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Evaluation of classes? Current state of the game?

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Sinisterror
Posts: 1164

Re: Evaluation of classes? Current state of the game?

Post#11 » Tue Jan 07, 2025 8:19 am

xkingmaker wrote: Tue Jan 07, 2025 7:26 am Healers are OP and DPS doesnt DPS and dies instantly to ground AOE. About sums it up.
Well when GCD was changed to 1.5s benefitting obviously those who have cast times of 1.5s or higher which is ranged and healers. But this means in 10+ seconds instant skills used was 8 before vs 6 now.. That is Huge difference in so little time so this is what makes healers feel too powerful. We have 035-04s slower gameplay per GCD. And Morales+Potions used to be off GCD as well. You could use Morale + 2 potions at (basically) sametime and now that would take 4.5 seconds, to use 2 potions and morale.

And dying too fast in RvR is because 24 aoe cap instead of 9. This means there is no fluff aoe dmg and you just spam Aoe brainlessly and Win. Why? Well think about it for little time and its obvious. Healers Can heal 6 people Per grp heal so obviously healers cannot heal enough and tanks were not designed to take this much dmg. When ae cap is 9 and your Warband has 8 tanks Who soaks most of the aoe dmg in front? Tanks.

So this creates weird issues. Healers and tanks are not enough vs 24 ae cap BUT Healers feel too powerful 1v1 because we have 2 skills less to use in 10 seconds.
These are obvious to me but seems that no one agrees:/ Sadly when they "tried" 9 ae cap, they did just that and everyone has been shouting that if/hopefully when the cap is back to 9 we also remove Morale dmg cap and add 50% aoe Hd's back in the game. For dps Dok and Give one to 2h dps Wp as well. Dps ZE/RP too.

when cap is 9 morale dmg doesnt need cap because now you cant wipe warband but you can kill Third of the WB. This means lets say 10 organized people can hold against 24-36 players with good positioning and CC + Morale bombs can keep killing and surviving/Kiting indefinetely. And that was much more fun than what we have now imo.
"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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Zxul
Posts: 1890

Re: Evaluation of classes? Current state of the game?

Post#12 » Tue Jan 07, 2025 9:32 am

xkingmaker wrote: Tue Jan 07, 2025 7:26 am Healers are OP and DPS doesnt DPS and dies instantly to ground AOE. About sums it up.
Healers are not OP, healing by itself in ror is pretty weak compared to some other games. What makes healers and especially healed + guarded target so hard to kill are the stacking dmg reductions- detaunt, and especially guard stacked with challenge. Guard + challenge combination means any target has a 65% dmg reduction- more than mitigation of a lot of tanks- before even counting any kind of actual defensive equip/ renown.

When anyone with zero investment into defenses has a mitigation of a turtle tank, don't be surprised that even a minor healing can make players immortal. There is a reason why 6v6 gameplay realistically sums up in trying to get the guarding tank away, since even a full premade bis party concentrating dmg on a single player doesn't actually has enough dmg to kill anyone past the freely available defenses.

Extra points for detaunt/ guard/ challenge not even requiring any sort of speccing, or even tactic choices.
"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."

— Azeila, Alluress of Slaanesh

KillPhil
Posts: 1

Re: Evaluation of classes? Current state of the game?

Post#13 » Tue Jan 07, 2025 7:59 pm

Is SW worth to pick as a Mainchar?

Easysteps2
Posts: 57

Re: Evaluation of classes? Current state of the game?

Post#14 » Wed Jan 08, 2025 6:14 pm

Panzer80 wrote: Sat Dec 21, 2024 5:54 pm Yes, healing is still OP. The healers are still about what you describe. WE/WH don't dominate. They got weaker after ability change. I don't play Sorc, but it doesn't stand out when fighting against it. Just be a dps AM/Sham and you will be better than a st BW but can heal yourself and have stronger absorbs/cc, or dps WP/Dok and be better than a slayer but can also heal yourself. Tbh you could replace the dps classes with healer dps in this game and every party/wb would be stronger. It's balanced like that.
This player isn't wrong. If you look at the stats in scenarios (from the Killboard provided on this site), I've seen the DPS, like a WH and choppa doing 120-170K in damage, tanks doing 30K, and the shaman is healing for 500K! Zealot is healing 400K and shielding 100K. That is almost 3-5 times as much as the DPS is doing. Sorry, that is unbiased, it's coming right from the stats. In that same game, the DoK was #2 in damage (150K) and also put in 100K in healing. Just look at the stats (if you play scenarios).

From my perspective, WE/WH don't dominate but are still good. In scenarios, a group of guarded WE can terrorize the field. I feel there are more WE than WH at this point.

BW/Sorc are OK but do not dominate. I think they have great DPS, but don't have the mobility of Magus and have low defenses. They do well in RVR. Again the guy above is right, a DPS shaman/AM can put out as much damage (often more) and also heal for 1/4 the amount.

Choppa, Slayer, White Lion can easily be #1 in DPS, by a good margin. I do not see many marauders as #1 in DPS but their pull is super annoying.

The currently state of Order vs Destruction is really bad. I've played in all time zones. In EU times over the past 3 months, there has always been twice as many destruction as order. It makes the game really bad but everyone likes easy wins? For North America, in the past, there has been an even amount of order or more order, but recently there are 4 times more destruction during NA times than order. For example in Praag last night, Order had only 1 (pug) WB in the keep, while destruction had 1 WB preventing anyone from entering the keep and another 3 WB surrounding the keep. The killboard says there were 71 Order and 148 Destruction. If there are 2-4 times as many Destruction, I think many Order are not even bothering, and I don't blame them. Order does fine in fortress defense, when the numbers are balanced.

Right now, Order is hard mode, Destruction is easy mode.

