Recent Topics

Ads

[PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Share your ideas and feedback to help improve the game.
Forum rules
Before posting in this forum, please read the Terms of Use.

This section is for providing feedback and sharing your opinions on what could be improved or changed for the Return of Reckoning project.

To ensure your feedback is as helpful as possible, please review the Rules and Posting Guidelines before posting.
User avatar
leftayparxoun
Posts: 318

[PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#1 » Sat Aug 17, 2024 4:33 pm

I will try to keep it as simple and concise as I can.
Edit: After rereading the whole post it seems like I might have failed.

Parry% is the main defence tool of mdps against other mdps. Especially in oRvR.
It has consistently been tied to Weapon Skill (WS), before (viewtopic.php?f=8&t=23384) and after the new ability rework (viewtopic.php?f=2&t=52422). This makes sense because it is a stat that both mdps and 2H tanks, the classes that need parry the most, tend to focus on naturally. This also means that a big part of their kit and, especially, gear is already designed with a focus on WS with Initiative (INI) being of secondary concern and not a focus stat for mdps and 2tank sets.

Here I will bring 2 examples:
  • Choppa's main Sovereign set provides a total of 91 Initiative. Comparatively, Shaman's main Sov set provides 119 INI.
  • Choppa's original design intent (which has also persisted after the Ability Rework) didn't treat Initiative as a focus stat:
    Image
Having established that, let's examine Initiative as it stands right now as a stat.
Due to the pre Ability Rework stat system, it was mostly uniform across all classes if they didn't invest on it, with around 200 - 350 Initiative (base + gear). This is still the case at the moment; classes are mostly uniform in INI without investment. You can see that also from the base stats for all classes:
https://wiki.returnofreckoning.com/Stats

Before I list all the issues that a swap of parry% from WS to INI will/would cause, I need to address another elephant in the room; parry strikethrough%.
Currently granted by Strength at 1% per 100 stat points, this means that on average a mdps can reach around 10% and 2H tanks around 7% from STR alone. This is further increased by some gear pieces in the case of mdps (around 3% more) and is also increased by 10% when a player is using a 2H weapon.
To sum things up, without further buffs/debuffs we can expect:
  • dual wield mdps: 13% parry strikethrough
  • 2h mdps: 23% parry strikethrough
  • 2h tanks: 17% parry strikethrough
What this means is that while parry% has linear scaling as stat (either with WS atm or with the proposed INI change) the end result of effective parry% vs any mdps/2h-tank is not linear, but has a cutoff (of 10-20%) under which any value of parry results in 0 effective parry chance.
To give an example: 2 mdps face each other and mdps A has 40% parry while mdps B has 20% strikethrough.
If for some reason (we'll get there soon) mdps A's parry chance dropped by 10%, it wouldn't result in a linear ( [40-30]/40 =) 25% reduction in effective chance to parry. It would instead result in a ( [20-10]/20 =) 50% reduction in effective chance to parry due to the existence of strikethrough. This effect gets more extreme, the closer you are to the enemy's strikethrough chance.

