Aww **** here we go again.
Rampage and GTDC are pretty equivalent. Both are really strong abilities. The ability to pull all the squishies to you as an mdps is huge. Furthermore, its undefendable and when you have 4 choppas in a wb it is a free stun/interrupt on half the enemy wb.
Rampage is good for making sure shatter limbs lands. Especially now that aoe cap is bigger to make sure healers get hit. Still stand by the fact that if you are in a wb, you are a slayer, and you target a tank or mdps, you are doing it wrong and not pressuring backline to bring the fight to an end.
No nerf needed.
Patch Notes 04/01/2020
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- CountTalabecland
- Posts: 1023
Re: Patch Notes 04/01/2020
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
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Re: Patch Notes 04/01/2020
Melee SH want something similar too, because they want to land their cd increaser more reliable as well. This really is no convincing argument for rampage.CountTalabecland wrote: ↑Sun Jan 05, 2020 6:58 pm
Rampage is good for making sure shatter limbs lands.

Dying is no option.
Re: Patch Notes 04/01/2020
There's tons of convincing arguments for Rampage, they're all just for nerfing it.Sulorie wrote: ↑Sun Jan 05, 2020 7:50 pmMelee SH want something similar too, because they want to land their cd increaser more reliable as well. This really is no convincing argument for rampage.CountTalabecland wrote: ↑Sun Jan 05, 2020 6:58 pm
Rampage is good for making sure shatter limbs lands.![]()
<Montague><Capulet>
Re: Patch Notes 04/01/2020
not going back to the past pages, did someone discussed about this:
patch diff for chosen and knight
chosen
proc on parry not, not on crit hit (Tank = defensive = has any way more parry not crit chance, before you needed to get some Critical Chance now you just can use parry)
This proc buff Str and Wp (= more dmg and parry = Buffed)
Disc Winds do spirit DMG but allow 20% less healing (tactic "Embrace the Winds" = +15% more healing also Tank = defensive = reduce incoming dmg by far more as 20% = buffed, with piercing repel not really a problem)
(just a hint for balancing, start with Backlash to parry based and not 1/4 change to response an Attach with 250 ele.dmg)
knight
Stay focused lose a positive effect = nerf (Chosen core tactic "Powerfrom the Gods" + 15 Ap Reg or "Feed on the Weary" drain 40 AP is not that important as chosen has to much other not buffed stuff to choose)
Reg or "Feed on the Weary" drain 40 AP is not that important as chosen has to much other not buffed stuff to choose)
Mighty Soul is core = buff
Mighty soul converty all outgoing dmg to Elemental = buff
Mighty soul increase incoming dmg by 15% = nerf
Runefang not core = nerf
Runefang loses Weaponskill = nerf
Sum Chosen vs Knight
3 Buffed vs 2 Buffed and 5 Nerf = chosen +3 Knight -3 = chosen wins with +6
I guess there is not really a calculator needed to see that something went really wrong, (again) as with the SH or fort without limitation.
patch diff for chosen and knight
chosen
proc on parry not, not on crit hit (Tank = defensive = has any way more parry not crit chance, before you needed to get some Critical Chance now you just can use parry)
This proc buff Str and Wp (= more dmg and parry = Buffed)
Disc Winds do spirit DMG but allow 20% less healing (tactic "Embrace the Winds" = +15% more healing also Tank = defensive = reduce incoming dmg by far more as 20% = buffed, with piercing repel not really a problem)
(just a hint for balancing, start with Backlash to parry based and not 1/4 change to response an Attach with 250 ele.dmg)
knight
Stay focused lose a positive effect = nerf (Chosen core tactic "Powerfrom the Gods" + 15 Ap Reg or "Feed on the Weary" drain 40 AP is not that important as chosen has to much other not buffed stuff to choose)
Reg or "Feed on the Weary" drain 40 AP is not that important as chosen has to much other not buffed stuff to choose)
Mighty Soul is core = buff
Mighty soul converty all outgoing dmg to Elemental = buff
Mighty soul increase incoming dmg by 15% = nerf
Runefang not core = nerf
Runefang loses Weaponskill = nerf
Sum Chosen vs Knight
3 Buffed vs 2 Buffed and 5 Nerf = chosen +3 Knight -3 = chosen wins with +6

