Simulated "Miss" for rdps
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Simulated "Miss" for rdps
I realize BW/Sorc have just had their dmg dropped. I'm not sure dmg was the problem. Say for those ranged classes that can also heal the crap out of themselves... The hit rate is the real problem in my view with rdps. With the strike through of most rdps being so stout, even the renown rank points stack of +18% makes little difference. You need to stack Items with 2%+ dodge or disrupt on them to feel a difference with ranged evasion. My suggestion would be to increase the base dodge/disrupt to better simulate ranged "misses". Range should miss occasionally. It's a ranged attack. It's just simple too hard to dodge/disrupt in this game with high level strike through.
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 60+ [SH] 50+ [WE] 70+
[BO] 80+, [Mara] 80+, [Sham] 60+ [SH] 50+ [WE] 70+
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Re: Simulated "Miss" for rdps
How often the melee DD miss, when standing in front of their enemy? It's normal for both, melee and range DD, to hit almost all of their attacks unless they face some class with avoidance stacking.Panzer80 wrote: Thu Aug 22, 2024 10:09 pm I realize BW/Sorc have just had their dmg dropped. I'm not sure dmg was the problem. Say for those ranged classes that can also heal the crap out of themselves... The hit rate is the real problem in my view with rdps. With the strike through of most rdps being so stout, even the renown rank points stack of +18% makes little difference. You need to stack Items with 2%+ dodge or disrupt on them to feel a difference with ranged evasion. My suggestion would be to increase the base dodge/disrupt to better simulate ranged "misses". Range should miss occasionally. It's a ranged attack. It's just simple too hard to dodge/disrupt in this game with high level strike through.
Dying is no option.
Re: Simulated "Miss" for rdps
Mdps get parried a lot by tanks and other mdps (most stack parry through the roof). However, that wasn't my point. Mdps should hit more often due to shorter range. A ranged attack by definition should be more of a risk to "miss" due to the distance making the attack harder. It's moot anyway bc it seems the devs will continue to go toward mirror changes. So, now instead of this type of changed, range dps will get nerfed. There was never anything wrong with the damage, it was due to the dodge/dis needing to be rescaled. Asymmetrical changes can be great, it just requires more creativity to make them.Sulorie wrote: Thu Aug 22, 2024 11:56 pmHow often the melee DD miss, when standing in front of their enemy? It's normal for both, melee and range DD, to hit almost all of their attacks unless they face some class with avoidance stacking.Panzer80 wrote: Thu Aug 22, 2024 10:09 pm I realize BW/Sorc have just had their dmg dropped. I'm not sure dmg was the problem. Say for those ranged classes that can also heal the crap out of themselves... The hit rate is the real problem in my view with rdps. With the strike through of most rdps being so stout, even the renown rank points stack of +18% makes little difference. You need to stack Items with 2%+ dodge or disrupt on them to feel a difference with ranged evasion. My suggestion would be to increase the base dodge/disrupt to better simulate ranged "misses". Range should miss occasionally. It's a ranged attack. It's just simple too hard to dodge/disrupt in this game with high level strike through.
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 60+ [SH] 50+ [WE] 70+
[BO] 80+, [Mara] 80+, [Sham] 60+ [SH] 50+ [WE] 70+
Re: Simulated "Miss" for rdps
You don't think missing hits of skills with cast time is more punishing than missing instant cast melee abilities, while a huge part of your damage isn't melee AA?Panzer80 wrote: Fri Aug 23, 2024 12:57 am
Mdps get parried a lot by tanks and other mdps (most stack parry through the roof). However, that wasn't my point. Mdps should hit more often due to shorter range. A ranged attack by definition should be more of a risk to "miss" due to the distance making the attack harder. It's moot anyway bc it seems the devs will continue to go toward mirror changes. So, now instead of this type of changed, range dps will get nerfed. There was never anything wrong with the damage, it was due to the dodge/dis needing to be rescaled. Asymmetrical changes can be great, it just requires more creativity to make them.
Dying is no option.
Re: Simulated "Miss" for rdps
The game was designed to factor this stuff in by default. As per above, hold the line, but also, ranged avoidanced are 360 degrees. Melee attacks are undefdendable in the back, ranged attacks aren't. People for whatever reason think this stuff doesn't matter, but it really does lol.
Re: Simulated "Miss" for rdps
Of course OP is 100% correct, we all know this even though not everyone is being honest about it.
