I'd love to see radical changes tested for set periods(ie a week or weekend) to gather data. And most of those posted by OP would be worth trying out. And there are ways to try them w/o "breaking" things as well(rollbacks could help with this also).
For instance, the 24v24 SC, during T3 times there was talk about allowing the last stage of City Invasion as a SC. Events like THAT would be beyond epic. WAR has tons of instances that can be utilized more freely than they are. Patcher and all that though...
Balance wise, I think it would be extremely interesting to see how the game plays out without various aspects, or with them severly Nerfed. How "viable" is every DPS class out there, if Tanks are the ONLY ones with CCs for instance? How does it impact general survivability? And based on THAT(ie how much classes actually rely upon various aspects) then balance discussions could actually have something to base arguments around...
Considering how the Devs/GMs view the players(not intended negatively), the Alpha state of the game, and the upcoming patcher... I doubt this will be taken well, but everyone goes on and on about Testers and Testing... How about we actually Test out some brand new things and just see what happens? It couldn't possibly generate anything worse than past changes have...
Revolution
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- th3gatekeeper
- Posts: 952
Re: Revolution
Talking with several players on the morale damage issue... Why not make these just work like normal damage (i.e. physical and or other damage types) and use the same formulas and such as abilities?
So looking at "Great Fang" (Mara M2 Dump) rather than this being 1200 damage (unmitigatable) it could be reduced DOWN to say 400-500 "base damage" and then go through all the normal code/multipliers/etc. Enbabled to be crit, etc.
So things like armor and toughness actually matter against it. Not just "wound stack".
For classes like Mara - theirs would be physical damage.
For a class like BW's "Ruin and Descruction". This too would again be nerfed down to say 400-500 "base damage" and then run through multipliers but deal Elemental Damage - able to be mitigated by elemental resists. Etc. (so this would basically hit as hard as a fireball).
These could also be disrupted/blocked as well. etc.
This way they are not worthless, and it doesnt completely remove morale dumps... however it does limit their effectiveness since you can counter this without wounds stacking.
So looking at "Great Fang" (Mara M2 Dump) rather than this being 1200 damage (unmitigatable) it could be reduced DOWN to say 400-500 "base damage" and then go through all the normal code/multipliers/etc. Enbabled to be crit, etc.
So things like armor and toughness actually matter against it. Not just "wound stack".
For classes like Mara - theirs would be physical damage.
For a class like BW's "Ruin and Descruction". This too would again be nerfed down to say 400-500 "base damage" and then run through multipliers but deal Elemental Damage - able to be mitigated by elemental resists. Etc. (so this would basically hit as hard as a fireball).
These could also be disrupted/blocked as well. etc.
This way they are not worthless, and it doesnt completely remove morale dumps... however it does limit their effectiveness since you can counter this without wounds stacking.
Sulfuras - Knight
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
Viskag - Chosen
Ashkandi - Swordmaster
Syzzle - Bright Wizard
Curz - Marauder
Andrithil - Blackguard
- NoRKaLKiLLa
- Posts: 1020
- Contact:
Re: Revolution
For a private server there should be way more whacky and zany experiements made for short periods of time. Think of a custom team fortress/CS server. Low gravity, increased movement speed, increased and decreased health, 100% crit rate, crits removed etc. for a small period of time would be fun.

Re: Revolution
I'm confused how Witch Hunters and Witch Elves are supposed to play with no CC?
- Aurandilaz
- Posts: 1896
Re: Revolution
hunting in packspattonb wrote:I'm confused how Witch Hunters and Witch Elves are supposed to play with no CC?



2 WH or 2 WE that open same target, do together enough dmg in 2-4 seconds with their openers that no CC might even be needed.
anyway, most of the stuff in OP looks quite radical.
what I maybe myself mostly want would be being able to queue for SCs when in WB, or even those 18v18 or 24v24 warband sc fights. (testing for city sieges?)
I don't know the limits of code nor what bug prevents people from joining scs when in WB, but I hope one day we will be able to queue from wb.

- peterthepan3
- Posts: 6509
Re: Revolution
24v24 WB sc is cool provided only warbands can queue for them, and not ungrouped pugs.

Re: Revolution
Increasing TTK; suggestions:
a) review base avoidance formula (parry, disrupt, dodge), currently off stats typically are 2x def stats (so somthing like 3,75% natural avoidance if you stack the def stat and about half or less if you don't invest in the stat). To get 3% from investing in a def stat hmm seems odd. Would also mess a bit with perfect rotations of certain classes
b) lower RDPs damage a notch they are way to easymode imo should do lower damage then melee (I know shitstorm inc). The simple fact all can assist freely without delay is tough on all with 5feet range
c) remove all forms off assist macros (skill required?)
d) make all morale DDd > dots that share same effect and stack possibly up to 3x, duration 5-9s or smth (Exampel 2xBWs and 3xIB drop Ms you get 3 stacks of X damage over 5s
a) review base avoidance formula (parry, disrupt, dodge), currently off stats typically are 2x def stats (so somthing like 3,75% natural avoidance if you stack the def stat and about half or less if you don't invest in the stat). To get 3% from investing in a def stat hmm seems odd. Would also mess a bit with perfect rotations of certain classes
b) lower RDPs damage a notch they are way to easymode imo should do lower damage then melee (I know shitstorm inc). The simple fact all can assist freely without delay is tough on all with 5feet range
c) remove all forms off assist macros (skill required?)
d) make all morale DDd > dots that share same effect and stack possibly up to 3x, duration 5-9s or smth (Exampel 2xBWs and 3xIB drop Ms you get 3 stacks of X damage over 5s
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
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Re: Revolution
I agree with b). Playing a melee dps is particularly risky and this risk should be rewarded with more damage output than ranged dps.Bozzax wrote:Increasing TTK; suggestions:
a) review base avoidance formula (parry, disrupt, dodge), currently off stats typically are 2x def stats (so somthing like 3,75% natural avoidance if you stack the def stat and about half or less if you don't invest in the stat). To get 3% from investing in a def stat hmm seems odd. Would also mess a bit with perfect rotations of certain classes
b) lower RDPs damage a notch they are way to easymode imo should do lower damage then melee (I know shitstorm inc). The simple fact all can assist freely without delay is tough on all with 5feet range
c) remove all forms off assist macros (skill required?)
d) make all morale DDd > dots that share same effect and stack possibly up to 3x, duration 5-9s or smth (Exampel 2xBWs and 3xIB drop Ms you get 3 stacks of X damage over 5s
Re: Revolution
@all.
For your information. The T1 has taken 1 month+ of dev to be reworked. I don't include in this period, preparation, blueprints and discussions to bring it to it actual result (and some little tweaks and things are still missing). According T1 as a "very simple" mecanic, i really hope you can understand things takes time.
A lot of improvments are in the pipes but once again, we need time. Will probably make a Dev Diary asap.
For your information. The T1 has taken 1 month+ of dev to be reworked. I don't include in this period, preparation, blueprints and discussions to bring it to it actual result (and some little tweaks and things are still missing). According T1 as a "very simple" mecanic, i really hope you can understand things takes time.
A lot of improvments are in the pipes but once again, we need time. Will probably make a Dev Diary asap.
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