This is probably the best solution and I also agree. Not every class has to "be the best" as everything, but they all need a niche in the end-game content. If they can't do anything better than everyone else on their realm, and effectively bring nothing unique to the table, that's clearly a class design problem (probably made by Mythic), that the RoR devs can probably fix and/or tweak.wonshot wrote: ↑Wed May 06, 2020 8:36 pm
Bringing some of the unattractive builds and careers up to pair, on both realms to enjoy engame content should honestly be a top priority imho. Sure WH/WE shouldnt be main aoe classes, but atleast allow them the Niece dragongun spec for the 1/24 slot. Same for engineer and magus, give them a "noner" tactic with none of the turret bonuses and just a flat 25%bonus but disable turrets and make Self-destruct work without a turret for the bpaoe knockdown and the list goes on. Bringing classes up to pair with little tweaks to allow for more groupplay would be very welcome, since catering too much to pugging is probably the way to balance towards in very general.
Debate about why Order is how it is.
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Re: Debate about why Order is how it is.
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Re: Debate about why Order is how it is.
As an Engi I don't feel I lack damage, and giving us loner would take any uniqueness from the class and be a cheap way of fixing the mechanic.
1 - The turrets need more hp and aoe avoidance or to be group heal able.
2 - The flame turret needs the same range as the grenade turret.
3 - Sort out the endgame gear so we don't have useless stats like weapon skill, auto attack haste and armor dissolves for our best rvr specs where 90% of the damage is corporeal.
All the above would be true for magus too although I guess they don't have wasted stats like weapon skill on their gear.
1 - The turrets need more hp and aoe avoidance or to be group heal able.
2 - The flame turret needs the same range as the grenade turret.
3 - Sort out the endgame gear so we don't have useless stats like weapon skill, auto attack haste and armor dissolves for our best rvr specs where 90% of the damage is corporeal.
All the above would be true for magus too although I guess they don't have wasted stats like weapon skill on their gear.
Re: Debate about why Order is how it is.
Nail, meet hammer.Omegus wrote: ↑Wed May 06, 2020 7:13 pm The big problem if this 100% anecodtal and totally biased assessment is that generally none of the order tanks look like they can fulfill the power fantasy that influences a lot of people when picking a class. Instead most of the typical power fantasy tropes for order are ranged tropes. Order lack big meaty men (Chosen/Mara/Orcs) and visual comic relief (Gobbos). The visual design of the order classes is more restrained (human, short-fat humanoid and tall-skinny humanoid) compared to the outlandish design of destruction classes (humanoid, muscle humanoid, naked elves, tiny angry yodas, ORCS ORCS ORCS ORCS ORCS). Even when players know how a class should be played, in their heads they are often still pretending to play out the power fantasy.
WH looking for gunbad left
Re: Debate about why Order is how it is.
I dont disagree at all. But for engineer to be deemed useful in roaming orvr and not just camping a highground such as a keepwall, you need to accept the pet will die to any aoe flying around. Not only do you lose your class mechanic, you dont have a way to deal with it like WL or SH has in form of a Loner tactic.wraithghost wrote: ↑Wed May 06, 2020 10:15 pm As an Engi I don't feel I lack damage, and giving us loner would take any uniqueness from the class and be a cheap way of fixing the mechanic.
For me to play my frontline control-engineer i need to run 2 tactics to make the turret survive the aoe presure (reinforce Casing +160wounds to turret & Well-Oiled Machine instant redeploy) half of the time its still not enough to do a frontline pbaoe knockdown to battle the Destro mara M2 frontal setup. Heck even merging those two tactics would be a slight help for engineer and magus for roaming in utility builds for largescale. But a 25%loner tactic would allow Engineers to have a pure dps spot in warbands, just like SW need some Lilitharrow love on their Expertskirmisher tactic probably.
Whitelions are giving up their classmechanic in their pet when going for their weeeee'ling axe loner-boner-build, and i think most would prefer the invite to groupplay instead of getting told no but atleast they get to hug their turret in a sad attempt of comfort.

Bombling 93BW
Re: Debate about why Order is how it is.
giving engineer/magus a 25% dmg tactic is just lazy, and no one would ever **** use their class mechanic over this tactic hence why I call it lazy.
Like I said in the other thread, give turrets AoE damage reduction like WL pet has. Entirely remove the +% damage component from the demons/turrets and give the Magus/Engineer the same treatment that was just given to mara (going through multipliers and bringing them out of the gutter).
The extra mile would be making engineer/magus something besides a sorc/bw in city. That means make them wanted without just bumping their damage up to par, give them utility that people want. Pull is a winmore meme ability in 24vs24 that only works well when you are fighting pugs. Engineer has pierce defenses which is pretty nice, other than that and the AoE KD what are they really bringing? Their morales are also a travesty.
Like I said in the other thread, give turrets AoE damage reduction like WL pet has. Entirely remove the +% damage component from the demons/turrets and give the Magus/Engineer the same treatment that was just given to mara (going through multipliers and bringing them out of the gutter).
The extra mile would be making engineer/magus something besides a sorc/bw in city. That means make them wanted without just bumping their damage up to par, give them utility that people want. Pull is a winmore meme ability in 24vs24 that only works well when you are fighting pugs. Engineer has pierce defenses which is pretty nice, other than that and the AoE KD what are they really bringing? Their morales are also a travesty.
Re: Debate about why Order is how it is.