I guess there is not really a calculator needed to see that something went really wrong, (again) as with the SH or fort without limitation.
- Eathisword
- Posts: 808
Re: Patch Notes 04/01/2020
Well, knight/chosen were the best utility tanks in game by a mile. And they still are.wargrimnir wrote: ↑Sat Jan 04, 2020 4:34 pm If you ever wonder why we don't touch balance for months at a time, this thread is a great example. It brings out the worst in people posting on the forums. Imagine if we actually started making large changes.
They were also the worst damage dealers in the game. And they still are also.
So what was accomplished by this change, except annoying, and rightly so, the bunch of people that were using these old tactics in lolbuilds for fun ? In game balance term, nothing was accomplished. So why would people like a change like this ?
Re: Patch Notes 04/01/2020
Eathisword wrote: ↑Sun Jan 05, 2020 10:14 pmWell, knight/chosen were the best utility tanks in game by a mile. And they still are.wargrimnir wrote: ↑Sat Jan 04, 2020 4:34 pm If you ever wonder why we don't touch balance for months at a time, this thread is a great example. It brings out the worst in people posting on the forums. Imagine if we actually started making large changes.
They were also the worst damage dealers in the game. And they still are also.
So what was accomplished by this change, except annoying, and rightly so, the bunch of people that were using these old tactics in lolbuilds for fun ? In game balance term, nothing was accomplished. So why would people like a change like this ?
Last edited by Dackle on Mon Jan 06, 2020 9:04 pm, edited 1 time in total.
- wargrimnir
- Head Game Master
- Posts: 8388
- Contact:
Re: Patch Notes 04/01/2020
That somehow justifies attacking staff? That's all I'm talking about. If you want to criticize the changes with legitimate feedback that's great and I would hope that brings additional changes.Eathisword wrote: ↑Sun Jan 05, 2020 10:14 pmWell, knight/chosen were the best utility tanks in game by a mile. And they still are.wargrimnir wrote: ↑Sat Jan 04, 2020 4:34 pm If you ever wonder why we don't touch balance for months at a time, this thread is a great example. It brings out the worst in people posting on the forums. Imagine if we actually started making large changes.
They were also the worst damage dealers in the game. And they still are also.
So what was accomplished by this change, except annoying, and rightly so, the bunch of people that were using these old tactics in lolbuilds for fun ? In game balance term, nothing was accomplished. So why would people like a change like this ?
Shitting on staff members is never going to be tolerated around here. It's not hard to distinguish the comments from each other.
- CountTalabecland
- Posts: 1023
Re: Patch Notes 04/01/2020
Sure you can nerf/remove rampage. Just give slayer pounce, channel knockback, aoe knockback, self punt, and survivability of MSH in that case and it will be fair.Sulorie wrote: ↑Sun Jan 05, 2020 7:50 pmMelee SH want something similar too, because they want to land their cd increaser more reliable as well. This really is no convincing argument for rampage.CountTalabecland wrote: ↑Sun Jan 05, 2020 6:58 pm
Rampage is good for making sure shatter limbs lands.![]()
In what world are you trying to argue that MSH somehow has a hard time getting to where it wants to land its cd increaser? What is more reliable than pouncing over the melee and everyone else directly to the healers?
Slayer on the other hand, has to walk through the melee train, sorc focus, and everything else in the world in an attempt to get close enough and not get punted/pulled away. I think its fair to be able to bypass parry on the way as a utility ability (that also exhausts rage btw).
Last edited by CountTalabecland on Mon Jan 06, 2020 3:31 am, edited 5 times in total.
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
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- CountTalabecland
- Posts: 1023
Re: Patch Notes 04/01/2020
Rampage is fine as is and does not need to be nerfed/given to destro. Slayer is slow, has 1 reliable snare and one meh exhaustive snare. Other than that it has no means of getting to an opponent or holding them by it except for exhaustive knockdown. Yes Slayer has a good tool that destro doesnt have, but it also has its own severe drawbacks, this is how the game was designed and it is fine as is. No need to “fix it.”Manatikik wrote: ↑Sun Jan 05, 2020 8:29 pmThere's tons of convincing arguments for Rampage, they're all just for nerfing it.Sulorie wrote: ↑Sun Jan 05, 2020 7:50 pmMelee SH want something similar too, because they want to land their cd increaser more reliable as well. This really is no convincing argument for rampage.CountTalabecland wrote: ↑Sun Jan 05, 2020 6:58 pm
Rampage is good for making sure shatter limbs lands.![]()
Brynnoth Goldenbeard (40/80) (IB) -- Rundin Fireheart (40/50) (RP) -- Ungrinn (40/40) (Engi)-- Bramm Bloodaxe (40/83) (Slayer) and a few Empire characters here or there, maybe even an elf.
Re: Patch Notes 04/01/2020
wargrimnir wrote: ↑Sat Jan 04, 2020 4:46 pmYou know how they tell kids in school there are no bad questions? That's a lie.

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