After many pages of discussion, I think we have left the devs really very little specific to change. Some great discussions of class changes, and counter arguments to those changes... but a lot of theory.
It would be unfair of me just to post that observation without my own thought.
I'm not logged in right now, so I'm not sure if a character's Tome tracks cities wins vs losses. If it does, great, if not perhaps start tracking that. End goal perhaps being a bolster to certain stats to slightly level the playing field (the amount of bolster based on your win loss ratio record)... think about it.
It may also help with the pug vs premade a bit.
Note, I did not specify a side... would help balance a specific city scenario for either faction.
City Winner History?
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- Posts: 83
Re: City Winner History?
Last edited by TwistedSister77 on Fri Jul 24, 2020 11:04 pm, edited 4 times in total.
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Re: City Winner History?
Obviously things like this don’t count in 5his thread.
Things like Destro zerging 2:1 matter as we all know that order never outnumbers Destro and run 3 stacked warbands
Order is poor picked on group who never have upper had and all classes are in need of buff.
Re: City Winner History?
I did not defend the version of Bane Shield that buffed 24-players. I wrote the correct formula of how to calculate the damage. Instead of “feeling” that something was unbalanced I did tests and provided feedback on how the ability worked.teiloh wrote: ↑Fri Jul 24, 2020 10:33 pmConsidering you defended pre-nerf Dire Shielding, you should probably not post on game balance related threads.satanlol wrote: ↑Fri Jul 24, 2020 6:14 pm
You are more than often wrong in many of the posts you make on these forums.
Read these patch notes: viewtopic.php?f=42&t=35369
You on the other hand stated that the ability could do 120.000 damage per global cooldown (which again is wrong), so I just corrected you.
This is a quote from you in that thread:
“ That ability can literally hit 24*50 (or however many AOEers you have) *100 = 120,000 damage *every GCD* (or more) if people are packed in enough - per Chosen.”
Re: City Winner History?
Yep. You seem to think the damage log of allied Baneshield goes to the Chosen, it doesn't.satanlol wrote: ↑Sat Jul 25, 2020 4:01 amI did not defend the version of Bane Shield that buffed 24-players. I wrote the correct formula of how to calculate the damage. Instead of “feeling” that something was unbalanced I did tests and provided feedback on how the ability worked.teiloh wrote: ↑Fri Jul 24, 2020 10:33 pmConsidering you defended pre-nerf Dire Shielding, you should probably not post on game balance related threads.satanlol wrote: ↑Fri Jul 24, 2020 6:14 pm
You are more than often wrong in many of the posts you make on these forums.
Read these patch notes: viewtopic.php?f=42&t=35369
You on the other hand stated that the ability could do 120.000 damage per global cooldown (which again is wrong), so I just corrected you.
This is a quote from you in that thread:
“ That ability can literally hit 24*50 (or however many AOEers you have) *100 = 120,000 damage *every GCD* (or more) if people are packed in enough - per Chosen.”
Re: City Winner History?
According the pictures posted in the mentioned topic that’s the case. According to the tests I’ve done with my guild that’s the case.teiloh wrote: ↑Sat Jul 25, 2020 4:51 amYep. You seem to think the damage log of allied Baneshield goes to the Chosen, it doesn't.satanlol wrote: ↑Sat Jul 25, 2020 4:01 amI did not defend the version of Bane Shield that buffed 24-players. I wrote the correct formula of how to calculate the damage. Instead of “feeling” that something was unbalanced I did tests and provided feedback on how the ability worked.
You on the other hand stated that the ability could do 120.000 damage per global cooldown (which again is wrong), so I just corrected you.
This is a quote from you in that thread:
“ That ability can literally hit 24*50 (or however many AOEers you have) *100 = 120,000 damage *every GCD* (or more) if people are packed in enough - per Chosen.”
I’ll gladly share the feedback with you and do some more tests over discord if you want. I’ll add you right now.
Re: City Winner History?