Having established all the above, it's now time to examine the issues that a change of parry from WS to INI would immediately create:
  • physical classes lose between 12 - 24% parry (400 - 800 stat difference between WS and INI) if they don't adapt their build to the change. Adapting completely is not an option because:
    • Initiative is not a focus stat in any of their best gear
    • Renown Point allocation cannot help (by dropping Futile Strikes for INI) since even with the new system for CTBC-INI scaling using 30 renown in FS results in a 15% CTBC reduction compared to 34 points in Impetus (120 INI) for a 6% CTBC reduction.
    • Dropping other talismans in favor of Initiative ones will decrease their damage significantly to (attempt to!) compensate for their lost parry%. Even combining that with allocating less Renown Points in Futile Strikes and more in offensive stats (that were lost through talismans change) is not nearly enough to compensate.
    • Most of the time they do not have any abilities, even in their mastery trees, that could help with increasing their INI.
    All that results in those classes being unable to keep their parry levels without significantly sacrificing their damage output (with the exception of non-physical 2h tanks probably). And since effective parry% doesn't scale linearly as showcased above, it puts a huge pressure on mdps especially to either sacrifice their (usually) main source of survivability or significantly lower their damage output.
  • On the opposite end of the spectrum, healers would now have access to around 6-9% more parry than before (200-300 stat difference between INI and WS), reaching around 11-13% parry base. This is usually not relevant due to the average strikethrough chance being between 13% and 23%. This is not always the case, however, since in the case of Order healer classes stacking parry and Initiative could become a valid tactic in roaming/smallscale scenarios, providing them (probably) unintended survivability increase. Unfortunately at this point in the post we will unavoidably have to discuss faction differences.
  • What's relevant in for this specific discussion are the following issues:
    • White Lion (which currently represents the majority of Order mdps) is a 2H class. This means that they have 10% extra parry strikethrough. Not only that, but if needed they also have access to this core tactic:
      Image
    • Slayer, despite being a dual wield class (usually) has access to Rampage:
      Image
    • In comparison, ALL* destro mdps classes are dual wield while on Order there is only* WH (Choppa can go 2H but it's subpar atm). But even WH has access to extra parry strikethrough via the core ability
      Image
      The only source of innate mdps strikethrough on Destro (please correct me if I missed something) is on dps DOK which is also quasi-mirrored to dps WP (10% dw parry + 10% parry strikethrough from tactic vs 10% 2h parry strikethrough + 10% parry from tactic)
    • *Melee Squig Herder (MSH) and Assault Shadow Warrior (aSW) are the only mdps that don't have access to either the dual wield 10% parry or the the 2h 10% parry strikethrough bonus. However, aSW gains 10% parry by being in the assault stance so you can pretty much consider it a DW class. MSH on the other hand not only has to rely on a tactic for gaining 10% parry but alongside Slayer they aren't/weren't usually built for crit and instead tried to maximize their WS for penetration and rely on the included parry% as their main source of survivability vs enemy mdps. Both will/would be extremely affected by the proposed change and in the case of MSH, unlike Slayer, they'd have no parry M1 to rely on when focused.
    Now you might question why I'm bringing up those differences. After all, (besides poor MSH) all dps classes will either have 10% parry or 10% parry strikethrough by default. So it evens out between them. But not versus other classes. While for mdps classes parry will become a lot worse on both sides and even perhaps not worth focusing on at all if the change goes live (more on that on next section), this isn't the case for healers in small scale. Destro healers will have to face predominantly 2H mdps or ones with extra available strikethrough while Order healers will be able to stack parry% without having to worry about anything besides DW DOK
  • And the final thing that needs to be mentioned here is that those are not the only available sources of effective parry reduction. The most common ones are Blackguard's base ability Furious Howl, KOTBS' Mastery Ability Staggering Impact, and ranger characters' core tactic Pierce Defences. All of these reduce parry of enemies affected by an additional 10%. Staggering Impact is a bit harder to come by than Blackguard's (due to being in the 2h tree) but Pierce Defences is also harder to find on Destro due to rSH having basically no AOE, MSH not being able to afford the tactic slot without gimping their damage or survivability (especially if the parry changes goes live) and on the other end both SW and Engi being far more prevalent and usually less tactic-starved.
    But even that seems fairly even between the two factions. Here's the catch though; if all mdps' parry is debuffed by 10% all the time due to those abilities and if those mdps lose 12 - 24% parry due to the INI change and when parry is only relevant vs mdps with 20%+ strikethrough then you can clearly see how parry should be no longer worth it. Even in the case of DW mdps where they get an extra 10% parry it should not be enough:
    10% (dw) + 350/100*3% (INI) + 18% (Renown) = ~ 40% (without any parry from gear) is all they can muster against 10% debuffs and upwards of 20% strikethrough
    It doesn't seem worth it when you could just spend those renown points in less CTBC or Wounds/Toughness.
    So if the dw bonus is ''useless'' then it naturally follows that only the 2H bonus is useful. Sure, it might not be relevant vs enemy mdps if they don't stack parry at all, but it will be useful vs enemy healers (as illustrated above) and vs enemy tanks (especially 2h ones). To sum it up: Order has an innate advantage due to having more usable 2h dps classes/specs which, in a META where mdps classes can no longer rely on parry, gives them a non-mirrored advantage (against Destro tanks and healers that could consider stacking parry%).
To recap everything. If this change goes live as proposed:
  • Mdps (and 2h tanks to a certain extent) cannot get back to their old parry levels without sacrificing a big part of their offensive stats --> Indirect melee classes survivability and/or damage output nerf
  • If they decide to keep their offensive stats as they are, their parry will plummet making them a lot less survivable against each other
  • If my assumptions are correct most mdps will entirely stop focusing on parry% which makes the dual wield 10% parry bonus nearly worthless and drastically changes the desirability of certain mdps classes according to their other survivability options in orvr (e.g. Mara with Monstro proc vs MSH with no AOE detaunt or parry M1). It also intensifies faction differences due to only the 2h 10% strikethrough bonus remaining relevant, which Order is able to utilize a lot more often than destro --> Order healers can be built for parry in smalscale vs Destro ones who can't, while most Destro mdps lose all value in their innate weapon bonus.