I have a solution proposal for the largest issue, morale play imbalance:
All morale pumps/drains should be removed from all class skills and tactics and should be only obtainable by the following ways:
- +morale on items (just like they are now)
- morale pumps/drains as item set bonuses
We could achieve the following results:
All morale pumps/drains should be removed from all class skills and tactics and should be only obtainable by the following ways:
- +morale on items (just like they are now)
- morale pumps/drains as item set bonuses
We could achieve the following results:
- Much more gear would be considered for top end game play, there would be suddenly a huge variation of gear setups available equally for both sides
- Characters would have to make true choices: be super tanky in the best sovereign set or be less tanky but contribute to the morale play? Or be superior dps with mix-match dps set or drop your morales earlier? These are the type of true choices that the best games are offering to the players
- Faction balance! I can't imagine an easier way that can actually be developed by the limited resources without touching any core elements of the game
Gryyw - Ironbreaker
Re: Debate about why Order is how it is.
I'd bet money that 9/10 of the instances order loses the fight is over before destro even gets m2.
Kind of a shitpost but really do I have to explain why morale and class balance doesn't really matter as much as the organization and system problems that order has.
Almost every single time i've solo qued on order (and I farmed full sov on dps am) there was extremely shitty class distribution, never had the problem on destro not once. There is also a reason why you can sit in que on destro for 20+ minutes even if you qued instantly while you get near instapops on order any time you que.
Kind of a shitpost but really do I have to explain why morale and class balance doesn't really matter as much as the organization and system problems that order has.
Almost every single time i've solo qued on order (and I farmed full sov on dps am) there was extremely shitty class distribution, never had the problem on destro not once. There is also a reason why you can sit in que on destro for 20+ minutes even if you qued instantly while you get near instapops on order any time you que.
Re: Debate about why Order is how it is.
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Re: Debate about why Order is how it is.
if we could have access to data to check how many players queue solo in each faction and how many players queued dont get into city in each faction we could know how accurate is this point... But due to pop faction imbalance im pretty sure that its a point to take into consideration...
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Re: Debate about why Order is how it is.
Well said and I just hate some are turning a blind eye to this when balancing and feel it’s not necessary. I’ve done plenty of balancing as part of the WH live and DAOC live class leads/balancing crew with Devs internally and we know when something is an issue.
-If a class has sub par performing lines, they need a buff
-If numbers show certain classes are less in population versus others, they need a buff
-If the realm overall is suffering in certain instances like Order losing majority of the city, it’s admin/Dev responsibility to find the culprit with their internal data.
-If a class gets less invites to end game or certain events, they need adjustments.
I have spoken and shared some insight to admin but not sure who truely handles balancing.
Order loses more population to destro as they get frustrated and don’t get high RR then. While Destro get higher RR since it’s enjoyable more and get Royal Crests much, much easier with larger win percentage. This causes more imbalance in fights.
Yes, some destro classes such as mSH need a tone down as we can make any alt mSH to test and they ARE overtuned.
Problem is some order classes need love for city sieges.
Game is pretty decent in open field. Yes scenarios and city instances are rough due to less tanks, healers or less morale/weaker blob techniques. Make adjustments to some order tanks and healers to encourage them more.
Of course as a Developer you can’t force people to play certain classes. Players overall aren’t stupid. There are weaker classes. AM can’t be mobile where as Shaman can. Engy have to cast the pull where Magus can do instant pulls. Choppas have 40ft pull which needs to be toned down to 20-30ft and speed boost REMOVED.
You’ll start we see much more balanced city sieges and can do small adjustments time to time.
Don’t need to overnerf anyone. Just help the weak lines and u popular classes.
-If a class has sub par performing lines, they need a buff
-If numbers show certain classes are less in population versus others, they need a buff
-If the realm overall is suffering in certain instances like Order losing majority of the city, it’s admin/Dev responsibility to find the culprit with their internal data.
-If a class gets less invites to end game or certain events, they need adjustments.
I have spoken and shared some insight to admin but not sure who truely handles balancing.
Order loses more population to destro as they get frustrated and don’t get high RR then. While Destro get higher RR since it’s enjoyable more and get Royal Crests much, much easier with larger win percentage. This causes more imbalance in fights.
Yes, some destro classes such as mSH need a tone down as we can make any alt mSH to test and they ARE overtuned.
Problem is some order classes need love for city sieges.
Game is pretty decent in open field. Yes scenarios and city instances are rough due to less tanks, healers or less morale/weaker blob techniques. Make adjustments to some order tanks and healers to encourage them more.
Of course as a Developer you can’t force people to play certain classes. Players overall aren’t stupid. There are weaker classes. AM can’t be mobile where as Shaman can. Engy have to cast the pull where Magus can do instant pulls. Choppas have 40ft pull which needs to be toned down to 20-30ft and speed boost REMOVED.
You’ll start we see much more balanced city sieges and can do small adjustments time to time.
Don’t need to overnerf anyone. Just help the weak lines and u popular classes.
dansari wrote: ↑Thu May 07, 2020 9:26 amThis is such a lazy explanation though. What if we explored *why* this might be happening? Again, recently we had a city score of 5-23. If you believe that there are 23*24 organized destro cities (552 players), I have a bridge to sell you. Let's break everything down when it comes to city setups:Spoiler:
So now we've determined why order is less versatile when it comes to tanks, let's talk about Engy v Magus. The biggest culprits being:Spoiler:We don't need to talk about the abomination that is MSH vs the single target god that is ASW, nor the issues that plague both WE/WH, so let's talk about AM v sham. Sham have a much easier time slotting into warbands for a few main reasons:Spoiler:Actually I lied let's talk about MSH vs ASW/WL. The biggest factors are:Spoiler:None of these things are meant to say that order doesn't have over the top things that need to be tweaked, but it does highlight the vast differences in versatility between the two realms, and why *maybe* if you leave out 5 entire classes from warband viability, they will all flood to solo queue cities in the form of ranged SWs, dps AMs, WHs, and engies, or when it comes to IB, be so frustrated you play a different class entirely.Spoiler:

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