Disrupt/ Dodge might as well not exist outside of hold the line and a few abilities. It is free reign for these ranged dps classes.
Deft defender is none- existent because of all the strikethrough these carrers easily have access to. Even if one invests full renown still end up with practically none existent avoidance.
Obviously in all well balanced games ranged classes need to miss their projectiles/spells since they are... ranged. Just being ranged gives you such a huge advantage. If you hit all the time from long range it just gets stupid (RoR , sadly)
This is such a miss for the balance team, but each time you try to argue some sense with those that obviously like their free ranged reign , they will argue but ''but hold the line''.
Shield tanks are not always available to protect everyone, neither should they have to in order to balance out ranged attacks.
During lower pop hours which is pretty much 70% of the day cycle of this server there wont be that many around. but guess who are? All the dps shamans etc happily abusing this and griefing everyone else.
Can't justify ranged attacks hitting all the time because there ''may'' be hold the line. This is one of the reasons half the server plays DPS casters( including the ''healers''), it is just easy-mode.
Disrupt/ Dodge might as well not exist outside of hold the line and a few abilities. It is free reign for these ranged dps classes.
Deft defender is none- existent because of all the strikethrough these carrers easily have access to. Even if one invests full renown still end up with practically none existent avoidance.
Obviously in all well balanced games ranged classes need to miss their projectiles/spells since they are... ranged. Just being ranged gives you such a huge advantage. If you hit all the time from long range it just gets stupid (RoR , sadly)
This is such a miss for the balance team, but each time you try to argue some sense with those that obviously like their free ranged reign , they will argue but ''but hold the line''.
Shield tanks are not always available to protect everyone, neither should they have to in order to balance out ranged attacks.
During lower pop hours which is pretty much 70% of the day cycle of this server there wont be that many around. but guess who are? All the dps shamans etc happily abusing this and griefing everyone else.
Can't justify ranged attacks hitting all the time because there ''may'' be hold the line. This is one of the reasons half the server plays DPS casters( including the ''healers''), it is just easy-mode.
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Re: Simulated "Miss" for rdps
Damage has decreased slightly. I just played 1 hour as the sorcerer and despite the nerf, I can confirm that the damage is still excellent.
Re: Simulated "Miss" for rdps
Of course OP is 100% wrong, we all know this even though not everyone is being honest about it.Farrul wrote: Fri Aug 23, 2024 10:17 am Of course OP is 100% correct, we all know this even though not everyone is being honest about it.
Disrupt/ Dodge might as well not exist outside of hold the line and a few abilities. It is free reign for these ranged dps classes.
Deft defender is none- existent because of all the strikethrough these carrers easily have access to. Even if one invests full renown still end up with practically none existent avoidance.
Obviously in all well balanced games ranged classes need to miss their projectiles/spells since they are... ranged. Just being ranged gives you such a huge advantage. If you hit all the time from long range it just gets stupid (RoR , sadly)
This is such a miss for the balance team, but each time you try to argue some sense with those that obviously like their free ranged reign , they will argue but ''but hold the line''.
Shield tanks are not always available to protect everyone, neither should they have to in order to balance out ranged attacks.
During lower pop hours which is pretty much 70% of the day cycle of this server there wont be that many around. but guess who are? All the dps shamans etc happily abusing this and griefing everyone else.
Can't justify ranged attacks hitting all the time because there ''may'' be hold the line. This is one of the reasons half the server plays DPS casters( including the ''healers''), it is just easy-mode.
Parry might as well not exist outside of tanks and a few abilities. It is free reign for these melee dps classes.
Reflexes is none- existent because of all the strikethrough these carrers easily have access to. Even if one invests full renown still end up with practically none existent avoidance.
Obviously in all well balanced games melee classes need to miss their hits since they are... melee. Just being melee gives you such a huge advantage, you can bypass all avoidance from the back. If you hit all the time in melee it just gets stupid (RoR , sadly)
This is such a miss for the balance team, but each time you try to argue some sense with those that obviously like their free melee ball reign , they will argue but "ranged, nerfff".
Tanks are not always available to protect everyone, neither should they have to in order to balance out melee balls.
During lower pop hours which is pretty much 70% of the day cycle of this server there wont be that many around. but guess who are? All the WHs/WEs/wls etc happily abusing this and griefing everyone else.
Can't justify melee attacks hitting all the time because there ''may'' be a tank around. This is one of the reasons half the server plays melee, it is just easy-mode.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."
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