Ability - Thunderous Blow - Now sits at 13 points in the Savagery Tree, wounds debuff value reduced. 1/12/17
Pré nerf this ability is on 6pts
this ability is the burst mara .
to have moved this one in 2017 was logical in view of the game at this moment
Currently returning to it will allow the mara to have the same cc burst as its mirror (WL and mSW)
this will allow the sava / bruta / monstro build
the same as the WL just as effective
Thanking you in advance for taking my suggestion into account
https://builder.returnofreckoning.com/c ... mt=5217&t=
reverse draining swipe with thunderous blow
For single target sustain no cc ( no cc , ennemi can detaunt)
in this build the mara cannot access the stun kill.
the orientation is the sustain with a deadly clush corresponding to its original heal debuff
on all heal (not only heal from healing class) life tap, etc ... ( version live )
https://builder.returnofreckoning.com/c ... 12,5217&t=
some will say that it is too powerful but no and will still talk about the stance mostro however it lasts 5 s and it is linked to the sava stance
1 cannot be cast with monstro stance
2 if the mara takes the tactic debuff heal
it is either the stun or the dps with the damage tactic written in no way both at the same time
with these 2 changes
the mara has roles and builds oriented according to its gameplay giving it a better impact according to the scale of play
Ps on single target mSW and WL are more powerful than any other , high dps , stun . On small scale mdps without stun , kill anyone WL and mSW have cc , a lot for SW
Thx
Sorry my english suck , i use google trad
2 build single target , burst cc and sustain no cc
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- Posts: 524
Re: 2 build single target , burst cc and sustain no cc
Your post has broken links and is hard to read, as you said, you used google translate so it is what it is.
This is a good idea, and it's time. I agree with you. I will summarize your post for English speakers:
Please revert the Thunderous Blows nerfs on the Mara class from 2017. They made sense at the time, but they don't make sense anymore. Wounds debuffs matter when the level cap is T2, not when the level cap is 40/80 and most people are in decent gear.
The Wounds debuff currently is garbage that no Marauders that know what they are doing spec for. It got put up as a 13 point ability (from a 5 point), and was completely gutted from a 160 wounds debuff to a 100 wounds debuff (at max value). This makes it debuff barely more wounds then AoE wounds debuffs (Chosens, KoTBS, etc...), on a 13 point single target ability.
It was a good and functional ability on live. It has to be changed on this server when people had max hps of 4k and Marauders could debuff over 100 on a ST and put them down into 2.Xk hp range. Those days are now long gone, and the reason for nerfing TB has frankly, gone with it. This balance change is nothing more than a legacy of this server when it was 2017, and needs to be put back into live staus for viability.
Nerfing good abilities into uselessness isn't effective balancing, and it's time to revert this change from over 3 years ago.
Thanks!
This is a good idea, and it's time. I agree with you. I will summarize your post for English speakers:
Please revert the Thunderous Blows nerfs on the Mara class from 2017. They made sense at the time, but they don't make sense anymore. Wounds debuffs matter when the level cap is T2, not when the level cap is 40/80 and most people are in decent gear.
The Wounds debuff currently is garbage that no Marauders that know what they are doing spec for. It got put up as a 13 point ability (from a 5 point), and was completely gutted from a 160 wounds debuff to a 100 wounds debuff (at max value). This makes it debuff barely more wounds then AoE wounds debuffs (Chosens, KoTBS, etc...), on a 13 point single target ability.
It was a good and functional ability on live. It has to be changed on this server when people had max hps of 4k and Marauders could debuff over 100 on a ST and put them down into 2.Xk hp range. Those days are now long gone, and the reason for nerfing TB has frankly, gone with it. This balance change is nothing more than a legacy of this server when it was 2017, and needs to be put back into live staus for viability.
Nerfing good abilities into uselessness isn't effective balancing, and it's time to revert this change from over 3 years ago.
Thanks!
- wargrimnir
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Re: 2 build single target , burst cc and sustain no cc
Yeah that's a lot easier to read.
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- Posts: 524
Re: 2 build single target , burst cc and sustain no cc
Comes from translating business requirements into dev speak and dev speak into business speak.
Someones gotta be the analyst, sigh.
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Re: 2 build single target , burst cc and sustain no cc
thx for having corrected my english google
could you do the same for deadly cluch ( sustain )

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- Posts: 524
Re: 2 build single target , burst cc and sustain no cc
I don't actually understand what you are trying to say on this point. If you want to try and type it again and google translate one more time maybe I will be able to translate further.jughurta69 wrote: Wed Aug 26, 2020 12:11 am thx for having corrected my english googlecould you do the same for deadly cluch ( sustain )
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- Posts: 524
Re: 2 build single target , burst cc and sustain no cc
I don't actually understand what you are trying to say on this point. If you want to try and type it again and google translate one more time maybe I will be able to translate further.jughurta69 wrote: Wed Aug 26, 2020 12:11 am thx for having corrected my english googlecould you do the same for deadly cluch ( sustain )
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Re: 2 build single target , burst cc and sustain no cc
He is saying change deadly clutch what it was back live and it stole heals from potions, morales and melee heals. It didnt nerf the heal amount of lets say morale 1 1800 heal but marauder got 900 heal from it as well and if i remember right it didnt nerf the amount of melee heals like divine assault but marauder got half of those heals as well, same for potions. I think he is saying that. I kinda agree it should be like that because marauder's thing always was to have super good debuffs/buffs and this would make deadly clutch veeery good and would not nerf the amount healing potions morales and melee/lifetap heals get but marauders would also benefit from those.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
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- Posts: 118
Re: 2 build single target , burst cc and sustain no cc
Sinisterror wrote: Wed Aug 26, 2020 6:53 am He is saying change deadly clutch what it was back live and it stole heals from potions, morales and melee heals. It didnt nerf the heal amount of lets say morale 1 1800 heal but marauder got 900 heal from it as well and if i remember right it didnt nerf the amount of melee heals like divine assault but marauder got half of those heals as well, same for potions. I think he is saying that. I kinda agree it should be like that because marauder's thing always was to have super good debuffs/buffs and this would make deadly clutch veeery good and would not nerf the amount healing potions morales and melee/lifetap heals get but marauders would also benefit from those.
with this tactics mara don't have stun for burst . no stun ennemi player can detaunt , can use flee , can cc you ( bump , root , stun, mezz ....).
Mara is the only mdps without cc , mobility , cd def or healing abilities
but he have in theory a good sustain and this tactics is the representation of the gameplay of the class
on small scale ranked mara don't stun, silence, no repack rapidily on heal ( pounce or shadowstep) , debuff heal need a tactics .
on solo play vs life tap class , mara currently and in theory has no chance
sorry google trad is my friend lol
Last edited by jughurta69 on Wed Aug 26, 2020 12:39 pm, edited 1 time in total.
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