To me it seems clear that, in order for the change of parry% from WS to INI to be implemented, 1 or more of the following things must happen:
  • mdps classes' gear and sets must be thoroughly reworked to facilitate avenues to reach high INI or parry%
  • mdps masteries and abilities must be thoroughly reworked to facilitate avenues to reach high INI or parry%
  • All dps masteries and abilities must be thoroughly reworked to ensure that the risk vs reward is properly weighed (if mdps do indeed have to sacrifice survivability to maintain their damage or the opposite, then the same should hold true for other ranged dps). Unless this was an intended indirect ranged dps buff, in which case it wasn't conveyed properly.
So, instead of doing this change now and having the balance team and devs try to come up with emergency solutions if the results aren't satisfactory/accepted by the community, wouldn't it make a lot more sense to wait for the DPS phase of the Ability Rework? It would be possible to already set the pieces in place for the change to happen during the Healer phase (who will be supporting the mdps) and just wait until the first major DPS balance phase to introduce it to the game.
There is also precedent for this approach in the case of Zealot and Runepriest where their heal Rituals are able to proc things only because those abilities are wrongly classified as direct heals due to a bug. To not ''destroy'' those classes until the healer phase, on last December it was decided to postpone that fix and wait for the healer phase rework. Why not do the same now, especially since a lot more classes will be directly affected?


P.S. The change in INI regarding crit should be able to be pushed live with the small caveat of looking into the balance of AOE Initiative debuffs.
EDIT: Was informed that the next statement is partially wrong. AM's puddles also provide AOE 120 INI debuff but have a lot smaller radius of application and also ''waste'' an escape tool for damage purposes.
(As it stands, Destro have 2 reliable ways of doing so in Mara's Wave of Mutilation and Sorc's Black Horror versus Order who can only apply it via WH's Dragon Gun in combination with Blessed Bullets of Purity (when ideally they'd opt to use Blessed Bulltets of Confession for 50% AOE outgoing heal debuff):
Image
Granted, these differences (similarly to the strikethrough differences presented above) can be a deliberate faction design choice. However, the impact it will have when changing the importance of Initiative should be examined.)


Thanks for reading and feel free to discuss
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

Ads
User avatar
wildwindblows
Posts: 463

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#2 » Sat Aug 17, 2024 5:12 pm

Things are getting harder for mdps after each patch.

User avatar
Fenris78
Posts: 869

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#3 » Sat Aug 17, 2024 5:21 pm

Exactly what guildmates and me discussed yesterday ; and getting rid of free strikethrough with mainstat wont be enough, since you'll lose 20% parry on the very least...

I still think the previous system was in need of some tweaking, but saving the difficulty to read, understand and explain some convoluted calculation formulas, it was far better efficient and balanced overall, with the evident caveats some stats like Initiative were still globally inefficient because, as you mentioned, there is no gear or class that rely on it for mainstat.

That's whye they would have to use non-linear formulas, otherwise everyone will not be happy with all of these changes.

