the nerf to aoe damage.... favours the side with more players... morals will do same thing
now if you remove morale bomb... lesser numbered co-ordinated players have even less chance against more players and will break the game and make it even more zergy than it currently is
Bad idea imo... unless your on order and want to pve more keeps while destro have aao... or want to run around as four stacked warbands all the time
there is some skills/traits on both sides which are nice that the other don't get access too... you can't fixate on block morale and not others or balance goes out the window
AoE morale damage targeting cap
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Re: AoE morale damage targeting cap
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- Posts: 1494
Re: AoE morale damage targeting cap
In our experience as a warband, no amount of dmg or morale can save you from the zerg, it's how the game is. Two warbands we could fight, but when you get flanked by another 1-2 it's gg, wheather you have morales or no. Nerfing morale, or removing the damage would give more organized groups to actually last longer imo. It would let you focus more on the tactics and positioning. When those other 2 warbands flank you, you won't last longer than those 10-15 seconds when the morales start hitting you again, and you used up all your pots, hels etc. on survivng the first two dumps.
- roadkillrobin
- Posts: 2773
Re: AoE morale damage targeting cap
Couple of examples then,xanderous wrote:Well can you give me one example?roadkillrobin wrote:Yes, but the list would be very very long.xanderous wrote:
Can you produce an example of what order has that is better, would be helpful to understand what you mean by that.
Every Order mdps got a AA haste tactic and only DoK on destro got one.
Order got stackeble healing buffs that affects the entire group, Exalted Defence, Focused Mending, Blessing of Grungi. Destro only have the Blessing.
Order got stackble Crit buffs, Leading Shots, Ancestors Fury, Dirty Tricks. Destro have none. These also stacks with Intitive debuffs and other to be crit debuffs aswell.
Order got 2 ranged knockdown on ranged classes. Destro have no ranged knockdowns on ranged classes.
Order have melee classes that can propell themself towards the enemy. Destro have none.
Order have group Wounds buff, Destro have none.
In general, Order got better sustained dps trogh a better static skillset, while destro relies heavily on defensive morale cycles to sustain it's defence against it.

- th3gatekeeper
- Posts: 952
Re: AoE morale damage targeting cap
Really?xanderous wrote:Where is the example, you just listed two classes, i'm just asking for one clear example of what makes order stronger than destruction to justify why destro have so much more morale pumps.th3gatekeeper wrote:Sure.xanderous wrote:
Well can you give me one example?
Healing WP > Healing DOK. There is one example.
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- footpatrol2
- Posts: 1115
Re: AoE morale damage targeting cap
Order currently does have stronger morale 2's then destro does. Order has better morale 4's then destro also.xanderous wrote:if anything order should have stronger morales simply just compensate but i would not even propose that as an option.
Please note that better is a relative term.
If your nerfing the damage output of morale 2's you can conduct then your nerfing Order.
The best situation is to remove the morale scalers implemented by RoR and restore the correct morale gain rates of 36 m/sec for a full group.
Note: that this is still not even the full morale gain rate that could have been achieved on the retail servers. You could gain 60 morale per sec with the use of 3 guild banners and the correct full group morale gain rates. I wrote a detailed article located here on this.
old morale gain rates (mechanics)
viewtopic.php?f=8&t=20633
Please note, how dirty dirty SLOW the morale gain rate actually IS on this server.
10 m/sec in almost all situations.
About morale gain tactic's (example)
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Re: AoE morale damage targeting cap
So more auto attacks, a few healing buffs and some stackable crits, not even going to address the WL pounce as it already had its cooldown increased despite the fact it almost bugs every time, what about those wounds, seem to always loose quite a bit when i go near destro, whats that about, So all of those things are what you justify as means to generate faster undependable attacks and buffs that make all those abilities useless and can wreck entire wb's in a few seconds, i will grant order have some neat tricks but come on we are talking Morales here, they are in category of their own.roadkillrobin wrote:Couple of examples then,xanderous wrote:Well can you give me one example?roadkillrobin wrote:
Yes, but the list would be very very long.
Every Order mdps got a AA haste tactic and only DoK on destro got one.
Order got stackeble healing buffs that affects the entire group, Exalted Defence, Focused Mending, Blessing of Grungi. Destro only have the Blessing.
Order got stackble Crit buffs, Leading Shots, Ancestors Fury, Dirty Tricks. Destro have none. These also stacks with Intitive debuffs and other to be crit debuffs aswell.
Order got 2 ranged knockdown on ranged classes. Destro have no ranged knockdowns on ranged classes.
Order have melee classes that can propell themself towards the enemy. Destro have none.
Order have group Wounds buff, Destro have none.
In general, Order got better sustained dps trogh a better static skillset, while destro relies heavily on defensive morale cycles to sustain it's defence against it.
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- footpatrol2
- Posts: 1115
Re: AoE morale damage targeting cap
Here is one of the fastest morale bombs that can be produced at one time in this game and it comes from Order not destro. The group composition is not extremely exotic either so it was viable. its a 3/2/1 setup.xanderous wrote:
Can you produce an example of what order has that is better, would be helpful to understand what you mean by that.
HE Morale 2 Push
viewtopic.php?f=76&t=20641
Look and understand the above group composition.
Understand the sheer amount of coordination this group would take to pull off.
Zerg players cannot pull off that group composition.
It requires too much organization/coordination too pull off for zerg players.
If your not in comms you can't pull that group comp off.
If your not assisting on the same target as a group you can't pull that comp off.
We can have these group compositions come back with the correct morale gain rates and the re-implementation of banners.
