Spoiler:
Patch Notes 08/12/2017
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- footpatrol2
- Posts: 1093
Re: Patch Notes 08/12/2017
What I mean is not everything in this game has been explored in all situations.
Hence the reference to proc meta.
Less then 10% of the community probably even cares about group composition aside from 2 random healer archtypes 2 dps archtypes types 2 tank archtypes. Less then that does any real deal testing in group compositions in multiple different environments.
I don't share the community opinion that mythic did a horrible job. Quite the opposite. I wouldn't be here if I thought they did. I think player's are just too lazy to test out everything and just asks what's powerful and will get a community driven dogma answer which is usually ancient, potentially not valid, advice.
If I don't understand something I don't think it is stupid. I just know I don't understand it and I need to explore it. That is not how the community deals with things.
Your making statements that DS is gimpo. I don't know until I've actually tested a double mara comp rotating DS while ap draining targets. It seems like it would be incredibly powerful. The cleanse argument is meh.
So we are super off-topic. The point I was trying to make is you can't organize stuff around 5 sec durations with 10 sec cooldowns. Look at all the stuff in the game that is built like this. How many are built on 5 sec durations and 10 sec cooldowns? Not many.
This is not just limited to the current DS change. Torque also did this too the big brawlin tactic.
Hence the reference to proc meta.
Less then 10% of the community probably even cares about group composition aside from 2 random healer archtypes 2 dps archtypes types 2 tank archtypes. Less then that does any real deal testing in group compositions in multiple different environments.
I don't share the community opinion that mythic did a horrible job. Quite the opposite. I wouldn't be here if I thought they did. I think player's are just too lazy to test out everything and just asks what's powerful and will get a community driven dogma answer which is usually ancient, potentially not valid, advice.
If I don't understand something I don't think it is stupid. I just know I don't understand it and I need to explore it. That is not how the community deals with things.
Your making statements that DS is gimpo. I don't know until I've actually tested a double mara comp rotating DS while ap draining targets. It seems like it would be incredibly powerful. The cleanse argument is meh.
So we are super off-topic. The point I was trying to make is you can't organize stuff around 5 sec durations with 10 sec cooldowns. Look at all the stuff in the game that is built like this. How many are built on 5 sec durations and 10 sec cooldowns? Not many.
This is not just limited to the current DS change. Torque also did this too the big brawlin tactic.
Re: Patch Notes 08/12/2017
I dont really see your problem here, yeah, he halfed the debuff time, but also the cooldown. Why is it different from a 10 to 20s ration? Its still a 50% uptime.footpatrol2 wrote:What I mean is not everything in this game has been explored in all situations.
Hence the reference to proc meta.
Less then 10% of the community probably even cares about group composition aside from 2 random healer archtypes 2 dps archtypes types 2 tank archtypes. Less then that does any real deal testing in group compositions in multiple different environments.
I don't share the community opinion that mythic did a horrible job. Quite the opposite. I wouldn't be here if I thought they did. I think player's are just too lazy to test out everything and just asks what's powerful and will get a community driven dogma answer which is usually ancient, potentially not valid, advice.
If I don't understand something I don't think it is stupid. I just know I don't understand it and I need to explore it. That is not how the community deals with things.
Your making statements that DS is gimpo. I don't know until I've actually tested a double mara comp rotating DS while ap draining targets. It seems like it would be incredibly powerful. The cleanse argument is meh.
So we are super off-topic. The point I was trying to make is you can't organize stuff around 5 sec durations with 10 sec cooldowns. Look at all the stuff in the game that is built like this. How many are built on 5 sec durations and 10 sec cooldowns? Not many.
This is not just limited to the current DS change. Torque also did this too the big brawlin tactic.
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
- footpatrol2
- Posts: 1093
Re: Patch Notes 08/12/2017
The problem is the actual execution of it. Try to actually get on comms with another person and actually rotate that. It sucks to do that compared to the longer durations and cooldowns. There is a big difference doing something every 20 sec's to every 10 sec's.
Especially when your trying to rotate a ton of different things all at the same time.
The issue is with the duration and cooldown. Torque also did this to big swing/big brawlin tactic which I have more experience with. It basically made it worthless from a organization point of view. You can organize around 10 sec durations and 20 sec cooldowns abilities which there are plenty of. You kinda can't organize around 5 sec durations 10 sec cooldown. It is too much maintenance.
I can make a incredibly LONG list of things in this game that are made like this. Abilities are set up like this because your suppose to rotate that with a different player to maintain the desired effect. Or don't. It is up to you if you value it or not. Haojin doesn't value DS so he doesn't see the value in rotating it. I find a lot of value in rotating abilities for a greater effect. Most player's are super casual thou and don't even care about group compositions.
Especially when your trying to rotate a ton of different things all at the same time.
The issue is with the duration and cooldown. Torque also did this to big swing/big brawlin tactic which I have more experience with. It basically made it worthless from a organization point of view. You can organize around 10 sec durations and 20 sec cooldowns abilities which there are plenty of. You kinda can't organize around 5 sec durations 10 sec cooldown. It is too much maintenance.
I can make a incredibly LONG list of things in this game that are made like this. Abilities are set up like this because your suppose to rotate that with a different player to maintain the desired effect. Or don't. It is up to you if you value it or not. Haojin doesn't value DS so he doesn't see the value in rotating it. I find a lot of value in rotating abilities for a greater effect. Most player's are super casual thou and don't even care about group compositions.