Don't put words in my mouth. I didn't say anything like that. It's quite simple really. Destro pugs > Order pugs. Destro premade ~= Order premade. Since most instances are pugs destro usually wins. And the reason order pugs suck is mostly setup based. Sure you can bring an engie, a WH or heck, even a dps WP. But if you stack too many of those you're gonna get rekt by superior setups. And order just runs more of those classes than destro. And that is a player choice.
Zumos - Member of Red Guard
Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen
Current Guilds: The Unlikely Plan - Deep and Dry - Dark Omen
- agemennon675
- Posts: 538
Re: City Winner History?
So what you are saying is order should stop playing useless classes, because they picked the wrong class at the very beginning ? its their fault for picking the wrong class ?zumos2 wrote: ↑Sat Jul 25, 2020 11:02 amDon't put words in my mouth. I didn't say anything like that. It's quite simple really. Destro pugs > Order pugs. Destro premade ~= Order premade. Since most instances are pugs destro usually wins. And the reason order pugs suck is mostly setup based. Sure you can bring an engie, a WH or heck, even a dps WP. But if you stack too many of those you're gonna get rekt by superior setups. And order just runs more of those classes than destro. And that is a player choice.
Destruction: 40-BG / 40-DoK / 40-Chosen / 37-Mara / 37/Sorc / 36-SH / 36-Choppa / 24-Shaman / 16-WE
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer
Order: 40-SW / 40-SM / 40-WP / 40-WL / 39-Kotbs / 38-BW / 33-AM / 22-WH / 16-RP / 12-Slayer
Re: City Winner History?
Yes, it's their fault.agemennon675 wrote: ↑Sat Jul 25, 2020 11:28 am So what you are saying is order should stop playing useless classes, because they picked the wrong class at the very beginning ? its their fault for picking the wrong class ?
Whenever you do poor choice in your life, it's your fault.
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- Aurandilaz
- Posts: 1896
Re: City Winner History?
It kinda is their fault for picking bad classes. I have my own WH (same as my account name even), but I don't play it because I could tell early on that the class lacked burst+mobility+survival+aoe when compared to other available Order mdps picks. Sure, it's fun in solo, same as with my WE. But when I joined a guild (TUP), I rerolled from my WE to playing Sorc which was more in demand in warbands, and later more alts that are better suited for guild warbands (BW, SL, WL, Chop). Playing ST gank classes is kinda selfish as realm warfare goes.agemennon675 wrote: ↑Sat Jul 25, 2020 11:28 am
So what you are saying is order should stop playing useless classes, because they picked the wrong class at the very beginning ? its their fault for picking the wrong class ?
The same goes very much for Engis, being able to play a long range sniper can be fun and achieve bunch of kills in keep sieges, but on open fields you are kinda wasted, same as in cities.
And if your whole realm is full of selfish non-meta non-Warband useful classes (WH, Engi, SW), then due to people stacking said classes in cities, they are more likely to lose against Destro setups that bring less of bad class stacks.
Re: City Winner History?
They picked classes that are great for the vast majority of the ORVR campaign and are sucky when overstacked for the final scenario.agemennon675 wrote: ↑Sat Jul 25, 2020 11:28 amSo what you are saying is order should stop playing useless classes, because they picked the wrong class at the very beginning ? its their fault for picking the wrong class ?
Remember, in the years and years this server has been active for those classes have had it good, and pre-cities when the best gear dropped from forts those classes were great and melee had to suffer. Was the option during that time for all mdps to re-roll rdps to have an easier time in sieges and have more oppotunity to interact with the game rather than standing around on walls or keep grounds doing nothing for ages until a push was called?
All that's happened in the game is that a new game mode has been introduced which favours melee / close range fights exactly like it did on live. If you have a way of somehow buffing rdps in cities without making them an absolute nightmare in orvr/sieges then I'd love to see it (and that goes for anyone). Otherwise this discussion basically comes down to waiting for the devs to create new content that has sovereign-level rewards.
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