dont waste your time with that guyM0rw47h wrote: ↑Fri Nov 27, 2020 1:53 pmThey don't, but AoE does hit both tanks and people tanks are guarding. Since damage is undefendable tank takes half of damage from guarded target, and their own dmg, which is big due to high armor penetraion on given career, tanks melt much faster than dps their are guarding, without any focus just AoE spam.
Realm Class Balance vs Unique Class Identity
Re: Realm Class Balance vs Unique Class Identity
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Re: Realm Class Balance vs Unique Class Identity
I'll say it again: To stop any and all whine and balancing woes, do the following.
Give all classes' skills and abilities, tactics, etc. to their mirror. Exchange everything. Ability-wise WPs are now DOKs, RPs are now Zealots, BOs turn into SMs ("Me feelin' preddy today, boss"), WEs into WHs and so on. You just change the abilities, nothing in the rgaphics (so you won't have to make up WP dual wielding hamemrs animations, they keep their tweo handed hammers, just their stats, skills and items in the paperdoll change; nothing changes from the outside).
This will be kept for a week or two. Call it "Global Van Horstmann's Speculum" (because said item changes your and your opponents combat values in the tabletop game) and make up a story about an Altdorf magic experiment gone awry if you want.
You will then see who is right and who is wrong. Is Rampage really the best skill in the game? Is it Chop Fasta? Are Shammies really OP? Or are WPs really better healers than DOKs? Or is it all player skill? All these questions and many more will be answered once and for all, no whining allowed.
Sounds crazy, but think about it (if it is even doable, I'm no programmer and would just cut&paste).
Give all classes' skills and abilities, tactics, etc. to their mirror. Exchange everything. Ability-wise WPs are now DOKs, RPs are now Zealots, BOs turn into SMs ("Me feelin' preddy today, boss"), WEs into WHs and so on. You just change the abilities, nothing in the rgaphics (so you won't have to make up WP dual wielding hamemrs animations, they keep their tweo handed hammers, just their stats, skills and items in the paperdoll change; nothing changes from the outside).
This will be kept for a week or two. Call it "Global Van Horstmann's Speculum" (because said item changes your and your opponents combat values in the tabletop game) and make up a story about an Altdorf magic experiment gone awry if you want.
You will then see who is right and who is wrong. Is Rampage really the best skill in the game? Is it Chop Fasta? Are Shammies really OP? Or are WPs really better healers than DOKs? Or is it all player skill? All these questions and many more will be answered once and for all, no whining allowed.
Sounds crazy, but think about it (if it is even doable, I'm no programmer and would just cut&paste).
Re: Realm Class Balance vs Unique Class Identity
do we really need more of these posts ? poor arguments that dosent stand up
GAME OVER MAN, GAME OVER
https://imgur.com/a/mlxv1nJ
https://imgur.com/a/mlxv1nJ
Re: Realm Class Balance vs Unique Class Identity
feinted position bypassing block/parry has 1mincd .
"give wh and witch propper aoe like evrywone has it!"
Re: Realm Class Balance vs Unique Class Identity
https://www.youtube.com/watch?v=Re457Sb ... annel=AEMWblondgelockt wrote: ↑Fri Nov 27, 2020 6:38 pmWhy are you bumping the thread if you don't like it? First MMO?
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"give wh and witch propper aoe like evrywone has it!"
Re: Realm Class Balance vs Unique Class Identity
I personally haven't seen that. Slayers will be cutting your defenses down a lot just by having a ton of Str and some strikethrough. On almost all non-tanks Rampage will effectively give you nothing (unless they use morales).zij83 wrote: ↑Fri Nov 27, 2020 8:57 am If rampage did the same thing as BG furious howl or SH pierce defenses or maybe even a bit more lets go wild and say 50%, I think that would be fine. By Slayers being able to mitigate block/parry completely you're removing an entire archetype (tank) from the equation. On my full Sov SnB Black Orc I have on multiple occasions had my guard and myself go from 100 to 0 by a slayerball before healers even got a chance to react. It's such a cheap ability that requires 0 skill to pull off, have 3-4 slayers with invader armor pen bonuses, profit. The solution to a slayerball is running away until they aren't rampaging. That's just dumb and makes for boring gameplay.
I think if you gave Slayers a damage + 15% defense debuff in place of Rampage that didn't drain rage, their performance would not be much different.
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