Uchoo wrote: Fri Oct 30, 2020 6:56 pm
detrap wrote: Fri Oct 30, 2020 6:49 am
Other tanks have crit tactics for their own benefit, knights have similar tactics for the entire realm/warband/party to use and abuse.
I feel like the more knights cry foul play over their dps abilities without trying to understand the class, the more likely the gap will be brought closer by nerfing the other tanks damage capabilities. Mighty Soul wasn't even originally applied to any abilities outside the Path of Glory tree.
BG's have Crimson Death. It makes targets 10% more likely to be crit. It hits hard. The effect is applied even if the ability is defended.
BG's have a tactic with a Wounds debuff bigger than Knight's Arcing Swing that applies whenever they crit someone and cannot be cleansed.
BG's ALSO get a crit chance tactic. In fact, Knights are the only 2H tank that don't get a crit chance tactic and some form of parry from tactics/abilities. Of course you know this since you are such a self-proclaimed master of Warhammer and just trying to bring justice to everyone who is simply "crying" (Anyone who uses the word crying in their post loses about 10 points immediately).
The only unique utility that Knight brings is an aoe mez that is sometimes useful, the Magus/Engi aoe mez is longer and therefore better; They have a resist aura which is replaceable with a SM/Borc in most situations; They have Focused Mending, 15% free healing. This isn't mirrored on anywhere else in the game and is the core part of a Knight.
Like 2h BG, they bring a wounds debuff and 10% crit debuff aoe. These are huge and important.
Nothing that I have just said is a reductivist argument.
You can PayPal me 20 dollars for this lesson. Please learn the game before you post more stuff.
Okay let's compare the two abilities with the associated tactics slotted, using an example of a 24 man vs 24 man warband fight which the game is primarily based around for end game content..
Crimson Death duration: 10 seconds
Arcing Swing duration: 20 seconds
Crimson Death range: 40 feet (wide-cone)
Arcing Swing range: 25ft (180° arc)
Hastened Doom debuff: Costs 30 Hate and requires a critical hit to land (success rate based on chance to be crit % of target and absorb shields)
Overpowering Swing: Costs 55 AP or 35 AP with tactic, and requires a normal hit to land (success rate based on defense chance %)
Absorbs do not evade the wounds and crit debuff from Arcing Swing. Hastened Doom will not trigger against an absorb shield.
Knights can easily apply the wounds debuff whilst standing behind a Destro train and affect almost every target in it’s range. Blackguards can use the Filled with Fury tactic to increase the success rate of the wounds debuff, but still not a guarantee to be applied on as many targets as the Knight is capable of.
The Knight’s version of increasing it’s crit chance is with Overpowering Swing. It’s only a 10% debuff, has to be applied and can be cleansed by a zealot or shaman. The difficulty with cleansing is that these healers cannot pick or choose what to remove if their friendly targets have multiple stacks of curses, hexes and ailments on them. To cleanse all these debuffs the healers would have to immediately break their healing rotation and by the time they’ve fully cleansed each affected party member, the Order warband morale dump would have ended.
Let’s say both the Knight and Blackguard debuff has a 100% proc rate on an enemy train, what is the difference between the two after that?
Here is where it gets better for the Knight…
As soon as the aoe wounds and crit debuff is applied, the Knight is also applying the same targets with a choice of up to 3 passive debuff auras that can’t be cleansed and cover the entire range of Arcing Swing. The choices are resistance, toughness, healing, strength, action point and setback debuff. Running toughness and resistance auras deliver more overall ceiling damage to the targets in the area affected. Enemies will become squisher for your melee and ranged dps. The strength, healing, action point and setback auras will hinder their use of abilities effectiveness. In comparison the Blackguard clearly shines with better single target debuffs, which falls short against a Knight when helping morale bomb groups of enemies, a key component of RoR gameplay.
Magus and Engineers have a better mez however they have to run through or around the fighting melee trains (Engies avoid getting Choppa pulled) in order to throw an effective mine into the enemy backlines during a morale drop. Heaven’s Fury has a larger frontal range and there is a lot less of a positioning issue in terms of survivability. For the record I never run Heaven’s Fury (Engie mines and Magus infestations included) as it's easily broken and ruins the rotation of abilities of the single target party. Off topic, Engies aoe knockdown is considerably better to utilise in this environment.
Tanks that have resistance buffs do not passively debuff resistances of targets at the same time. With respect to SM’s and BO’s, require giving up a better war bellow/blade enchantment that actually does steal stats but still requires a chance to proc and is totally random on what it steals/buffs. For those tanks to buff a particular resistance for 10 seconds (that doesn’t refresh itself) they have to selectively target an enemy that does resistance base damage and hit them multiple times before the buff is in effect. These defensives will not guarantee the correct resistance buffed to counter the enemies damage as many classes do more than one type of resistant based attacks.
I really don't know what to say to you anymore. We're not trying to get the game balanced for 1v1. We're trying to get Knight damage slightly buffed and maybe give them an avoidance buff; maybe rework a couple of tactics.
We've posted the damage of every tank besides SM in a variety of gear. I've provided math proofs on how to beat armor for those of you who aren't. They even just put in target dummies with armor, FS3 and a TTK lmao. This will only further my evidence as IB has the highest raw DPS with the dot-stacking too.
Let me say this one more time and see if it sinks in, we are trying to get Knight damage slightly buffed so they aren't unreasonably behind every other tank in the game. Some tanks are doing 1.5x-2x a Knight's damage. The Spirit Damage tanks deal spirit damage and are strong in 1v1's against tanks, both realms have one. IB's are probably doing 3x the damage of a Knight due to dot-stacking.
But you keep comparing the classes again in a 1v1 situation. I’m just making a counter argument to the claims in how you perceive that this class is falling behind in warband contribution.
A 2h knight can get a reasonable rate (with renown and gear) of parry, dodge and disrupt. One reason why they don’t have incredibly high avoidance abilities in 2h gear is because of the nerf to weapon skill contribution to parry % (knights could get 100% parry with old Runefang). However they have an ability to decrease incoming damage by 50%, a M1 3600 absorb shield that scales well with high toughness, a M2 240 toughness buff and 240 wounds buff that counts as a 2400hp heal also. If the Knight wants to face tank warbands in ORvR, they can use Guardian of Light with Vigilance, effectively doubling the quality of the absorb shield and it means no critical hit damage is being taken during that time. However a good Knight player will rarely be in a situation during a city siege where they need to use that morale or Vigilance for that matter. A 2h Knight shouldn't be guarding a bombing BW or Slayer anyway.
Again you are comparing the damage of each individual tank against the Knight and linked gifs and a video of tanks hitting targets (with no mitigation) for less than double of what my Knight (with better gear) could hit the same target with.
The real question that needs to be asked is on top of the mediocre dps numbers a Knight can dish out, exactly how much more damage does the
WARBAND do with a 2h Knight in comparison to other tanks. That is the end game question.
If players rolled a Knight to level to 40 and are upset that it doesn't do 3k worth of damage in a few seconds, and only then realised at that point the Conquest tree actually enables their each of the dps in the warband to do that extra burst damage instead, well....