You'll make group comp decisions not purely based on the ap damage output but also the morale bomb components that they can bring. You have to balance the two instead of just focusing on ap damage output. Understand that this allow's spec's that are deemed un-viable to be viable due to their morale bomb components they can bring or morale gain support.
This game was a lot more dynamic at one time.
Last edited by footpatrol2 on Thu May 04, 2017 8:27 pm, edited 1 time in total.
- th3gatekeeper
- Posts: 952
Re: AoE morale damage targeting cap
.... not sure what just happened.... You went from seemng to be curious and open minded, to throwing out completely every bit of "evidence" and arriving at your already pre-determined opinion..xanderous wrote:So more auto attacks, a few healing buffs and some stackable crits, not even going to address the WL pounce as it already had its cooldown increased despite the fact it almost bugs every time, what about those wounds, seem to always loose quite a bit when i go near destro, whats that about, So all of those things are what you justify as means to generate faster undependable attacks and buffs that make all those abilities useless and can wreck entire wb's in a few seconds, i will grant order have some neat tricks but come on we are talking Morales here, they are in category of their own.roadkillrobin wrote:Couple of examples then,xanderous wrote:
Well can you give me one example?
Every Order mdps got a AA haste tactic and only DoK on destro got one.
Order got stackeble healing buffs that affects the entire group, Exalted Defence, Focused Mending, Blessing of Grungi. Destro only have the Blessing.
Order got stackble Crit buffs, Leading Shots, Ancestors Fury, Dirty Tricks. Destro have none. These also stacks with Intitive debuffs and other to be crit debuffs aswell.
Order got 2 ranged knockdown on ranged classes. Destro have no ranged knockdowns on ranged classes.
Order have melee classes that can propell themself towards the enemy. Destro have none.
Order have group Wounds buff, Destro have none.
In general, Order got better sustained dps trogh a better static skillset, while destro relies heavily on defensive morale cycles to sustain it's defence against it.
The entire point of all this was to talk about how nerfing morale gain was the wrong path, but nerfing morale abilities is the right path... Which then lead to you asking "why is order better" which we provided, where you basically ran back to "well were talking about morales" so were back at the beginning again? Im confused.
This is why I said, rather than argue about specifics. its better to look at it as a whole where people "generally agree its balanced as is" however destru have better morales (m4s) which leads to morale pumps being big in warbands. The nerf to morale gain was a nerf to Destru (mainly). Without morale pumps, order classess generally outperform destru counter parts.
But overall, I think the consensus here is to unnerf morale gain rate. Just target specific nerfs on specific morales.
So why dont we all lay out WHICH morales specifically need to be nerfed (both DEstru and order) and work towards a goal here rather than sling mud at eachother.
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Re: AoE morale damage targeting cap
You do understand AM's don't generate fast morales thanks to the scaling working as intended on that set up, no matter what way you swing that awe, order can't compete with destro morale generation.footpatrol2 wrote:Here is one of the fastest morale bombs that can be produced at one time in this game and it comes from Order not destro. The group composition is not extremely exotic either so it was viable. its a 3/2/1 setup.xanderous wrote:
Can you produce an example of what order has that is better, would be helpful to understand what you mean by that.
HE Morale 2 Push
viewtopic.php?f=76&t=20641
Look and understand the above group composition.
Understand the sheer amount of coordination this group would take to pull off.
Zerg players cannot pull off that group composition.
It requires too much organization/coordination too pull off for zerg players.
If your not in comms you can't pull that group comp off.
If your not assisting on the same target as a group you can't pull that comp off.
We can have these group compositions come back with the correct morale gain rates and the re-implementation of banners.
You'll make group comp decisions not purely based on the ap damage output but also the morale bomb components that they can bring. You have to balance the two instead of just focusing on ap damage output. Understand that this allow's spec's that are deemed un-viable to be viable due to their morale bomb components they can bring.
Bashgutz RR82 Borc Vaseryn RR61 SM Krantz RR82 Knight Corvinus RR70 Chosen Mormonty RR72 IB
Starkus RR70 BG Snaptz RR83 SH Plagueis RR81 Magus Alec RR85 Engie Sourgazt RR69 Shaman
Kreaver RR80 Marauder Dugald RR75 Slayer
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- footpatrol2
- Posts: 1115
Re: AoE morale damage targeting cap
Yes xanderous and I think that is a mistake and should have not been implemented on this server.
Order can easily compete but this game has been seriously hacked up by mythic/some by RoR and a lot of the tools have been gutted out. Most of the stuff I write about is about this gutting and trying to get rollbacks to get back to the balance point. Patch 1.4 and beyond is when this game took a drastically different design direction. I personally think patch 1.3 should be the balance point and adjust from there.
If your super worried on morale bombs allow alter fate base archtype morale 4 that all healers get allowed to be taken as a morale 1 AND as a morale 4. Don't nerf the morale damage. Nerfing the morale damage seriously screws with the overall balance.
Order can easily compete but this game has been seriously hacked up by mythic/some by RoR and a lot of the tools have been gutted out. Most of the stuff I write about is about this gutting and trying to get rollbacks to get back to the balance point. Patch 1.4 and beyond is when this game took a drastically different design direction. I personally think patch 1.3 should be the balance point and adjust from there.
If your super worried on morale bombs allow alter fate base archtype morale 4 that all healers get allowed to be taken as a morale 1 AND as a morale 4. Don't nerf the morale damage. Nerfing the morale damage seriously screws with the overall balance.
Last edited by footpatrol2 on Thu May 04, 2017 8:37 pm, edited 1 time in total.
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