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My take on the crit/armor set changes

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Grunbag
Former Staff
Posts: 1881

Re: My take on the crit/armor set changes

Post#31 » Sat Oct 29, 2016 9:30 pm

I thought about something since we're talking about crit %. As an engineer I noticed that the place of sniper (9 points) in rifleman path allowed you to take the +15% crit in tinkerer path which is in my sense what makes ppl feels engi are op . When you can have the range and dmg buff + healing keg + disarm + sniper + crit tactic I think it's really powerful.

I copy my original post here with my suggestions
Grunbag wrote:I play engi only since begining of RoR . The only thing I would change on engi is the positions of abilities in rifleman path . I would put phosphorus shells at 6 , disarm at 9 and sniper at 13 .

1) phosphorus shells is the worst abilities in rifleman path and sniper is the best

2) having sniper at 9 actually allows ppl to take disarm sniper keg and +15% crit tactic .

3) having sniper at 13 won't let ppl allowed to take sniper keg and +15% crit . We'll have to chose .


I think the buff of engi is good like it is . Range and damage now are the good point of engi and being static is his weakness . No need to talk about how dev buff engineer he was useless before and now he got his place .

So maybe like porkstar said it was necessary to remove +3% crit on engi merc shoulders and buff +3% crit the ones on magus .

Maybe just rethink on rifleman path like I said above, that's what in my opinion make engi "OP".
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Eathisword
Posts: 808

Re: My take on the crit/armor set changes

Post#32 » Sat Oct 29, 2016 10:20 pm

From the perspective of someone not using crit very much (my main IB has 0 crit), I see this change as (no adjective comes to mind)... I understand your point Morfee, as someone fully geared will be penalized by this change, and some classes more than others.

But, for someone badly geared (my RP and 3/4 of the T4 population), it levels the playing field a little bit. For example, now, with crit helm, ruin shoulders, T3 scenario staff, my crit is only 3% lower than people with full annihilator and T4 scen weapon. Before the change, it was 7% (as they could use the influence armor for an extra 2% and another 2% from scen weapon). Now, 7% isnt a big deal in and of itself. The main problem was needing to spend 45 renown points on crit to catch up, while full geared people could slot RD, CW3 and 5 points in crit instead with them renown points. Which is a HUGE deal. Per renown point costs, 7% crit has a huge value (RD + CW3).

So in the sense that Devs want to implement changes that level the playing field gearwise (per Aza's post here viewtopic.php?f=95&t=17829), the change seems to make sense. And that xtra 3% crit is enough of a carrot to make me chase Annihilator like a zombie anyway. The big drawback, is that the scen weapon isnt as desirable as it was, especially for 1h. The procs on epic quest weapons can probably outweight a 1% crit bonus.

That being said, I think a hard cap on crit would help solve this overall problem more than gear fix. Capping it at something like 30-35% would limit the power creeping, limit/modify the necessity of having a specific crit increasing group setup (cough cough, knight !), as lots of classes could hit the cap by other means. In the same way, a fully geared sovereign person would hit the cap easily but would still not be miles ahead (for crit) of a properly geared person in annihilator + some complementary buff. This would also increase the value of crit debuff, initiative debuff, chance to be crit debuff, and + damage on target debuff (yé gimp classes/specs side-effect buff !)

My 2 cents. To consume with a grain of muscle relaxant.
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arnagob
Posts: 143

Re: My take on the crit/armor set changes

Post#33 » Sat Oct 29, 2016 10:46 pm

Morf wrote:
arnagob wrote:Am i the only one who like this crit reduc ? :shock:
Nah, im sure there are countless other players who main a kotbs or always group with a kotbs that slots dirty tricks who couldnt careless :D
To be honest im talking about it for Dok/WP, what i use to play mostly atm, i've never felt so tanky as yesterday night, the best warband kiting i've ever made in RoR to be honest, at least we all die, but the fight mate, just during like 5 mins, was the best kitting i've done in this game, ye u probably loose crit but you earn so much tanky at least, think about it guys ;)
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Morf
Posts: 1247

Re: My take on the crit/armor set changes

Post#34 » Sat Oct 29, 2016 11:01 pm

Eathisword wrote:From the perspective of someone not using crit very much (my main IB has 0 crit), I see this change as (no adjective comes to mind)... I understand your point Morfee, as someone fully geared will be penalized by this change, and some classes more than others.

But, for someone badly geared (my RP and 3/4 of the T4 population), it levels the playing field a little bit. For example, now, with crit helm, ruin shoulders, T3 scenario staff, my crit is only 3% lower than people with full annihilator and T4 scen weapon. Before the change, it was 7% (as they could use the influence armor for an extra 2% and another 2% from scen weapon). Now, 7% isnt a big deal in and of itself. The main problem was needing to spend 45 renown points on crit to catch up, while full geared people could slot RD, CW3 and 5 points in crit instead with them renown points. Which is a HUGE deal. Per renown point costs, 7% crit has a huge value (RD + CW3).

So in the sense that Devs want to implement changes that level the playing field gearwise (per Aza's post here viewtopic.php?f=95&t=17829), the change seems to make sense. And that xtra 3% crit is enough of a carrot to make me chase Annihilator like a zombie anyway. The big drawback, is that the scen weapon isnt as desirable as it was, especially for 1h. The procs on epic quest weapons can probably outweight a 1% crit bonus.

That being said, I think a hard cap on crit would help solve this overall problem more than gear fix. Capping it at something like 30-35% would limit the power creeping, limit/modify the necessity of having a specific crit increasing group setup (cough cough, knight !), as lots of classes could hit the cap by other means. In the same way, a fully geared sovereign person would hit the cap easily but would still not be miles ahead (for crit) of a properly geared person in annihilator + some complementary buff. This would also increase the value of crit debuff, initiative debuff, chance to be crit debuff, and + damage on target debuff (yé gimp classes/specs side-effect buff !)

My 2 cents. To consume with a grain of muscle relaxant.

I dont disagree with you and the idea of having a set crit limit is something that sounds interesting, i also agree completely with Aza's post, the direction being spoken about is a good direction however i still disagree with this attempt to address the issue.

As for someone fully geared will be penalised more thats debatable as someone who only had 4 pieces of anni/merc will not have 5% crit while someone fully geared will have the 5% crit, its all dependable on what that 1 mastery point does for you and in most cases very little, i also dont wantt to repeat myself but the +power added to weapons will increase damage, which also affects +% crit damage gains (more burst when you crit).

Im not saying omg this change has ruined this and that and i dont want to come across all dramatic, i just feel there are better ways to deal with the issue which wont have negative affects on other aspects.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

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wargrimnir
Head Game Master
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Re: My take on the crit/armor set changes

Post#35 » Sat Oct 29, 2016 11:09 pm

Like all changes, this will be tested, and the result will play themselves out on the battlefield. Several good reasons to justify a global reduction on crit have been made by various staff members.

Change. Adapt. Find new builds, and move on.

When a discussion thread for this change is open, take your experiences in-game and form them into coherent criticisms. Having this thread open immediately after the change has done nothing but release frustrations upon the developers responsible, and it's been quite enough.

I have been dealing with this in-game for the past two days as well. This thread has served it's purpose.
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