a little further? I really prefer the first one.

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zumos2
Posts: 441

Re: Warrior Priest / Disciple of Khaine

Post#63 » Wed Nov 23, 2016 2:45 pm

It is just the first, my mistake in copying those changes. Gonna edit in a sec
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

sotora
Posts: 320

Re: Warrior Priest / Disciple of Khaine

Post#64 » Wed Nov 23, 2016 9:37 pm

zumos2 wrote:
Some notes to start it off. First of all these changes cannot be made without client control and I am aware of this. In my opinion it is better to wait for client control to introduce smart, effective and fun changes rather than having to come up with meh solutions within limited options. Second this changelist wants to achieve a fun and challenging playstyle in which both a willpower stacking player with a book/chalice, as well as a strength stacking player with 2h hammer/dual wield swords have their place. The balance of this list will probably be off and require extensive testing to balance around. Third the main goals of these changes are to promote healing in melee range. I thought of what would be a nice way to achieve this and came to empowering melee heal spells with casts and empowering casts with melee spells. It promotes using both spells instead of heavily punishing one certain playstyle. In addition it should allow different playstyles where one is more focused on melee healing and the other more focused on casting heals from ranged.
I will read proposition more carefully, but problem I see with this approach (in light of your proposed changes) is that I somehow doubt backline healers will want to play it and I doubt those interested in melle healing want to cast spells.

Great job though will thinking about it and writing it all down. Must took a good while.


Generally I don't like approach of changing DoK/WP into 3 role class: some kind of nerfed/odd/niche caster heal class, almost pure melee heal and almsot pure dps. I always understood hybrid class as a class that can do more than one thing at same time dynamically changing during combat, kinda like AM/Shamans that can be either dps with significant healing or healer with relatively decent dps for a healing class. With DoK/WP it seems like approach is diffrent and it is healing stances (maybe) that get merged and dps gets isolated compltely. I have other classes and I won't cry, but I just don't like it - kinda goes against spirit of class imho.

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peterthepan3
Posts: 6509

Re: Warrior Priest / Disciple of Khaine

Post#65 » Wed Nov 23, 2016 10:16 pm

Thing is hybrid classes have no place in meta setups, and only really work in 1v1 or when duoing with a friend, i.e. the combination of being able to heal, deal damage, and survive.

A min-max group has no reason to bring a class that can only do 70% of the damage a pure DPS can bring, or 70% of the healing a backline healer can do (assuming they wish to excel in the game).
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zumos2
Posts: 441

Re: Warrior Priest / Disciple of Khaine

Post#66 » Wed Nov 23, 2016 10:28 pm

sotora wrote:
Spoiler:
zumos2 wrote:
Some notes to start it off. First of all these changes cannot be made without client control and I am aware of this. In my opinion it is better to wait for client control to introduce smart, effective and fun changes rather than having to come up with meh solutions within limited options. Second this changelist wants to achieve a fun and challenging playstyle in which both a willpower stacking player with a book/chalice, as well as a strength stacking player with 2h hammer/dual wield swords have their place. The balance of this list will probably be off and require extensive testing to balance around. Third the main goals of these changes are to promote healing in melee range. I thought of what would be a nice way to achieve this and came to empowering melee heal spells with casts and empowering casts with melee spells. It promotes using both spells instead of heavily punishing one certain playstyle. In addition it should allow different playstyles where one is more focused on melee healing and the other more focused on casting heals from ranged.
I will read proposition more carefully, but problem I see with this approach (in light of your proposed changes) is that I somehow doubt backline healers will want to play it and I doubt those interested in melle healing want to cast spells.

Great job though will thinking about it and writing it all down. Must took a good while.


