Spellbound wrote: Mon Aug 03, 2020 8:15 am
gurtuk wrote: Mon Aug 03, 2020 12:11 am
Play how you want, but city sieges are meant to be competitive. Don't come on the forums complaining when you all know why you lose city's. I don't care how you play. City's are supposed to be difficult, and if you "play how you want" you lose. without coordination and competence when you're up against 12/24 other people you'll get stomped. It happens both ways.
I’ve played in nothing but competent/top WBs LBL, NGE (once) and KoO alliance WBs in cities on this server. It’s a myth and crutch argument for dedicated destro players that order isn’t organized. We do a perfect 2/2/2, similar AoE meatball setup if choose to and still can be a 50/50 win/loss. However Order start handicapped and have to play, coordinate and try harder to eek out a win unless it’s against a complete PUG.
Half our guild is playing Destro now and it’s amazingly laughable how overtuned Marauders are and synergy w Choppas.
Do you not see why most WBs are bringing 3-4 marauders now? It’s not a fluke or organization thing when they used to bring Choppas instead before the marauder damage buff.
SW get a buff and immediately get damage tuned down. Marauders get a overtuned buff and are allowed to keep it. White Lions as the counterpart will never beat Marauder in AoE damage due to the tuning. Heck Slayers and other BWs can’t keep up.
Destro mirror counterpart just have better abilities/tactics for a tight 24v24 arena. Marauder is just overtuned like MSH. If Mara and mSH did the same melee range damage as WL/SH, you’ll only see 1 of each in a WB on Destro side.
Doesn’t take much to look at damage logs internally and data rather than have players post excel spreadsheets or screenshots on various things.
I see Gravord has been forming Order WBs for cities and losing them for most part and players are enjoying that as it’s proving the point. How long before they go back to Destro and pretend it didn’t happen?
I pulled up the last 5 24 v 24 organized cities score screenshot and pretty much just see marauders flooded at or near the top even if we win or lose. Their damage wasn’t meant to surpass every class with all the utility they already have. WL aren’t even close and near the bottom.
Marauders are supposed to be utility DPS, not glass cannon DPS with all the utility too. Few of top TUP marauders have mentioned as well on the overtuning along with alliance mates playing there. I don't see how this can pass for so long.
- 200 HP per second proc from monstro 25% chance on hit
- Ignore all incoming armor pen (Comparable to morale level of abilities like Misdirection in terms of value or Distracting Bellow) but with 100% uptime vs Morale level uptime
- Aoe knockdown, Aoe interrupt, Ap drain, Morale blocker, Weaponskill + initiave debuff aoe
- Mobility of charge, snare breaker, single target pull
- Damage and tactics able to stay top damage dealer in most instances while being such a meta class with no downside to stacking the class
Yes, Destro is organized in stacking one broken class at the moment that has utility and top dmg. Data has been posted, shared and will not post private messages from marauders that know it's overtuned. If they want to leave things as is, so be it, it's their game and vision. Nothing else can be said and done from this end.
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Marauders ARE overtuned. (RR83 Marauder Player here if you don't know who I am, I know you do Spell).
I'll say it, publicly. No reason to be cryptic here and keep this to PMs on discord or anything of that sort. Happy to have this discussion.
So, a couple things I want to dive into:
Marauders are supposed to be utility DPS, not glass cannon DPS with all the utility too.
I disagree with your first statement here, but agree with your second. Marauders are supposed to be a DPS class with 3 distinct play styles that match to their distinct 3 stances. 1. AoE damage and AoE utility, 2. Single Target DPS (almost no utility) 3. Single Target Debuffing. Now just because their utility/dps is currently overtuned doesn't mean they should be a "utility class with low DPS". That being said, they also shouldn't be "a you have everything and do it the best class". So let's dig into some of your points.
- 200 HP per second proc from monstro 25% chance on hit
- Ignore all incoming armor pen (Comparable to morale level of abilities like Misdirection in terms of value or Distracting Bellow) but with 100% uptime vs Morale level uptime
The HP per second is nice, but the ignoring all armor pen is probably the strongest thing the Marauder has. We spoke of it earlier in this thread, and it's just not a balanced ability/proc and in my opinion it's basically impossible to balance this class as a "DPS" class with this proc available.
Suggestions:
1. Rework entirely, removing huge survivability boost and give some other functionality.
2. Just nerf the values, 75% pen, 50% pen, less HPs on the hot, etc..
- Aoe knockdown, Aoe interrupt, Ap drain, Morale blocker, Weaponskill + initiave debuff aoe
- Mobility of charge, snare breaker, single target pull
- Damage and tactics able to stay top damage dealer in most instances while being such a meta class with no downside to stacking the class
Mobility of charge, snare breaker, single target pull
Charge/Snarebreaker is MDPS given (outside of the assassins), and the pull is the good old WL/Mara mirror. Don't think anything has to change here, it's good mobility but WL's have better (and if you nerf the Mara's survivability advantage, they'd be more comparable to WL's in the first place).