For instance, examples given for non-linear scaling of Willpower for Disrupt, and Initiative for dodge, could be :

For willpower :
Value - Increase - Disrupt
0 __+ 0 __0 %
100 __+ 12 __12 % Non-healer Avg value
200 __+ 9 __21 %
300 __+ 5 __26 %
400 __+ 2 __28 %
500 __+ 1 __29 %
600 __+ 0,5 __29,5 %
700 __+ 0,5 __30 %
800 __+ 0,25 __30,25 % Healer Avg
900 __+ 0,25 __30,5 %
1000 __+ 0 __30,5 %

For initiative :
Value - Increase - Dodge
0 __+ 0 __0 %
100 __+ 8 __8 %
200 __+ 7 __15 % Avg values
300 __+ 6 __21 %
400 __+ 4 __25 %
500 __+ 3 __28 %
600 __+ 2 __30 %
700 __+ 1 __31 %
800 __+ 0,5 __31,5 %
900 __+ 0,5 __32 %
1000 __+ 0 __32 %

Find something around these lines and get rid of parry strikethrough as well, saving specific gear, skills or tactics, without too much cumulative effects, and I think everyone should be good.

User avatar
gersy
Posts: 173

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#4 » Sat Aug 17, 2024 5:27 pm

fantastic post, fully agree with most all points. WS was very OP due to providing both best damage stat in aoe situations and high defenses in one and warranted a nerf, i think most would agree.

the problems are the timing of this change (right after a stat min maxing related bis item grind event) and how the change is being done.

delay this change and listen to the feedback on it very carefully then make the decision to either revert or rethink it. maybe rebalance set stats or baseline class/race stats so that there is more initiative found on offensive sets/at baseline on certain classes instead of useless stats like toughness for mdps who will have between 0 and 100 toughness.
Gersy, Witch Hunter General
WH Guide

Zxul
Posts: 1890

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#5 » Sat Aug 17, 2024 5:31 pm

gersy wrote: Sat Aug 17, 2024 5:27 pm instead of useless stats like toughness for mdps who will have between 0 and 100 toughness.
Specs like toughness maras say hello.
"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

User avatar
leftayparxoun
Posts: 318

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#6 » Sun Aug 18, 2024 10:34 am

Fenris78 wrote: Sat Aug 17, 2024 5:21 pm That's why they would have to use non-linear formulas, otherwise everyone will not be happy with all of these changes.
While I also think that non-linear formulas would be better for balance overall, I do appreciate the simplicity of the new system where you can always figure out your stats through simple mental calculations. I think that making game formulas which are easy to understand for everyone is a step in the right direction, but a lot of work should be put in to find the perfect balance for the stats.

Zxul wrote: Sat Aug 17, 2024 5:31 pm
gersy wrote: Sat Aug 17, 2024 5:27 pm instead of useless stats like toughness for mdps who will have between 0 and 100 toughness.
Specs like toughness maras say hello.

Gear stat redistribution is probably the best way to fix issues with the new stat system. I do like the proposal of making some gear sets completely give up on certain stats (which takes into consideration the META stat interactions and debuffs like 4pc Trium proc or Bloodlord weapons), however, as Zxul correctly shows, it might limit build diversity. A proper gear rework could provide solutions there (e.g. making sure Warlord, main Sov and off Sov sets have different build uses like on WP/DOK) and perhaps the proposal of Ward pieces unlocking all other similar pieces of said Ward could also come into the mix here.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
The Antigone of Sophocles

User avatar
normanis
Posts: 1464
Contact:

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#7 » Sun Aug 18, 2024 12:55 pm

neeed try out new changes on live for 2 weeks, darkwald server always has 10players. seems noone has intrested join test server for changes. bet better come here make maths on papper without proper testing.
"give wh and witch propper aoe like evrywone has it!"

Rotgut
Posts: 199

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#8 » Sun Aug 18, 2024 3:38 pm

https://docs.google.com/spreadsheets/d/ ... 1421051919

This is the testing they published on the Patch Note. I think they missed examples of a Choppa or a SL (highest WS stackers) being attacked, but u can mess with the Calculator to figure it out. They'll lose 12% parry. Those classes and Warlord 2h tanks will be the only cases heavily impacted by the changes.

