Racial group fixing 2.0

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footpatrol2
Posts: 1115

Racial group fixing 2.0

Post#1 » Thu May 18, 2017 5:09 am

Ok so here is a short disclaimer.
Spoiler:
I’m writing this and placing it in the suggestion section so this can have more freedom of discussion. I personally favor ROLLBACKS on abilities. There are many reasons for this but one of the main reason’s is because the community can disagree quite a bit with each other. Roll backs on abilities are an easier concept to wrap your head around then just brand new invented concepts which are risky on how the community will react.

This is trying to restore balance and to allow racial groups and mixed groups to co-exist. I believe this is possible. This is just a different design direction. A lot of this is rollbacks but with a twist coming from the patch period of 1.3. I can't stress this enough that this is rollbacks. Nothing is NEW here besides minor twists/stacking issue's. Almost everything I am listing was possible at one time in this game on retail. I also address in this post a different design direction on how proc meta was managed all conducted in one fell swoop.

I’m also going to attempt to provide the minimal amount of content for change. I personally think more rollbacks are needed but I’m only going to provide the least needed for racial groups to function and maintain their unique play-styles.
Suggestion list

Morale gain
Take away the morale gain scaler’s on morale pump tactic’s. Restore tooltip value's on morale pump tactic's. Take away the morale gain nerf that was implemented by azareal. Give all players 6 morale per sec as base. For each additional member in your group you gain a additional 6 morale per sec for a total of 36 morale gain per sec for a full group. This is for mixed groups. If you have a racial group and only if the racial group is a full group of 6 you gain additional 30% morale gain on top of 36 morale per sec for a total of 46.8 or 47 morale per sec. This is retail morale gain rates.

Morale gain on retail could get even higher with the use of banners. Lets stall that for now to let the community soak in a faster morale gain rates.

Morale drain upon death of a nearby player

This is a old renown tactic that was rarely used in retail and had to target a specific race. Bring back this mechanic but disregard the race specific portion. Baseline this effect so it is part of the core game mechanics. Upon a player’s death all friendly nearby players within 30 ft of the player that died loses 100 morale. 100 morale is a loose number. It shouldn’t be a high number but it should be impactful. Maybe only 50 morale maybe 100 maybe 200.


Specific Class fixes

Dwarves

Runepriest: Make mountain spirit last 30 sec’s but have it only affect dwarf players within the group. It won’t be able to stack with knight aura’s. Currently mountain spirit lasts 10 sec’s it used to last 30 sec’s. Currently players favor focused mind over this so it doesn’t really affect mixed groups that much. This gives dwarves back their defensive morale cycle.

Ironbreaker
: Make Gromril plating affect the group but only affecting dwarf players. Currently Gromril plating only affects the ironbreaker himself. It used to affect the entire group.

Engineer
Revert the keg nerf. Remove how the Flame turret reduces the range of your abilities and increases the pbaoe abilities. Keep the dodge/disrupt from the flame turret. Make m2 armored plating, only affect dwarf players.

Slayer
Restore shatter limbs. Reduce tooltip damage value’s. The only thing that matters is that dwarves gain access again to the effect. The damage value can be radically played around with. Potentially reduce ID's damage value's.

High Elves
White Lion: Make WL pounce ability cause AoE damage again. Only allow pack assault to affect high elf players.

Archmage: (This is the ONLY suggestion that is different then what was capable from the retail servers)
Bolstering Boon tactic. Have this tactic give morale gain based off of lambent aura ability so this tactic gets more use. Have it only affect high elf players. Players don't see enough value in hard casting boon of hysh. So attach it to the instant cast like Dok's. The placement of the bolstering boon tactic is important and shouldn't be changed from a 8 point tactic. This is so Non isha AM's can still pick it up in thier off-spec.

Empire
Knight
Bring back the triple enchantment shatter tactic (destroy confidence) but without its range component. Make shining blade group effect only to be able to be stacked on empire players.
NOte: I mainly play a shaman and a BO and I'm stating that the triple shatter destroy confidence tactic should make a comeback. It needs to be there due to increased morale gain rates.

Bright Wizard
Flames of ruin buff only affect’s empire players. Remove the ability re-use timer. Make it instant use anytime. Restore Crown of fire tactic to work as the tool tip reads and works for all empire group members.

Dark Elves
Blackguard: have brutal smash go back to being a disorient to how it used to be. The length of the disorient is tied to how much mechanic points the Blackguard has.
Keep None shall pass as a 5 point ability. It is important to keep none shall pass as a 5 point ability so it can be picked up in your off=spec’s. None shall pass has amazing synergy with Khaine’s warding. The combination of two blackguards poping none shall pass as Khaine’s warding M4 basically provides group morale bomb immunity for 10 sec’s.

Sorcerer
Frozen touch buff only affect’s dark elf players. Remove the frozen touch ability re-use cooldown. Make it instant use anytime. Restore Frozen Fury tactic to work as the tool tip reads and works for all dark elf group members. Make m2 wind woven shell only affect dark elf players.

Disciple of Khaine
Spoiler:
Switch efficient patching with restored motivation. Change efficient patching to restore essence grants the target 250 morale. Only Dark elf players are affected by the morale gain portion from the tactic. The placement of the efficient patching tactic is important and shouldn't be changed from a 8 point tactic. This is so Non Dark Rites Dok's can still pick it up in thier off-spec. Allow Khaine's withdrawal to cleanse everything, even curses.

