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High Disrupt is an issue

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Telen
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Re: High Disrupt is an issue

Post#21 » Sun Jan 14, 2018 2:19 am

The game really needs hard and maybe soft cap for avoidance. Different caps for different classes or we will just end up with the same issue as with armour on live. That if its valuable and has no diminishing returns you may aswell stack it to the moon.
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Gerv
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Re: High Disrupt is an issue

Post#22 » Sun Jan 14, 2018 9:04 am

Raefar wrote:
catholicism198 wrote:
I suppose it's a difference in play style.
I don't enjoy doing ~60% max ae fluff damage, but if you do- more power to you.
Who said anything about AE? I mostly run a single target spec with 12% disrupt bypass. Please stay on topic and provide possible solutions rather this.
Its important to note that your 12% disrupt is only an effective value of approximately 8.5% due to the formulas outlined in the thread I linked. It is also important to note that all calculations provided by Annaise in the thread are calculated against 1050 main stat, so there is no additional disrupt from Intelligence. The best solution I can suggest for success as a caster is to pair with a strong mdps who has front loaded burst and a inc HD and in your groups shift to focusing to phys rdps and mdps first. Maximising timing with KD from tanks to prevent disrupt could possibly help. Or re-roll.

@ Auriandz, its important to note that all mdps worth their weight in gold will stack weapon skill after hitting close to or at the strength soft cap. So yes, many dps will have both capped strength and 600ish weapsonskill. You are right about changing target priority for casters.
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Aurandilaz
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Re: High Disrupt is an issue

Post#23 » Sun Jan 14, 2018 11:40 am

Hmm, I may play my Welf too much, but I'd assume the other mdps classes usually reach +900-1k str, then try to get the WS to 500-600+ or higher if just feasible without losing too much elsewhere.
However, parry is just the 180degrees frontal defence area. Disrupt is 360, same with Dodge. So despite even if facing 600-700 WS parry defences, you usually overcome it by simply stabbing from the rear. Similar feature is not possible when playing magical damage dealer, maybe you get blocked less if tank turns their back, but as soon as they then flip, you face both block+disrupt again.

Main issue from general balance point of view:
Mdps class: can take down Healers, Tanks, Rdps, provided they can close the gap. Doable with some challenges but once you get to 5feet, there will be burst.
Physical Rdps: Pewpew from distance, few targets stack that high Initiative, greatest challenge most likely HoldTheLineing tanks. Has tools to deal with defensive armour stacking by racking up weaponskill and shooting out debuffs to lower target armour.
Magical Rdps: Can shoot Mdps classes with low disrupts, Tanks with shields + HTL are a real challenge, whereas Healers are close to immune assuming they stack Disrupt and have solid Willpower base stats.

So assuming you want to build a solid party that can provide considerable damage pressure to all enemy targets, which includes healers, you already see the fact that magical casters are underperforming in that front.


Sure, you can wipe unorganized pugs and lowbies with high dmg dealing magical casters, but assuming any kind of competent enemy setup that has cleanses and real Shields, you might as well flush down your magical dps down the toilet and tell them to reroll a class that can perform efficiently in combat against brain-using enemies that run groups with all the support that a solid group can bring (cleanse+HTL+guard+CastInterrupts+GapClosers)
The question remains, how to fix classes that can keep wiping unorganized puglifers with relative ease, but fails to perform against organized enemy groups.

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roadkillrobin
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Re: High Disrupt is an issue

Post#24 » Sun Jan 14, 2018 12:10 pm

Should probobly sugest this as a ballance proposal but I only see the CBF as a waste of time tbh.

I understand the reason for the disrupt/dodge etz on each individual dot tick. (to easy to kite around and cast instants) But I also think that high time inevstment spell like Fireball, Doombolt, Eagle Eye etz are way to bad of a time investment and have a good chance of being defended aswell.

Sugestion would be to add the casttime buildup on the scaling of striketrough aswell.

Example: You have 3% striketrough from Int and cast Fireball. Instead of Fireball having 3% it gets 3 x cast time = 9% striketrough.

Eagle eye with the same amount gets x2.

I think this would also help boost those spike damage Mastery trees as moast of em are very underperforming atm. Only exception is BW imo.
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Telen
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Re: High Disrupt is an issue

Post#25 » Sun Jan 14, 2018 1:08 pm

roadkillrobin wrote:I understand the reason for the disrupt/dodge etz on each individual dot tick. (to easy to kite around and cast instants) But I also think that high time inevstment spell like Fireball, Doombolt, Eagle Eye etz are way to bad of a time investment and have a good chance of being defended aswell.
The weird thing about dots now compared to those skills is that dots by having a avoidance test on application for the whole dot then again on each individual tick means they face two avoidance tests compared to one on dd. Really it should be either an avoidance test as it was on live or on each tick. Not both. The clear reason live had it as an avoidance test on application is many dots contain a debuff that needs to pass avoidance.
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Fallenkezef
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Re: High Disrupt is an issue

Post#26 » Sun Jan 14, 2018 1:20 pm

Can disrupt be made into the same 180 degree arc as parry?
Alea iacta est

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Renork
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Re: High Disrupt is an issue

Post#27 » Sun Jan 14, 2018 2:45 pm

The disrupt rate could use a very minor tweak, but overall it is such a nice change. I like not being blown up in less than 5 seconds by sorcs <3. It was really boring playing mdps before unless you had a guard buddy and dedicated healer (which you still need to be competitive, but at least you don't insta die to casters in pug scenarios).

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Telen
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Re: High Disrupt is an issue

Post#28 » Sun Jan 14, 2018 2:57 pm

Fallenkezef wrote:Can disrupt be made into the same 180 degree arc as parry?
Keeping range within an arc would be very simplistic gameplay compared to keeping melee than can circle flank very easily just due to distance needed to.
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Druin
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Re: High Disrupt is an issue

Post#29 » Sun Jan 14, 2018 3:02 pm

Telen wrote: The weird thing about dots now compared to those skills is that dots by having a avoidance test on application for the whole dot then again on each individual tick means they face two avoidance tests compared to one on dd.
+ cleanse.
Pretty much always afk or tabbed out.

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Telen
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Re: High Disrupt is an issue

Post#30 » Sun Jan 14, 2018 3:04 pm

Renork wrote:The disrupt rate could use a very minor tweak, but overall it is such a nice change. I like not being blown up in less than 5 seconds by sorcs <3. It was really boring playing mdps before unless you had a guard buddy and dedicated healer (which you still need to be competitive, but at least you don't insta die to casters in pug scenarios).
I agree as a unguarded mdps you were pretty much dead weight in many situations before the change. Again its the large percentile based mitigation, guard and mdps having no way to detaunt ranged, that causes the issue. Having large avoidance and large percentile mitigation together though doesnt seem like a smart fix. Id have rather seen defensive tool that didnt stack with guard like detaunt.
Last edited by Telen on Sun Jan 14, 2018 3:08 pm, edited 3 times in total.
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