@cimba, mm well there are phase called transition where rdps with a 10 sec snare cd 15 sec really make a difference; when you want move in a spot get a better position or reach the dps etc etc any situation where you need to move is a squig/sw advantage (unless you pounce over em ; no pun (it's spell like that?) intended).
i mean you have to keep track that sw/squig have the second best st snare in game after tank(and bw/pet opnes) but is from range also; one of the problem for small groups in rvr are SNARES especially those range more spamable than other(reason why RD was so strong ); if the most treatening snares became more avoidable due a ini overstack then it's something to ponder about (not pro/contr again just saying it may happen). ST snare are a big problem when a numerous force stack shitons of eff on you; try to clear all those snare is impossible unless start by default with a high avoidance which prevent entirely these things from happen. So i just ponder how much impact would have a rework like that...
Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
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Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
It actually worse, dots damaging at this point just seems to be all about luck. I can’t tell you the number of times only one tick actually hits. Let me tell you, doing 200 damage over 15 sec just makes you want to reroll sometimes.Telen wrote: They werent changed. Change would be going from on hit to on tic. They now have a second avoidance check. Thats the issue. Going through 2 18% avoidance checks before damage is the equivilent of a third of all damage wiped out before you even come up against easier reaction healing/absorbs, easier reaction pots hots more effective compared to vs dd and cleanse that dd doesnt. I wasnt playing when the change came in but I looked back at the patch notes and plenty of players pointed out that its a second check not a change.
I’m hoping lower disrupt will help over all but honestly I’m not sure it going to do anything for my magus. This will probably make sorc and bw better but may not do much for dot classes at all.
Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
Tesq wrote:@cimba, mm well there are phase called transition where rdps with a 10 sec snare cd 15 sec really make a difference; when you want move in a spot get a better position or reach the dps etc etc any situation where you need to move is a squig/sw advantage (unless you pounce over em ; no pun (it's spell like that?) intended).
Shadow warrior snare cooldown is 15 seconds with 10 seconds duration, the Squig herder snare version is not 15 seconds cooldown... actually it is 20 seconds cooldown (not even talking about the ranged KD).
PD: Disrupts are fine, the BW and the Sorc's are outdpsing almost all Squig herders in almost all scenarios... maybe Squig herder is not that good as people say or maybe disrupt is not as bad as people say (specialy for BW, with fireballs hiting people during moral 1x 100%disrupt on them, retarded a moral is weaker than a simply lame tactic)
Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
One last suggestion. Disrupt doesnt solve the issue of the biggest offending classes. BW/Sorc are still doing amazingly well in scs and topping kills in orvr. Reason they have short repeatable burst. They might fail a few more rotations due to a disrupt but they can repeat while other classes have much longer set up.
Instead of disrupt. Look at resist. These classes have the ability to turn a low cost 0cd base dot into a large resist debuff. Other casters either cant debuff their own burst or its on a long cd aoe skill. I would consider looking at the resist tactics also. They currently cover only a single resist and no des racial covers corporeal which is the bw debuff and majority of burst. Make the resist tactics cover all three resists. Then along with possible pot use or buffs there is the option to have resist built up against these debuffs while still keeping the hard cap that other casters without such an easy debuff wont come up against aswell as disrupt.
Instead of disrupt. Look at resist. These classes have the ability to turn a low cost 0cd base dot into a large resist debuff. Other casters either cant debuff their own burst or its on a long cd aoe skill. I would consider looking at the resist tactics also. They currently cover only a single resist and no des racial covers corporeal which is the bw debuff and majority of burst. Make the resist tactics cover all three resists. Then along with possible pot use or buffs there is the option to have resist built up against these debuffs while still keeping the hard cap that other casters without such an easy debuff wont come up against aswell as disrupt.

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Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
I'll keep this brief because rdps vs other archetypes is offtopic and belongs in another discussion.Aurandilaz wrote:MDSP with guards + healers are hardly dominated by RDPS, see for example typical 6man meleetrain dominating in scenarios with relative ease, even if enemy has massive numbers of RDPS at hand.scatterthewinds wrote:I still think this entire conversation is insane and we should be asking the question: "How do we nerf rdps to a position where they do not completely dominate mdps in all situations other than a perfectly setup premade with competent tanks and healers?'"
If you balance the game around players not having Guard/Challenge/Detaunt/pots/Cleanse/healers, you need something like massive -50% dmg reduction to every class and completely remove Morals so that Chosen/Blorc/BW cannot be meaner than everyone else.