Note:
Dok's don't have to spec into their group cleanse but they have to spend morale to use it. WP have to spec into their group cleanse but don't have to spend morale. Dok's did not originally have a group cleanse tactic.

1001 blessings brought back to 30 second duration but only affects dark elf players. The resist, armor and avoidence buff does not stack with any other faction specifically chosen aura’s. Which was the issue on the mythic servers. 1001 blessings is CRITICAL to the Dark elf faction. This is how the dark elf faction gains a permanent resist buff as a faction. 1001 blessings is currently not being used due to its short duration currently in mixed groups.
Chaos
Chosen: Move sprout carapace back to morale 3 ability. Have Sprout carapace only affects other chaos faction players. Have it not affect other factions. Return impenetrable armor back to the morale 4 in the corruption tree. Only allow tooth of tzeentch to affect only chaos players and don't let it affect other factions.

Zealots: Remove Eye of Sheerian's armor and resist buff. Return Eye of Sheerian to a group Heal 100ft that heals for 500 every 3 sec’s over a time period of 9 sec’s.

Magus: Move indigo fire of change to the 13 point ability in the Changing tree. Move mist to the 9 point ability in the changing tree. This is how the tree was originally set up as far as abilities. Remove how the blue horror reduces the range of your abilities and increases the pbaoe abilities. Keep the dodge/disrupt from the blue horror.

Greenskinz
Black Orc Make m2 Walk it off and m1 Quit your squabbling only to be able to be stacked onto greenskin players.

Shaman: Eeek used to be a random punt and random self punt ability. Currently Eeek is subject to CC immunities due to it’s current punting nature. Just have Eeek Self punt directly backwards and remove the punt ability from Eeek. Allow Ere we go to stack up to a maximum of 6 times per player. Make Ere we go only to be able to be stacked on greenskin players. By Ere we go only being able to be stacked on greenskin players this eliminates morale pumping mixed group set ups with ere we go and get moving tactic.

Most of what I listed is stacking issue's. I’m not asking for buff’s for racial groups. I’m asking to get what we had lost as the game changed and suggesting a different design approach to what mythic decided to due instead of just cutting it out of existence.

I’m sure I have missed some stuff but this is the big stuff.
Last edited by footpatrol2 on Thu May 18, 2017 7:12 am, edited 3 times in total.

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lilsabin
Posts: 619

Re: Racial group fixing 2.0

Post#2 » Thu May 18, 2017 5:35 am

u are against interacial ?

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Glorian
Posts: 5007

Re: Racial group fixing 2.0

Post#3 » Thu May 18, 2017 5:46 am

Interesting approach.

I'm a big fan of racial groups myself but the old moral pump target for racial groups never really felt right. Your idea on dwarfs is that a lot of the morals get back to affect group or get back its original values. Why you mix in keg and turret I'm not sure. That are two battles who have already been fought.

Also I'm not a big fan of your morals approach.

BUT giving the existing morals a boon if they are used on the same race is fun. Synergy builds are still better, but that way racial groups get also their synergies.

It needs to be broken down into a lot of smaller steps though.

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footpatrol2
Posts: 1115

Re: Racial group fixing 2.0

Post#4 » Thu May 18, 2017 6:41 am

My Morale's approach is not mine. It is how the Age of Reckoning server's operated.
Please let me know if the AoR morale gain rates operate differently. I want to know.

The morale gain rate is about core game mechanic's.
It is just as important as having the correct baseline Action point gain rate.
It is a fundamental part of the game.

The keg working as the tool tip reads is important to dwarf groups. Having kegs work outside of group is important. Tie keg's to only affect dwarf players then and work as tool tip reads.

The real issue with the flame turret/Blue horror change is the reduction of range.

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Marsares
Posts: 368

Re: Racial group fixing 2.0

Post#5 » Thu May 18, 2017 7:09 am

The question that you haven't answered is: why should racial groups have a distinct advantage over interracial ones, even more so as the game literally is around who can morale bomb the quickest?
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW

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footpatrol2
Posts: 1115

Re: Racial group fixing 2.0

Post#6 » Thu May 18, 2017 8:02 am

@marsares
I only implemented the 30% additional morale gain for racial groups because mythic had it on their servers in the form of a renown tactic. If that tactic didn't exist I would have never started to explore racial groups. The 30% additional morale gain was on the mythic retail server's from the start of the game up until mark jacob's leaving AoR near patch 1.3.

If this game is literally about who can morale bomb the quickest as you say, and there was a 30% additional morale gain for racial groups, whats that say about racial groups and the early editions of this games design?

Why was there a game mechanic that provided 30% additional morale gain for a same race group?

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zumos2
Posts: 441

Re: Racial group fixing 2.0

Post#7 » Thu May 18, 2017 8:13 am

You gonna keep trying aren't you?
Zumos - Member of Red Guard

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

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Natherul
Developer
Posts: 3219
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Re: Racial group fixing 2.0

Post#8 » Thu May 18, 2017 8:25 am

I suggest you either make a real balance proposal (then is smaller chucks) or post parts of this inside the relevant part of the careers subforums.

Right now it feels like a balance topic outside of balance subforum.

Locking

EDIT:
Also I doubt we as a team are interested at all in restoring morale nor empowering racial groups currently as it would open a whole can of worms in regards to balance

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