Zxul
Posts: 1890

Re: Evaluation of classes? Current state of the game?

Post#15 » Wed Jan 08, 2025 6:27 pm

Easysteps2 wrote: Wed Jan 08, 2025 6:14 pm This player isn't wrong. If you look at the stats in scenarios (from the Killboard provided on this site), I've seen the DPS, like a WH and choppa doing 120-170K in damage, tanks doing 30K, and the shaman is healing for 500K! Zealot is healing 400K and shielding 100K. That is almost 3-5 times as much as the DPS is doing. Sorry, that is unbiased, it's coming right from the stats. In that same game, the DoK was #2 in damage (150K) and also put in 100K in healing. Just look at the stats (if you play scenarios).
It is called mitigation. If dps does 500k dmg before mitigation, but then the dmg goes into guard+ challenge= 65% mitigation, what is left is 175 k, which then will also mitigated by actual defenses on targets, leaving the 120-170k which you actually see. Like I said, healing isn't OP, detaunt and especially combination of guard + challenge which turns anyone into turtle tank is what results is players being unkillable for as long as the tank is there.

Not to mention, hit the healer with outgoing heal debuff, and 500k instantly turns into 250k. Add incoming heal debuff on target, and it's down to 125k.
"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."

— Azeila, Alluress of Slaanesh

Easysteps2
Posts: 57

Re: Evaluation of classes? Current state of the game?

Post#16 » Wed Jan 08, 2025 6:58 pm

Zxul wrote: Wed Jan 08, 2025 6:27 pm It is called mitigation. If dps does 500k dmg before mitigation, but then the dmg goes into guard+ challenge= 65% mitigation, what is left is 175 k, which then will also mitigated by actual defenses on targets, leaving the 120-170k which you actually see. Like I said, healing isn't OP, detaunt and especially combination of guard + challenge which turns anyone into turtle tank is what results is players being unkillable for as long as the tank is there.

Not to mention, hit the healer with outgoing heal debuff, and 500k instantly turns into 250k. Add incoming heal debuff on target, and it's down to 125k.
OK, but those are still the numbers, which tells you the state of the game and the OP asked the state of the game.

Analytically, that means there aren't enough healing debuffs in the game, they don't last long enough/are too easy to remove, or they're not being used? And maybe detaunts are too powerful? It makes sense to reduce hate during the 15 seconds, but why is it 50% damage reduction? What would happen if it was 25% damage reduction?

Zxul
Posts: 1890

Re: Evaluation of classes? Current state of the game?

Post#17 » Wed Jan 08, 2025 7:10 pm

Easysteps2 wrote: Wed Jan 08, 2025 6:58 pm
Zxul wrote: Wed Jan 08, 2025 6:27 pm It is called mitigation. If dps does 500k dmg before mitigation, but then the dmg goes into guard+ challenge= 65% mitigation, what is left is 175 k, which then will also mitigated by actual defenses on targets, leaving the 120-170k which you actually see. Like I said, healing isn't OP, detaunt and especially combination of guard + challenge which turns anyone into turtle tank is what results is players being unkillable for as long as the tank is there.

Not to mention, hit the healer with outgoing heal debuff, and 500k instantly turns into 250k. Add incoming heal debuff on target, and it's down to 125k.
OK, but those are still the numbers, which tells you the state of the game and the OP asked the state of the game.

Analytically, that means there aren't enough healing debuffs in the game, they don't last long enough/are too easy to remove, or they're not being used? And maybe detaunts are too powerful? It makes sense to reduce hate during the 15 seconds, but why is it 50% damage reduction? What would happen if it was 25% damage reduction?
Heal debuffs are only really used by organized groups, which is why you see such a high heal numbers in a lot of cases, lot of dps just spam aoe. Also there are plenty of ways to cover heal debuffs so they won't be removed, but again it only really happens in organized groups.

Detaunts aren't the real problem- they are powerful, but they at least have limitations- for example, rdps detaunt is single target, if there is a second dps attacking the rdps, he will do a full dmg. From other hand, guard + challenge has no limitations- they are always up, and will work no matter how many players are attacking the target. Which is why the entire 6v6 gameplay is pretty much limited to who manages to punt the tank away, since it is the only way that something will actually die. Or I guess punting the target away and trying to burst it with rdps before tank gets close to it, still same thing in another dress up.
"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."

— Azeila, Alluress of Slaanesh

shoelessHN
Posts: 366

Re: Evaluation of classes? Current state of the game?

Post#18 » Wed Jan 08, 2025 8:35 pm

If DPS can't faceroll the keyboard and kill a healer then the healers are broken OP garbage. Duh.

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storm
Posts: 110

Re: Evaluation of classes? Current state of the game?

Post#19 » Thu Jan 09, 2025 12:15 am

The problem is if you make healers too weak , no one will play them and then your precious dps is gona die real quick

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Panzer80
Posts: 229

Re: Evaluation of classes? Current state of the game?

Post#20 » Thu Jan 09, 2025 12:53 am

I could also say that healing isn't OP, just that other archetypes are too weak. In my opinion it makes no sense to have healing archetypes be able to be an effective roaming class, dps, and effective healer. Unless other archetypes can do that too. Healers are the only ones in this game that can do 3 archetypes well given that some healers can put up huge mitigation numbers. Tanks can be decent dps for example an retain effective "tankiness" just by their armor class and base stats. Tank healing is kinda pitiful compared to the ability of healing classes to dps but not nearly as bad as dps's ability to heal/mitigate. Dps of course just suck in comparison to either tank or healers in this regard.
[SM] 85+, [WL] 80+, [SW] 80+, [WH] 85+, [AM] 80+, [Kotbs] 80+
[BO] 80+, [Mara] 80+, [Sham] 60+ [SH] 50+ [WE] 70+

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