Currently, while using charge to close the distance to the enemy, if you change mutation while on the run your change is immediately cancelled. As a quality of life change I think it'd make sense that you're able to charge and switch mutations without losing your speed. Additionally ferocious assault and mutated aggressor. Currently when you charge a target, you spend 4-5 seconds approaching your target, and then when you reach them you spend another two gcd's popping FA+MA, giving 6-7 seconds your target can see you coming, knock you down, disarm you, slow you, punt you etc.
Simply put, please make FA, MA and mutation swap no longer capable of canceling charge.
[Mara] charge+mutation change
Forum rules
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Before posting on this forum, be sure to read the Terms of Use
In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
Ads
Re: [Mara] charge+mutation change
There is a balance forum for a reason: viewforum.php?f=95
Besides that, snare doesn't need a mutation as well as the range knockdown, TE and the M1 root.
The class as a whole is already the definition of "quality of life".
Besides that, snare doesn't need a mutation as well as the range knockdown, TE and the M1 root.
The class as a whole is already the definition of "quality of life".
- NoRKaLKiLLa
- Posts: 1020
- Contact:
Re: [Mara] charge+mutation change
I figured suggestions went into the suggestions forum until someone deemed them feasible enough to put on the balance table.
Regardless of the aforementioned two abilities, one of which being class defining, the other being the only morale in the class has any demonstrative impact in a fight, mutation changes being on a separate cooldown than actual abilities and haven't any impact on an enemy target, it makes no sense to lose your charge upon swapping.
Regardless of the aforementioned two abilities, one of which being class defining, the other being the only morale in the class has any demonstrative impact in a fight, mutation changes being on a separate cooldown than actual abilities and haven't any impact on an enemy target, it makes no sense to lose your charge upon swapping.

Re: [Mara] charge+mutation change
I would say that's a very tenuous argument for these buffs. I don't really see the need for certain abilities to ignore charges break mechanic. While being able to swap mid charge would be nice IMO its unnecessary as good forward planning will pretty much cover your stance needs.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: [Mara] charge+mutation change
I would think stance switching during charge would be analogous to WE/WH being able to change kisses/bullets in stealth (ie their gap closer). That said, this would be a nice change but this isn't a gamebreaking issue by any means.
I have difficulty understanding the contempt which is so frequently displayed toward the marauder class and mdps in general on these forums.
Xerol
Nazgul
Is this considered a valid argument for not exploring QoL improvements? If there are other reasons (resource allocation, code incompatibility) that would make sense to me.Luth wrote: The class as a whole is already the definition of "quality of life".
I have difficulty understanding the contempt which is so frequently displayed toward the marauder class and mdps in general on these forums.
Xerol
Nazgul
Xerol/Xerel/etc
Re: [Mara] charge+mutation change
Ppl are really asking to buff the best MDPS in game?, maras got armor debuff ( undefendable), wounds debuff ( best in game), inc heal debuff, ap drain, pull, ranged kd, guaranteed critic when using guillotine , monstrosity proc and more stuff, and yet ppl are not Satisfied, they need a nerf not a buff.
Re: [Mara] charge+mutation change
The m onstrosity process does need looking at, at some point. Reducing Mara survivability will be something I push for when client control is a thing.
Khorlar, Thorvold, Sjohgar, Anareth, Toldavf, Hartwin, Gotrin and others -_-


Re: [Mara] charge+mutation change
The intent of Norkalli's post was not to ask for a buff but rather a minor QoL improvement. I agree marauders have excellent utility which is IMO a fair tradeoff for having the lowest damage potential of the entire archetype.hacbjr wrote:Ppl are really asking to buff the best MDPS in game?, maras got armor debuff ( undefendable), wounds debuff ( best in game), inc heal debuff, ap drain, pull, ranged kd, guaranteed critic when using guillotine , monstrosity proc and more stuff, and yet ppl are not Satisfied, they need a nerf not a buff.
That said, listing a series of abilities without any qualifiers is a at least a little duplicitous.
- wounds debuff (spec), armor debuff (spec), inc heal debuff (25% base / 50% spec), ap drain (at renown 70), pull (disrupt check), ranged kd (requires disrupt), finisher (spec), and monstro proc (..really?).
List your own class and we can repeat this exercise if you'd like.
Someone put it best in the last nerf thread. Paraphrasing.. The relative desirability of the marauder should not be looked at as an unwarranted aberration. This is the standard to which the entire underperforming achetype should be raised.
Xerol/Xerel/etc
Ads
Re: [Mara] charge+mutation change
lowest damage potential ? are you insane?, if you dont do dmg with mara its because you dont know how to play the class i'm sorry.SRoth137 wrote:The intent of Norkalli's post was not to ask for a buff but rather a minor QoL improvement. I agree marauders have excellent utility which is IMO a fair tradeoff for having the lowest damage potential of the entire archetype.hacbjr wrote:Ppl are really asking to buff the best MDPS in game?, maras got armor debuff ( undefendable), wounds debuff ( best in game), inc heal debuff, ap drain, pull, ranged kd, guaranteed critic when using guillotine , monstrosity proc and more stuff, and yet ppl are not Satisfied, they need a nerf not a buff.
That said, listing a series of abilities without any qualifiers is a at least a little duplicitous.
- wounds debuff (spec), armor debuff (spec), inc heal debuff (25% base / 50% spec), ap drain (at renown 70), pull (disrupt check), ranged kd (requires disrupt), finisher (spec), and monstro proc (..really?).
List your own class and we can repeat this exercise if you'd like.
Someone put it best in the last nerf thread. Paraphrasing.. The relative desirability of the marauder should not be looked at as an unwarranted aberration. This is the standard to which the entire underperforming achetype should be raised.
http://waronlinebuilder.org/#career=mar ... 1:;0:0:0:0:
at lvl40rr40 ( really easy to get rr40) you will have everything you need (missing only the AP drain) to be the ultimate mdps in game.

Re: [Mara] charge+mutation change
The concept of the WH/WE is it to attack out of the shadow/from a position of strength to surprise the enemy; the WE/WH decides where and when to attack. As bullet/kiss selection can vary by target, it was contrary to that concept that they can't change bullets during up to 30 seconds in stealth.SRoth137 wrote:I would think stance switching during charge would be analogous to WE/WH being able to change kisses/bullets in stealth (ie their gap closer). That said, this would be a nice change but this isn't a gamebreaking issue by any means.
Is this considered a valid argument for not exploring QoL improvements? If there are other reasons (resource allocation, code incompatibility) that would make sense to me.Luth wrote: The class as a whole is already the definition of "quality of life".
The point is that "quality of life" can be an argument for everything, e.g. pounce reverted to 0 second cooldown, knight shatter on 65 feet or make RoR great again.
In this case the QoL change would lead to a higher burst on first impact or a longer buff uptime on a class that already got it's burst potential buffed by mythic without loosing some of it's outstanding tools.
The topic was imo already very specific (root of the problem and a detailed solution); what happens now is a balance discussion outside of the balance forum.NoRKaLKiLLa wrote:I figured suggestions went into the suggestions forum until someone deemed them feasible enough to put on the balance table.
Who is online
Users browsing this forum: No registered users and 3 guests