Penril wrote:I will change a few rules soon. You might not like them though...
Choppa spec?
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Re: Choppa spec?
The forums fail to deliver on the discussion because particular players just post suggestion after suggestion in threads without any evidence to back claims on why its a good suggestion, how their interacts with group play and class synergy.Penril wrote:I will change a few rules soon. You might not like them though...
The rules are set to require structured thoughtful posts with combat logs and formulas and number crunching but it just does not happen. My biggest regret was not banning people from the balance forums. Good luck with the changes, I hope this bring force to the balance.
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Re: Choppa spec?
Proper number crunching, in both the proposal and the discussion (support and debunking) would require a comprehensive collection of all combat formulas currently being used. In 9/10 cases its guess work based on terribly tedious tests that can easily be skewed by minor mistakes or made irrelevant by the actual implementation alltogether.Gerv wrote:The forums fail to deliver on the discussion because particular players just post suggestion after suggestion in threads without any evidence to back claims on why its a good suggestion, how their interacts with group play and class synergy.Penril wrote:I will change a few rules soon. You might not like them though...
The rules are set to require structured thoughtful posts with combat logs and formulas and number crunching but it just does not happen. My biggest regret was not banning people from the balance forums. Good luck with the changes, I hope this bring force to the balance.
Add to this mess the fact that, again in 9/10, cases all three aspects of a balance discussion are based entirely on pug play without - as you pointed out - any consideration for the impact on actual A-tier (=group-)play.
Besides a couple of obvious cases, balance changes are prone to amounting to no more than pruning and breaking (in favor of the respective state [=awareness and unterstanding of mechanics] of the community at any given point in time) as long there is no transparency and strict enforcement of rules ~ the former has to preceed the latter, naturally .
Re: Choppa spec?
Hey that's me! KOTBS' kit is so good I actually have to think which passives I'm gonna choose because there are so many great options while it's pretty straight forward for my BO since most tactics are poop. I actually feel dirty when playing my KoTBS (because you can provide huge amounts of support passively) to the point I started playing my other toons more.Penril wrote:By the way, I just had a KotBS proposal... asking for a KotBS nerf.
KoTBS had its own fair share of nerfs here and there but, in my opinion, it's still the most powerful tank in the game by far and I felt like the change I proposed wasn't THAT drastic of a nerf (15% to 10% and moving it up to tree to potentially deny Vigiliance to low RR KoTBS). I realise that only other KoTBS players would be able to discuss this change and most would probably be against it but I felt like it was my obligation as a player to at least try instead of complaining on /advice
My apologies, I'm straying from the topic, it's a choppa thread after all.
- facundo7777
- Posts: 402
Re: Choppa spec?
If i missed sth earlier, sorry. I just ask to avoid opening new thread.
1) is it true that is only one spec playable for choppa atm?
2) healing provided by furious choppin is real or kind joke?
3) 2h build for fast nuke is possible or it is dead atm?
1) is it true that is only one spec playable for choppa atm?
2) healing provided by furious choppin is real or kind joke?
3) 2h build for fast nuke is possible or it is dead atm?
- Panzerkasper
- Posts: 592
Re: Choppa spec?
1. Spec can be varied a bit here and there, but the fact that dualwield is the go to is undoubted.facundo7777 wrote:If i missed sth earlier, sorry. I just ask to avoid opening new thread.
1) is it true that is only one spec playable for choppa atm?
2) healing provided by furious choppin is real or kind joke?
3) 2h build for fast nuke is possible or it is dead atm?
2. Furious choppin is kinda garbage to be honest. First of all the heal it provides is not very sufficient, be it in 1vs1 situations nor in grp play. Second, its very easy to counter with interrupts, kicks, knockdowns and and and. Alone the environment counter it pretty hard sometimes, "falling down" 5 cm from a little rock interrupts it.
3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)

- facundo7777
- Posts: 402
Re: Choppa spec?
Panzerkasper wrote:1. Spec can be varied a bit here and there, but the fact that dualwield is the go to is undoubted.facundo7777 wrote:If i missed sth earlier, sorry. I just ask to avoid opening new thread.
1) is it true that is only one spec playable for choppa atm?
2) healing provided by furious choppin is real or kind joke?
3) 2h build for fast nuke is possible or it is dead atm?
2. Furious choppin is kinda garbage to be honest. First of all the heal it provides is not very sufficient, be it in 1vs1 situations nor in grp play. Second, its very easy to counter with interrupts, kicks, knockdowns and and and. Alone the environment counter it pretty hard sometimes, "falling down" 5 cm from a little rock interrupts it.
3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)
Thanks for answer. It not looks optimistic to play as choppa
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- TenTonHammer
- Posts: 3806
Re: Choppa spec?
I disagree with the notion that furious choppin is bad
Infact it's basically mandatory
On a glass cannon class every bit of surviveabilty helps, knowing when to use it so that it dosnt get interrupted is what constitutes as smart play
Infact it's basically mandatory
On a glass cannon class every bit of surviveabilty helps, knowing when to use it so that it dosnt get interrupted is what constitutes as smart play

Re: Choppa spec?
It'd go a very long way if the rage-refund tactic wasn't bound to RNG, or had atleast a 75% chance to proc. That could allow a CH/SL to maintain burst potential without running the perma red tactic; it might actually up the burst significantly.Panzerkasper wrote: 3) 2h play is standing behind dualwield, because it would actually require you to be always in a furious state and not berserk to constantly drop finishers with maximum damage output. Wear em down is a tactic to be designed for this, but the 50:50 chance makes it too unreliable to seriously challenge dualwield play.
It can work in a party with an additional DD and an offtank maybe that provide more fluent damage and you droppping finishers at the right moment (No more helpin hits like a truck), but after all dw>2h (sad but true)
Using a finisher in red would pop you into yellow and allow your second finisher to go off with an additional 25% damage. It'd require more of a setup, just like sorcs/BW essentially - a full rotation every 20s...adding an increase of 5 rage per second to the tactic alongside the proc chance increase would be very fancy; 10s to red, 3s to yellow, but would allow for a more lenient approach in terms of composition/support, as you wouldn't be pure glass 24/7 ~ yet still prone to dying to your class mechanic with the increased rage gain.
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