Also, as mentioned above, the Rock-Paper-Scissors becomes somewhat problematic when you take into account medium armour Healers (especially WP with 10% disrupt tactic). They have decent defences against melee attack, and atm superb defences against magical casters because how easy it is to stack both armor talis/+pot and then spec high with DeftDefender + Willpower from gear + tactic + pot, giving easily 40-50 base Disrupt, and then on top of that you start adding more defensive buffs.
So you might end up with a medium armor class that has +3k armor and at best 60-90% Disrupt with maximum buffs.
Assuming GOOD COMPETENT gameplay from your enemies, you might just leave your DPS shaman, DPS zealot, DPS AM, DPS Runie, Magus and Sorc and (maybe even BW unless it runs strict BurnThrough-tactic build) home and reroll/change partysetup so your dps player is on a class that can realistically put pressure on both enemy healers, tanks and DPS classes; if all boxes are not ticked you are just gimping your own setup on purpose by bringing subpar classes to fights against competent enemies.
And last time I checked, the general purpose of balancing in general is to ensure all classes have valid roles in combination of both 6manscale and largescale warband gameplay.
I don't disagree with anything you've said but unless you're willing to wait around for long periods of the time finding premades or organized warbands its not always easy. Even for premade ppl I think the majority of this time is spent playing in in-optimal groups or solo queue or solo/2man/3man in lakes.
Rework disrupt, fine, make spells more reliable. But if you do there should be a diminishing returns system for ranged damage put into place. There are several ways of doing it... first is don't let spells of the same type stack. So a new WoP from a second sorc overrides the first one. Second is straight up damage penalty if multiple rdps are hitting the same target. There has to be more of a damage penalty to offset the lack of relative risk an rdps takes in order to do its damage output.
Can we just be honest with ourselves at the simplicity and lack of skill involved in rdps gameplay? They stay in safe positions, they're first to flee if their position is overrun, they have access to resolute defense + flee so its not even easy to catch someone, and they have virtually no gap-closing issues. If an rdps player simply has decent positional sense, and a basic rotation knowledge then you literally cannot be a bad player. Compare that skill level with that of melee. Its not even comparable.
- DakkenBlakk
- Posts: 4
Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
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Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
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Rip Phalanx
- peterthepan3
- Posts: 6509
Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
Can we please stop: a) relying on SC stats as a means of gauging the (purported or not) severity of an issue; b) attributing damage in a scenario to DPS.Lektroluv wrote:
PD: Disrupts are fine, the BW and the Sorc's are outdpsing almost all Squig herders in almost all scenarios..

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Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
I will not write much, since the main one has already been written in this thread by other peoples,but my opinion, perhaps, I will express.
As already mentioned by Aurandilaz-BW's and Sorc's rotations in essence is a "house of cards",something you will pull out =no longer kills you. This "something" things so much in this game(cleanse,guard,resist auras,los ,taunts.rush to target,cc.defensive cd,etc). Teamplay and counterplay-nice against BW-Sorc.Better than everyone else.Some peoples want to kill casters in party, while themselves in pug/solo.
About solutions of disrupt question in my opinion:
1. "A little -% disrupt here here, a little +% Srikethrougt there" (solves not all problems, but it is better than it is).
2.Wargrimmnir's proporsal with the solution of some questions-crit reduction and stealth detection. Ini cap or low ini rate on actual gear? Some classes have more ini than other classes (WE-WH with ani for example).Thats can be so hard if this is ignored.
3.Back to live system.
As already mentioned by Aurandilaz-BW's and Sorc's rotations in essence is a "house of cards",something you will pull out =no longer kills you. This "something" things so much in this game(cleanse,guard,resist auras,los ,taunts.rush to target,cc.defensive cd,etc). Teamplay and counterplay-nice against BW-Sorc.Better than everyone else.Some peoples want to kill casters in party, while themselves in pug/solo.
About solutions of disrupt question in my opinion:
1. "A little -% disrupt here here, a little +% Srikethrougt there" (solves not all problems, but it is better than it is).
2.Wargrimmnir's proporsal with the solution of some questions-crit reduction and stealth detection. Ini cap or low ini rate on actual gear? Some classes have more ini than other classes (WE-WH with ani for example).Thats can be so hard if this is ignored.
3.Back to live system.
Drukar Netherlord
SL 89
WH 88
Marauder 85
Sorc 85
Eng 82
WL 83
Chop 86
SL 89
WH 88
Marauder 85
Sorc 85
Eng 82
WL 83
Chop 86
- Aurandilaz
- Posts: 1896
Re: Disrupt vs magical class, nerf/boost classes or rework disrupt in general?
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We are not discussing rDPS vs mDPS.
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