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[Suggestion] WP Wrath/Grace Distance Closer.

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Scottx125
Posts: 976

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#21 » Mon Jul 11, 2022 11:42 am

I should actually mention, WP did have a distance closer back when balance changes were actually done but some brainiac decided to remove it...: viewtopic.php?p=295194#p295194
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Whyumadbro
Posts: 486

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#22 » Mon Jul 11, 2022 1:32 pm

2h wp needs gtdc, but this ability would be called get to da CHURCH!

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yoluigi
Posts: 514

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#23 » Mon Jul 11, 2022 3:26 pm

Scottx125 wrote: Mon Jul 11, 2022 11:42 am I should actually mention, WP did have a distance closer back when balance changes were actually done but some brainiac decided to remove it...: viewtopic.php?p=295194#p295194
Dont know why they left it out if you replace it for moral 4 would actualy make sense and had to comprimise wound buff soo there is a sacrifice.

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wachlarz
Posts: 798

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#24 » Mon Jul 11, 2022 3:57 pm

When U give wp a gap closer I suggest give all order dps a rez skill so all order dps will be balanced.

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Scottx125
Posts: 976

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#25 » Mon Jul 11, 2022 7:55 pm

wachlarz wrote: Mon Jul 11, 2022 3:57 pm When U give wp a gap closer I suggest give all order dps a rez skill so all order dps will be balanced.
What? I'd agree with that sentiment if you gave WP bypass. But a gap closer isn't gonna make ressing OP... Especially since you can use escape and then res using RF..
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penagos22
Posts: 176

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#26 » Mon Jul 11, 2022 8:35 pm

The main problem that I see is that there are synergy problems and gameplay problem in the 2h dps rework, obviously clarifying that the state of the wp before the rework was very bad and that the improvement is noticeable.

synergy problem 1: guilty soul is a tactic that to get the most out of it involves only using path wrath abilities in the rotation, leaving very useful abilities of the path of grace out and that habilities are necessary both for survival and to maximize damage, so in short, since they don't benefit from the damage increase, grace skills are not viable in a serious ands competitive rotation of a wp dps.

gameplay problem 1: sigmar's wrath is an ability that involves spamming the skills of the wrath path so whenever this ability is used the wp will be dry of ap, because all damage skills are ap based and using abilities from other paths is wasting the 20 seconds it lasts.

synergy problem 2: with the previous gameplay problem we realize that a more effective rotation would be to use ap abilities and RF abilities but in the wrath path there are no damage abilities that use RF returning to synergy problem 1.

synergy problem 3: divine assault is the most important ability within the wp wrath because

-Allows the wp to continue in combat.

-allows the ap bar to reset a bit as it uses RF, allowing for better resource usage.

I mean, one of the main abilities of the wp wrath is an ability from another tree, that is, it does not scale by points spent on the path, it does not benefit from the guilty soul, it does not scale much with strength and it scales more with points spent on the path of grace,
and when you are in sigmar´s wrath using divine assault its like sabotage yourself because you are wasting the time that the buff lasts.

so a rotation that involves divine assault is practically sabotaging yourself but you can't take it out of the rotation because if you don't use it you will sabotage yourself worse.

gameplay problem 2: it is a class that must necessarily be used in a perfect 2/2/2 since the only ability that allowed it some independence was removed, which affects us a lot because we all know what the stigma is that wp dps have and it's true you can't even remotely compare the damage of a slayer or a wl.

I mean, in my opinion, what they took from the wp dps in utility, they didn't give it back in damage, and no matter how much you use the smite's rotation with sigmar's wrath, maximizing the damage of each smite, you will never do the damage that a wl or a SL does (besides being a boring gameplay) and if someone comes to tell me as usual that his wp beats all classes in damage, I just have to tell him that my wp is one of the 3 or 4 best equipped on the server and If I can't, neither can you.

I also think that despite being a dps he is still within the healer archetype so he must have some healing.

regarding the mobility problem: in my opinion I think that all classes should have a counterplay and in the case of wp dps it is to leave it slowed I and quite him, ithink that this counterplay is now a bit exaggerated so I would reduce the cd of unstopable wrath to 30 seconds.

finally to the problems that I mentioned before, both gameplay and synergy problems i think I can suggest some fixes.

suggestion 1: change sigmar's wrath for a 2h version of divinne assault, which hits 6 times in 3 seconds to 3 targets (like divine strike with tactic) that deals physical damage that ignore 25% of the armor, benefits from guilty soul and heals 100% of the damage done, it can be in area or only to the friendly target.

suggestion 2: that divine justice increase the critical damage by 40% or 50% since all the critical based classes have a tactic like that.

suggestion 3: divine justice make that our new sigmar´s wrath only hit one target and ignore 75% of the armor of the objetive, this alow single targets builds.

suggestion 3: change endless guilt tactic to weight of guilt to deal damage in addition to the slow, this would allow for area damage builds.

well like always sorry for my english and hasta luego!!!