- Aoe knockdown, Aoe interrupt, Ap drain, Morale blocker, Weaponskill + initiave debuff aoe
Couple things here (since you listed a bunch).
1. The Morale Blocker is broken and doesn't work (still) so, a non-factor, really. Theoretically could be an issue. If it worked.
2. AoE KD is an issue. It wasn't so bad with a lower AoE cap, but its so easy for Destro to AoE KD and it's extremely hard for Order.
Suggestion 1: Mirror AoE KD to an Order melee class.
Suggestion 2: Change Mara AoE KD into a single target KD.
3. AoE interrupt "is an issue".
Suggestion 1: Mirror AoE Interrupt functionality to WL (give to them core, increase the range, remove the pet interrupt)
Suggestion 2: Reduce range of AoE interrupt down to 30ft.
Suggestion 3: Increase the CD of AoE interrupt from 10 seconds to 15 or 20 seconds.
4. AP drain is basically a non-issue. The main reasons are, 1. It's in the debuff (Savagery path) that nobody specs for city, as you can't get AoE ability/damage/your damage boosting tactics/abilities out of brut, and then go grab the AP drain tactic from a 3rd tree. It's also been nerfed since live and drains over time (40 over 3 seconds) and doesn't stack with itself, so it's really not a huge deal. The spec that runs the AP debuff tends to do "bad damage" as intended (you can't have everything with no drawbacks).
5. Weaponskill/Ini debuff is good but I don't think is an issue. It's a nice bit of utility.
Suggestion: If anything, I think making the WL interrupt core and giving them a mirror of this makes some good sense, as this is the ability that WLs have to spec their interrupt in place for (whereas the Mara gets it at core).
TLDR/Summary/Foof's Opinions:
I agree that Marauder's are overtuned, although I don't think the class needs to be gutted to be balanced. If I were able to propose my own suggestions (as someone who has played this class extensively on live and plays it here):
1. The biggest issue is the Monstro proc. This has to go or be nerfed. I'd rather see it go and something "non-tanky" put in it's place. The surivivability advantage the Mara has is something none of the other MDPS classes can replicate. That's going to cause permanent balance issue as it already has. I hated the Monstro proc in 2009 when it came out, and I hate it to this day.
2. Marauder AoE damage is overtuned. The Marauder did need some damage increases from where it was prior, but frankly, it needed them on it's ST abilities and not it's AoE abilities. I'd revert all PSM scaling increases for all Marauder AoE abilities (wrecking ball, demolition, AoE KD, aoe WS/ini debuff). The AoE interrupt scaling didn't get increased (they said it did but it's broken) so that one is fine for damage.
3. AoE interrupts need parity between realms. Either make the WL better, or the Mara worse. Either way, AoE interrupts, on this server, with a huge AoE cap, are probably the most important things you can bring to the city and the #1 reason that Mara's are being stacked. Honestly they should probably be mirrored and then both nerfed in cooldown. 10 second cooldown on interrupt is excessive and can be as low as 5 with CDR, it should be a 15-20 second cooldown for both Mara/WL (and the WL one should get better range).
4. Either Mirror the AOE KD to order, and/or nerf the AoE KD cd. Right now it's 20 seconds, it should probably be a 30 second cooldown at the least. Other option: Remove and make ST.
Now we can get a little crazier with re-working the class if needed, but I think those 4 changes would basically be what's needed to bring the Mara back down to a realistic level of balance. Effectively reducing their survivability (it's too high for a DPS class), their AoE damage (its too high for a DPS class with this level of utility) and reducing their AoE utility. If we want to go full on re-work level of crazy here, we can get into that, but I don't think its necessary for this particular issue. I'd love to see a re-work, but probably not gonna happen.
The last point I'd like to make here is thus: While I think Marauder's "are" an issue, I'm fairly certain that there are still other macro-level balance issues that are impacting city win rate that aren't necessarily "class" focused, meaning things like CDR parity and such, to some of Telioh's points earlier in this thread. The reality is, besides AoE KD/Monstro Proc/AoE interrupt, the WL and Marauder classes are very similar in city application and I believe you'd see much more viability in stacking WLs once Monstro proc is tuned down. One of the major issues that Order has to counter Mara stacking is that WL stacking doesn't counter it, because WLs are far easier to focus down than Maras (and therefore tend to do less damage overall because they can't stay in the middle of the fight as long), and WLs own personal damage is heavily reduced against Mara's while Mara's don't have that issue vs WLs.
Lastly, to re-iterate why destro swapped to Mara's for cities: It's definitely a combination of things as stated, but the primary reason is for the AoE interrupts to interrupt the Order bomb-balls. It's to make sure we don't get annihilated/whirling axed/slayer channeled to death. If the WL's interrupt was better, and monstro proc wasn't so oppressive, Order could do the same strategy and win as well, as we saw in maybe April or so before we swapped over to Mara stacking to counter the WL stacking.