classes role

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Azarael
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Re: classes role

Post#71 » Tue Aug 18, 2015 2:31 pm

Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.

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Penril
Posts: 4441

Re: classes role

Post#72 » Tue Aug 18, 2015 2:36 pm

Torgen wrote:My 2 cents x)

1°) he needs a guard to be viable, so that's one dps that will not be guarded
Melee healers don't need guard. They have a tactic that makes their detaunt AoE, effectively giving them a self "guard". It can be re applied as soon as the duration ends.
Torgen wrote: 2°) he lacks a decent option to reach melee range. A healer has to be reliable, if a single kb+snare is enough to neutrlize him for several seconds then it cannot be viable + if all you can reach is tanks you'll wont heal much
Maybe the melee heals should have a 10ft range instead of 5ft. As for only having tanks at reach, it shouldn't be a problem if melee healing base value is increased (therefore not relying on damage dealt). For example, instead of being "heals for 100 + 50% of damage dealt", it could be something like "heals for 400 + 25% of damage dealt".

Several tests should be run to make sure the melee healing final value is the same wether you attack a tank or a caster.

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Telen
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Re: classes role

Post#73 » Tue Aug 18, 2015 2:43 pm

Azarael wrote:Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.
All games do tend to have them though. Warrior in gw2 Sorc in swtor DK in wow.
Im not sure its as important on an emu server as there is less likelyhood of new players needing a simple class.
Still Im sure any new players will need an easy effective class to jump in with.
Last edited by Telen on Tue Aug 18, 2015 2:46 pm, edited 2 times in total.
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Torgen
Posts: 11

Re: classes role

Post#74 » Tue Aug 18, 2015 2:43 pm

Not sure the aoe detaunt is enough but maby I'm wrong. As for tanks, increasing base value would help, but if I'm not mistaken blocked/parried attacks will still not heal, so the issue remains.

Penril
Posts: 4441

Re: classes role

Post#75 » Tue Aug 18, 2015 2:45 pm

Torgen wrote:Not sure the aoe detaunt is enough but maby I'm wrong. As for tanks, increasing base value would help, but if I'm not mistaken blocked/parried attacks will still not heal, so the issue remains.
Maybe base value heal can still go off even when blocked/parried, and only the +x% damage is ignored.

Torgen
Posts: 11

Re: classes role

Post#76 » Tue Aug 18, 2015 2:52 pm

Penril wrote:
Torgen wrote:Not sure the aoe detaunt is enough but maby I'm wrong. As for tanks, increasing base value would help, but if I'm not mistaken blocked/parried attacks will still not heal, so the issue remains.
Maybe base value heal can still go off even when blocked/parried, and only the +x% damage is ignored.
This could work, but the healing part would scale with willpower (well, atm it doesn't scale at all on sigmar's radiance but it will need to be changed) so you'll be gearing willpower for melee healing? That would suppress the only advantage melee healing has over ranged healing : assisting dps. This would also make the gameplay pretty dumb imo, as all you would do would be spamming your healing strike on the first tank you see... that's not really better than spamming gheal x)
I really thing healing based on damage is a good thing, melee healer should assist dps as well, and should focus weak classes like any mdps, but for that, he needs something to reach melee range.

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Doodoopeepee
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Re: classes role

Post#77 » Tue Aug 18, 2015 4:22 pm

I think the solution is pretty simple. The 'idea' behind a DPS WP/DoK is they trade a tank's mitigation and an MDPS's utility and dps for the ability to heal themselves. Finding the balance that the healing they can do to themselves and other is equal to what a tank or MDPS brings is key.

If WoW can do hybrids well, I know we can. For example, I think instead of a gap closer they should be able to self-cleanse any roots and such off like Ret pallies. Instead of having huge armor and block, maybe the DPS WP HoTs are empowered by his melee abilities. All melee hybrids in WoW have a melee-based proc system that empowers their healing, but the proc rate limits how often they get to do it. And if left alone, they can heal themselves to full. This allows fun combos where you can CC your target, heal yourself, and rejoin the fight. These are the knobs we can tweak to find that magical balance.

All in all it will take a lot of testing and iteration.

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Doodoopeepee
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Re: classes role

Post#78 » Tue Aug 18, 2015 4:29 pm

Also yes - Strength will need to contribute to healing somehow. There are multiple ways to do this:

1) Vamp - % of Ability damage dealt turns into healing. This allows the +dps gained from STR to contribute directly to heals. Downside is that it's affected by mitigation from target making it less useful versus tanks, but more useful versus squishies (a good thing, I think).

2) Stat translation - Willpower is increased by a percentage of STR total. Perhaps a talent that does this? Has most potential to be overpowered since WP is gaining free stat-value.

3) DPS-specific heals use STR instead of Willpower - Just change how certain heals (available only to DPS-spec'd WPs) scale.

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Jaycub
Posts: 3130

Re: classes role

Post#79 » Tue Aug 18, 2015 4:41 pm

Telen wrote:
Azarael wrote:Whether a low skillcap class should have anything other than mediocre reward is really something that's up for debate.
All games do tend to have them though. Warrior in gw2 Sorc in swtor DK in wow.
Im not sure its as important on an emu server as there is less likelyhood of new players needing a simple class.
Still Im sure any new players will need an easy effective class to jump in with.
Is there even a "high skillcap" class in WAR? There aren't any skillshots etc... in this game, or abilities/builds etc... that really let good players shine, of if there was they were nerfed into oblivion or shreded by CC changes.

Every class I have played seems to be pretty easy to hit the skill ceiling within maybe ~10-20 hours at max level w/ it, granted this isn't going to be true for newer players who don't know much about the game mechanic. "Skill" in this game is really down to teamwork/coordination in 6 mans.

There isn't anything akin to something like pudge from dota, or how well you can aim in an fps game, were even at 4k+ hours in you are getting better and more effective at that role/class etc...

This game is also chock full of RNG, and worst of all tied into skills it shouldnt be.
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Tklees
Posts: 675

Re: classes role

Post#80 » Tue Aug 18, 2015 4:55 pm

Doodoopeepee wrote:Also yes - Strength will need to contribute to healing somehow. There are multiple ways to do this:

1) Vamp - % of Ability damage dealt turns into healing. This allows the +dps gained from STR to contribute directly to heals. Downside is that it's affected by mitigation from target making it less useful versus tanks, but more useful versus squishies (a good thing, I think).

2) Stat translation - Willpower is increased by a percentage of STR total. Perhaps a talent that does this? Has most potential to be overpowered since WP is gaining free stat-value.

3) DPS-specific heals use STR instead of Willpower - Just change how certain heals (available only to DPS-spec'd WPs) scale.
Stat conversion is already in game, rp/zealot. Could be applied to melee healer WPs. The big thing I'm seeing here is the divide between ppl who want the class go be a viable dps option and the ppl who want to be a healer but melee being how you heal.

I approve of option two. WPs and doks should not be as viable at doing dmg as a dps while also being a healer. We will have melee dok and wp premades unkillable if that happens. They need a range increase for melee heal range and a bump in heal it provides. They have an aoe detaunt with 100% up time and that's way better than any dps and are medium armor so defense isn't an issue. I don't think huge changes are needed for melee healing to be viable. Making them a viable dps is a bad idea IMO
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