Generally I don't like approach of changing DoK/WP into 3 role class: some kind of nerfed/odd/niche caster heal class, almost pure melee heal and almsot pure dps. I always understood hybrid class as a class that can do more than one thing at same time dynamically changing during combat, kinda like AM/Shamans that can be either dps with significant healing or healer with relatively decent dps for a healing class. With DoK/WP it seems like approach is diffrent and it is healing stances (maybe) that get merged and dps gets isolated compltely. I have other classes and I won't cry, but I just don't like it - kinda goes against spirit of class imho.
Well in the old version there were basically two "stances". One backline caster heal and a dps with relatively a lot of healing. The dps DoK actually was viable in the old version, dps WP just didn't do enough damage.
My starting point is making WP/DoK go into melee to heal as was wanted by Azarael. Therefor you at the very least need strong melee heals in some shape or form. If you combine that in any way with a competent dps spec you instantly hit balances issues which would very likely be unsolvable. That is where the stance idea comes from to isolate the dps WP/DoK so options open for melee healing. In return for losing healing in the dps stance they gained more damage to compensate for this. Besides they could still do some melee healing when they want, those skills just deal less damage. So after the changes there still are two "stances", this time more literally. The stances just represent different specs. And it generally is true what Heymate said about hybrid specs; they are really hard to balance so they become viable because of the nature of hybrids. That is especially true because of 6 man groups which really push you into 2-2-2 setups in which hybrid classes just don't fit.
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

sotora
Posts: 320

Re: Warrior Priest / Disciple of Khaine

Post#67 » Wed Nov 23, 2016 10:34 pm

peterthepan3 wrote:Thing is hybrid classes have no place in meta setups, and only really work in 1v1 or when duoing with a friend, i.e. the combination of being able to heal, deal damage, and survive.

A min-max group has no reason to bring a class that can only do 70% of the damage a pure DPS can bring, or 70% of the healing a backline healer can do (assuming they wish to excel in the game).
There are 12 classes per faction and group is composed of 6 characters. In min-max situations many classes are gonna be left behind anyway.

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zumos2
Posts: 441

Re: Warrior Priest / Disciple of Khaine

Post#68 » Wed Nov 23, 2016 10:41 pm

sotora wrote:
peterthepan3 wrote:Thing is hybrid classes have no place in meta setups, and only really work in 1v1 or when duoing with a friend, i.e. the combination of being able to heal, deal damage, and survive.

A min-max group has no reason to bring a class that can only do 70% of the damage a pure DPS can bring, or 70% of the healing a backline healer can do (assuming they wish to excel in the game).
There are 12 classes per faction and group is composed of 6 characters. In min-max situations many classes are gonna be left behind anyway.
Which doesn't mean those classes aren't viable in another setup. Certain combo's work, others don't. But shouldn't it be our goal to have all classes viable in preferably both large scale RvR and small scale (but at least either)?
Zumos - Member of Red Guard

Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen

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sotora
Posts: 320

Re: Warrior Priest / Disciple of Khaine

Post#69 » Wed Nov 23, 2016 11:02 pm

zumos2 wrote:
sotora wrote:
peterthepan3 wrote:Thing is hybrid classes have no place in meta setups, and only really work in 1v1 or when duoing with a friend, i.e. the combination of being able to heal, deal damage, and survive.

A min-max group has no reason to bring a class that can only do 70% of the damage a pure DPS can bring, or 70% of the healing a backline healer can do (assuming they wish to excel in the game).
There are 12 classes per faction and group is composed of 6 characters. In min-max situations many classes are gonna be left behind anyway.
Which doesn't mean those classes aren't viable in another setup. Certain combo's work, others don't. But shouldn't it be our goal to have all classes viable in preferably both large scale RvR and small scale (but at least either)?
All classes being viable in either small scale and/or large scale is not the same as being viable in meta setup/competetive group. Correct me if I am wrong.

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peterthepan3
Posts: 6509

Re: Warrior Priest / Disciple of Khaine

Post#70 » Wed Nov 23, 2016 11:09 pm

My point is that if a class excels at being a jack-of-all-trades, but master of none, then it will not be taken into a serious group most of the time. Every healer can be taken into a serious 6man these days, as can any DPS (some are just more gear-reliant than others).

If you had a healer that only did 50% of the healing of a dedicated healer, whilst doing some damage (pre-patch Grace WP), you wouldn't take it over the healer (which was why Grace WPs didn't get a spot prepatch). Now, Grace WPs do very good healing for the group, and can actually fill in for another healer. Their damage has been nerfed, but that is necessary so as to not render actual DPS classes unnecessary.
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