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knick
Posts: 209

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#27 » Mon Jul 11, 2022 9:03 pm

My 5 bucks
No class can have everything. Wp/Dok is a outstanding melee class so the drawback must be mobility. Wl for example with best mobility has worst self-heal potential.
So with best self heal while melee you can't have a burst or mobile class it's scissors stone paper
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vanbuinen77
Posts: 340

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#28 » Mon Jul 11, 2022 9:28 pm

yoluigi wrote: Mon Jun 06, 2022 8:16 pm
Scottx125 wrote: Mon Jun 06, 2022 6:45 pm
Valarion wrote: Wed Jun 01, 2022 4:34 pm WPs already have a distance closer, albeit a shitty one: You can throw hammers which snare
A 20% snare which doesn't do much :lol:.

If you dont have book it drains all the resource in a few shot. lol
It used ap back in the day, but was changed when the charge was removed.
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Sinisterror
Posts: 1139

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#29 » Tue Jul 12, 2022 5:38 pm

Scottx125 wrote: Mon Jul 11, 2022 10:21 am
Spoiler:
Sinisterror wrote: Mon Jul 11, 2022 9:51 am
Scottx125 wrote: Mon Jul 11, 2022 8:56 am

That doesn't make any sense, the whole point of using a 2h weapon is to do more damage, especially compared to X and Shield spec. It would make more sense to rework grace so that it allows you to use a risk/reward playstyle. Use the 2H hammer for more damage and effectively more healing. Or use a shield to be more defensive. The snare isn't good enough imo. 20% slow is nothing and it only applies for 2s. I've seen destro with the dot applied outrun a kitegroup.. It's all fair coming up with these ideas. But the simplest idea is usually the best, considering wrath is a melee dps. Give it the charge ability like other melee dps have, and make it only useable with a 2h hammer or shield.
: D Sure it doesnt make any sense, except all i suggested was how 2h worked before shield ruined it. Except i capped sigmar's radiance heal to 500. What exatly doesnt make sense to you? Judgement giving 15 rf back and using ap like it did for 13 years ? Or 2h wp having Sigmar's radiance = Melee grp heal that uses ap and returns RF like it was for 13 years? yeah doesnt make any sense : D
It doesn't make sense because capping the healing done with 2h makes it pointless to use 2h over shield. I've got a full defensive Grace build that puts out 650 healing per hit with SR. 2h shouldn't be capped, if anything 2h should be able to pump heals if left alone. More of a risk/reward playstyle, go ultra squishy with a 2h grace build and heal TONS or go more tanky and heal less. But this isn't on topic so I'd like to redirect it to the point of creating a closer for a melee spec that doesn't have one :).
Oh i thought you didnt want sigmars radiance for 2h WP at all, sry=) But capping 2H sigmars radiance to 500 heal would still be lifesaver skill because it uses Ap and you regen 35 RF, but sure i would prefer it uncapped too but that is not happening unless shield is removed. Also giving Covenant of vitality to replace Wrath prayer, making Guilty soul should Increase AA dmg + Wrath Dmg and procs from AA crits + heal defensive target from max 3 targets. Sigmar's Shield should should do same amount of dmg to your target as you receive heals and you lose 10RF from heal and gain 5RF from dmg ICD 0,5 sec. Judgement should use 15ap give 15rf. Bludgeon should be reworked to "if does crit dmg target gets 3 sec dot which would ignore 660 armour.

Why Charge was removed because it was 30 second cooldown and it also removed silence,disarm,roots,snares and made you immune to them for 5 seconds, 50 % charge and you could use abilities while charging unlike anyother CHarge in game. So it was too op and removed only weakness from melee wp/dok which is no gap closer, but if they had one espesially now with shield they would have too much advantage.
"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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Scottx125
Posts: 976

Re: [Suggestion] WP Wrath/Grace Distance Closer.

Post#30 » Tue Jul 12, 2022 11:47 pm

I agree having a charge with an snare break is OP. Just give the WP the basic charge 50% speed buff and is cancelled on any ability usage on 30s cooldown. The weakness of a WP shouldn't be it's lack of ability to engage the enemy. Because that's going to make it the most boring class in the game. It's weakness is being knocked down and disabled like any healer. If you silence a healer, slow their casting or knock them down. That's when you kill them.
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