Re: Patch Notes 08/12/2017
I can see footpatrols point, the impact of the 5 second debuff is even less as well. If you hit a healer just before the start casting group heal for example you are preventing at most 1 tick of ap regen between their group heals, even a dps class using insta abilities is only missing 2 ticks of ap at most which might just prevent a killing blow of the timing is extremely lucky.
The ability wasn't amazing before the change and it still isn't, though with a 10 second duration the impact would be higher, and it's much harder to coordinate use repeatedly over a short timescale, though why you would want to use 2 dps to lock down a single targers ap regen at any level of play evades my understanding.
The ability wasn't amazing before the change and it still isn't, though with a 10 second duration the impact would be higher, and it's much harder to coordinate use repeatedly over a short timescale, though why you would want to use 2 dps to lock down a single targers ap regen at any level of play evades my understanding.
Re: Patch Notes 08/12/2017
Hm, ok, now I see your point.... ok you do have a point there with the maintenance argument.footpatrol2 wrote:The problem is the actual execution of it. Try to actually get on comms with another person and actually rotate that. It sucks to do that compared to the longer durations and cooldowns. There is a big difference doing something every 20 sec's to every 10 sec's.
Especially when your trying to rotate a ton of different things all at the same time.
The issue is with the duration and cooldown. Torque also did this to big swing/big brawlin tactic which I have more experience with. It basically made it worthless from a organization point of view. You can organize around 10 sec durations and 20 sec cooldowns abilities which there are plenty of. You kinda can't organize around 5 sec durations 10 sec cooldown. It is too much maintenance.
I can make a incredibly LONG list of things in this game that are made like this. Abilities are set up like this because your suppose to rotate that with a different player to maintain the desired effect. Or don't. It is up to you if you value it or not. Haojin doesn't value DS so he doesn't see the value in rotating it. I find a lot of value in rotating abilities for a greater effect. Most player's are super casual thou and don't even care about group compositions.
Andyrion Ulthenair
Arphyrion Soulblade
Arphyrion Soulblade
- footpatrol2
- Posts: 1093
Re: Patch Notes 08/12/2017
80% of the game is still original content.Egoish wrote: though why you would want to use 2 dps to lock down a single targers ap regen at any level of play evades my understanding.
At one time destro and order had access to beefy defensive morale cycle's. You needed ways to destroy those group comps. I personally think the old defensive morale cycle's should make a comeback because it will restore why certain things are built they way they are which is to include DS. It would also make for a more interesting and dynamic game and give's player's more options on style of play.
I'll give you my assumption on why DS is in the game which is in the spoiler below since this is getting off-topic.
Spoiler:
Re: Patch Notes 08/12/2017
That makes semse, we used to rotate dpuble dok m4 when we were 6vX in live, though with the changes to morales it's not as much of an issue now.
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Re: Patch Notes 08/12/2017
Why have 24 classes when you can just run a 3x2?
Anything that promotes running 2 of the same class is imho a pretty terrible design.
Anything that promotes running 2 of the same class is imho a pretty terrible design.
- footpatrol2
- Posts: 1093
Re: Patch Notes 08/12/2017
Maybe you haven't been following my posts penril...
I'll do it again since it seems you forgot. Bozzax found the old racial group renown tactics which look like this.If you want to preview the whole post which I suggest look here
viewtopic.php?f=8&t=21384
This suggests taking repeat classes to get maximum morale gain. Morale abilities are suppose to supersede normal game mechanic's. It is not bad design to take 2 of the same class in a group comp. It is THEE design. It is intentional and not random.
There is a theme in this game in duration and cooldown. A extremely common example represented in this game is 10 sec duration and 20 sec cooldown. The intention is to have player's use organization/coordination to get 100% upkeep on the desired effect. Hence rotating or cycling desired effects. Not a far fetched idea in a group based game.
In the above spoiler lists the racial group renown tactic's available at one time. 80% of the game is still original content. That mean's if you took a group comp of all the same race you'd gain 30% additional morale gain. Note: all morale's are hardset to a 1 minute cooldown.
Here is a short list of the morale's. I didn't list everything, just the important and powerful stuff.
There is a long list of half duration of cooldown abilities. Please note: Shatter limbs is in this category. This stuff is powerful. Some of this stuff is outgoing so it is not group dependant. This game is not purely based on just 6 man's. You can rotate/cycle game effects that are outgoing among multiple different groups if desired.
There are many benefits to taking the same class. For one your not screwing around with different damage types and potentially have access to repeat debuffing of that same damage type. This ensure's your landing your damage type of choice debuff's needed for your group(s) to be successful through implementing redundancy.
I'll do it again since it seems you forgot. Bozzax found the old racial group renown tactics which look like this.
Spoiler:
viewtopic.php?f=8&t=21384
This suggests taking repeat classes to get maximum morale gain. Morale abilities are suppose to supersede normal game mechanic's. It is not bad design to take 2 of the same class in a group comp. It is THEE design. It is intentional and not random.
There is a theme in this game in duration and cooldown. A extremely common example represented in this game is 10 sec duration and 20 sec cooldown. The intention is to have player's use organization/coordination to get 100% upkeep on the desired effect. Hence rotating or cycling desired effects. Not a far fetched idea in a group based game.
In the above spoiler lists the racial group renown tactic's available at one time. 80% of the game is still original content. That mean's if you took a group comp of all the same race you'd gain 30% additional morale gain. Note: all morale's are hardset to a 1 minute cooldown.
Here is a short list of the morale's. I didn't list everything, just the important and powerful stuff.
Spoiler:
Spoiler:
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