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aSW+WL+SM combo

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Nameless
Posts: 1397

Re: aSW+WL+SM combo

Post#31 » Sun Apr 14, 2019 12:20 pm

it is funny how after each 6v6 tournament something get nerfed. Until yesterday everyone said kill the pet and WL become obsolete, now the pet is monster that by itself kill whole 6v6 scene.

There should be some balancing plan but there is none. If wb scale, mass combat, fort and city sieges are the main course then WL and aSW are totaly worthless beside their niche
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Bozzax
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Re: aSW+WL+SM combo

Post#32 » Sun Apr 14, 2019 12:24 pm

WL is fine kill the pet
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7

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peterthepan3
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Re: aSW+WL+SM combo

Post#33 » Sun Apr 14, 2019 12:29 pm

Nameless wrote: Sun Apr 14, 2019 12:20 pm it is funny how after each 6v6 tournament something get nerfed. Until yesterday everyone said kill the pet and WL become obsolete, now the pet is monster that by itself kill whole 6v6 scene.

There should be some balancing plan but there is none. If wb scale, mass combat, fort and city sieges are the main course then WL and aSW are totaly worthless beside their niche
Oversight. Guardian WL rarely used outside of solo, so only when it was used in a competitive environment for the first time in ages was it apparent that the pet scaling really is OTT.

Given that 6v6 rarely happens these days anyways, it is only natural that things which may be overperforming only come to light when these events take place.

I'll put my hands up and admit that I did not realise how influential the changes made to pet scaling were: I've been bored of the game for a while, there's a distinct lack of competitive fights for us to test things out thoroughly (which is why these events ought to be welcomed by everyone with open arms), so it was easy to dismiss concerns re WL as L2P issues (which I still maintain that 99% of them are), as before the pet scaling was even changed people were complaining about vanilla WL doing too high burst (which isn't true when you factor in what their role is/the weaknesses they have).
Last edited by peterthepan3 on Sun Apr 14, 2019 12:31 pm, edited 1 time in total.
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Scrilian
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Re: aSW+WL+SM combo

Post#34 » Sun Apr 14, 2019 12:29 pm

"Necessary" my ass. How about we mirror covenant snare effect first. But then again, thread started with order being the easy mode faction, so thats probably enough in my book :mrgreen:
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Wdova
Posts: 718

Re: aSW+WL+SM combo

Post#35 » Sun Apr 14, 2019 12:38 pm

Nekkma wrote: Sun Apr 14, 2019 11:42 am
Wdova wrote: Sun Apr 14, 2019 11:19 am
Bobbiom wrote: Sun Apr 14, 2019 11:10 am The main issue that I can see is that ASW got a melee gap closer and that together with WL will outplay destro.
Why a range dps have a melee gap closer in the first place is beyond me.

If a target get out of range from the SW shouldn't the SW start shooting arrows untill he gets into melee range?
Any speed booster is considered as gap closer right? So Why melee SH has the fastest charge in the game? We could continue like this almodt endlesly. Why this charakter has XY abbility/tactic/morale when its mirror has not.
One question, however, is if those types of powerful, sometimes class defining, abilities should be given to other classes in the first place. Fixing the main role of the sw, i.e. Rdps, should be a priority and not willy nilly giving some classes entire new roles. From a principle point of view I disagree with a rdps having a spec more or less turning them into functional mdps. I hated the swtor route where every class eventually got a bit of everything.
I understand Your logic, but SH And SW never meant to be Pure RDPS. So You agree that melee SHs should be also nerfed at first place?
You point on SWs gap closer. I point on SHs pounce and 75% speed charge. You Just cant looking only on one direction while screaming for nerfs.
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rmpl
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Re: aSW+WL+SM combo

Post#36 » Sun Apr 14, 2019 12:53 pm

Scrilian wrote: Sun Apr 14, 2019 12:29 pm "Necessary" my ass. How about we mirror covenant snare effect first. But then again, thread started with order being the easy mode faction, so thats probably enough in my book :mrgreen:
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Nekkma
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Re: aSW+WL+SM combo

Post#37 » Sun Apr 14, 2019 12:56 pm

And my point is that they where never meant to be pure mdps. They have melee trees because they are rdps in long/mid/short range, not mdps. It is also ironic that while giving rdps offspecs a pounce/teleport their principal role as rdps becomes even more weak. One non-morale pounce was enough. Bringing two of the same class, e.g. Wl will mean that you lost debuffs and utility that other classes bring (heal debuff). Anyone could see that adding another teleporting mdps to order would make playing ramge on destro quite frustrating. 2 different mdps with different debuffs that both are able to pounce to the same target was a bad idea from the start and it has not gotten any better.
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Telen
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Re: aSW+WL+SM combo

Post#38 » Sun Apr 14, 2019 12:57 pm

The game isn’t and never was designed around 6v6. Its realm vs realm. There weren’t even any 6v6 scenarios until much later in and they had to invent a bunch of retarded renown abilities to try and accommodate it. and then wonder why over half the classes just have no place. Mythic made a game for those that want a battle arena game. Wrath of Heroes.
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peterthepan3
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Re: aSW+WL+SM combo

Post#39 » Sun Apr 14, 2019 1:10 pm

Telen wrote: Sun Apr 14, 2019 12:57 pm The game isn’t and never was designed around 6v6. Its realm vs realm. There weren’t even any 6v6 scenarios until much later in and they had to invent a bunch of retarded renown abilities to try and accommodate it. and then wonder why over half the classes just have no place. Mythic made a game for those that want a battle arena game. Wrath of Heroes.
Curious to know exactly how one balances around 'realm v realm' when that could be anything from 1v1 to 12v12, 24v5, 48v23, 400v365, etc.

Sounds like a cop out tbh.
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Nameless
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Re: aSW+WL+SM combo

Post#40 » Sun Apr 14, 2019 1:16 pm

if the game is not balanced on other than wb scale, where is the place on ALL non wb represented classes then? Meat shield? Cos most of the classes are subpar or totally worthless at wb scale fights even from live times. On ror devs just dont have clear vision and work piece by piece and that is why balance feels so angular.
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