Oh. Uh. #crymeariverGreenbeast wrote: ↑Sun Feb 09, 2020 4:13 pm I have a questions to the dev team.
Destruction don't have any heal debuff and no good abilities do displace order in close quarter fights anymore. Is there any nerf or rework planned to order increased healing and damage output?
I can elaborate my thoughts.
Since these changes came right with city sieges and Altdorf is 24vs24 secnarion which find place in its long, narrow streets; I see it very difficult for destruction to play against order 6+ bws composition. Every destruction premade warband had one dps zealot. His name was known and he was always marked. So he was constantly focused or staggered/silenced. In the current situation dps zealot wouldn't be able to use WOI more than 1 tick anytime because the ammount of players who can interrupt him >=8+. So this ability is not useful anymore in 24vs24 which is the end game now.
Another topic is the order raw healing and damage. DPS-Zealot was the way to even the odds against strong damage and healing output, that was brought by kotbs,wp and rp. The heal debuff is a magic attack on crit. Since in 24vs24 situation order tanks are mainly stacked and use HTL the ammount of discupts is quite high. This can't be corrected with positioning since abilities can be disrupted from all sides in opposite to the dok.
So what I see now is that order has an upper hand in all close quarter fights and destruction meta is narrowed to 4 sorcs, 4 maras/8 sorcs.
In my opinion it is time to remove self pump tactic from the bright wizard and sorc and grant the WL a tactic for morale drain on crit.
In the light of new sets I have yet another balance question.
Since new sets will bring increase in the critical hit chance, damage and flat % damage increase will we see a change to rampage? For example why don't make it reduce the chance to parry/block and not ignore it?
As it is right now this ability in combination with % armor penetration from the Invader is doing true damage to the enemy. It can't be removed in the most of the cases because it's burrowed under other enchantments and is clearly over performing.
Since you introduced that severe nerf to all aoe heal debuffs I wonder why don't you nerf all set bonuses that allows usage of AOE armor and heal debuffs as well? For example a bright wizzard's Blood Lord set.
Last but not least.
I find very good that developers taking part in enteral testing and look how premades work on field.
I think it's very healthy and should be practiced more on both sides.
Even tho I don't believe that this is the case of a bias, I find it very upsetting that a develpoer that is involved in a game balancing discussion plays in a premade on order side. And these premade even states on streams that the developer is taking part in internal testing.
You got removed the most broken skll in game and QQfest start? too bad you didnt have objection when destro whined about nerf to SM immunity skill roght after it was implemented.
[tbh despise how broken it was i wouldnt have any problem with winds staying as they were if cc imunity was still 7 sec not 3]
Rampage whine again?
Ok - when u will whine about broke aoe ini debuff and aoe kd [aoe morale drain is a cherry on top of a cake]? You were among others that whine over SW st ini debuff [conq|+skill] as far as i remember - but op af aoe debuff is fine... cause its working well for you, eh?
I know most devs lean toward destro [which can be seen with order nerfs and resist to rework/buff some classes to make em viable for anything else than solo/6man] but c'mon! Cut ur crap and get a firm grip to reality not your victim mentality fantasy.
You got numbers. More toys. Better classes for massive rvr.
The only thing Order got better from destro are players.
Luckily devs cant nerf that.