Now, to my eyes, the only speculation that matters is "will these changes make the game more fun", so we have to bring more variables into the discussion to give context to the stats change. How will this change affect gameplay? Does Order and Destro WBs have tools available to adapt to this change? What will that do to the flow of combat?

Like OP pointed out, Order has more strikethrough tools, but he didn't mention how Destro has better mobility. For years we dealt with Old Rampage - need a better example of strong strikethough than that? - but it was fine because Destro had a strong GTDC, aoe KDs, and DoK's exclusive snare, and Rampage was extremely telegraphed. Good Destro WBs would play around Rampage's timing. I personally prefer this approach to balance. Its ok to give players a big bomb spell that is super satisfying to execute IF there are counters in place. The only bad part of that meta was that it would encourage Order to play around funnels, which could decrease the amount of fighting happening in the lakes.

Now, what made Destro's mobility and Order's 100% strikethrough fun for both was the fact that it was telegraphed. It was an expected event in the flow of combat that both sides had tools to either execute or react to. This lukewarm approach of slightly tweaking stats is silly, unless its just one step towards a bigger plan.

If Devs are using this change to create a meta where both faction can play differently but still be effective in their way, then the change is fine. If the Devs are changing this exclusively because "WS is too strong" but disregarding all the other factors for "is this fun" to be the primary focus of balancing, cuz thats how it should be, then its a silly idea.

Ads
User avatar
Fenris78
Posts: 869

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#9 » Sun Aug 18, 2024 3:49 pm

normanis wrote: Sun Aug 18, 2024 12:55 pm neeed try out new changes on live for 2 weeks, darkwald server always has 10players. seems noone has intrested join test server for changes. bet better come here make maths on papper without proper testing.
With all due respect to all people involved in these decisions, I think it's easy to figure out how forcing every physical dps and tank to spec into 3 specs is probably not a good idea.

Making Initiative the "best" stat will only result to moving the "issue" (because someone thought there was an issue somehow with initiative usefulness, after getting this stat with better scaling than before) to another stat, not fixing it.

Everyone here can tell that setting the same scaling to a stat most classes cant get over 250 or 300, than a stat most physical damaging classes can push into 600 or even 900, is not especially a good idea.

By doing this, you are concretely destroying every melee build, with very few exception probably like WH/WE wich got about same value on those two stats, and wich also got armorPen and Parry tactics.
But every other melee class, even tanks for that matters, wich all rely on weapon skill to reach decent ArPen levels, and for wich Parry is the only real defense they got (poor slayers and choppas), moving this bonus to a such secondary stat, without even modifying the silly Strikethrough values and various debuffs, will result in the same end than current Dodge and Disrupt ; complete uselesness.

I think there is some fundamental questions wich need to be put on the table, then tweak values around this starting point, but not completely modifying the combat system without any reflexion about how things are going toghether in the big gameplay scheme.

Fundamental question you can ask first is :
How much value, on average, is desired for avoidances, for the game to be remotely fun and bringing people to make building choices for their toons ?


Will that value be 20, 25, 30% for effective parry against most opponents ? More ?
How much average effective Dodge and Disrupt Value ?
How much to feel protected enough by avoidances, and how much investment is needed to push them more, or reduce them to dangerous levels ?
What will be the pros and cons doing that ?

Those are simple questions that need to be first and foremost, asked and put on the table.

Whitout answering these questions first, nothing good can result from the current maelstrom of strange ideas we are seeing here as "balancing".

User avatar
reyaloran
Posts: 68

Re: [PTS] - Delay the change of which stat grants parry% (WS --> INI) until the DPS rework phase

Post#10 » Sun Aug 18, 2024 7:11 pm

The only thing I would keep in mind with the post is that no sorc is currently using black horror as the 3 second cast time with spell pushback makes it effectively unusable. That said I would still not go live with this change as it currently is.

Who is online

Users browsing this forum: No registered users and 3 guests