cfabr wrote: Thu May 07, 2020 5:20 pm
So i have somewhat of a different approach (after having a similar discussion in another thread) and thinking that, that might actually have an impact on players playstyle and bring a larger variety of builds aswell as classes ingame. What would happend if we removed ALL armor talisman from game? Simply, no more stacking armor like crazy. Now you would be given the choice. Do i still want to dish out damage, but be super squishy? or go more deffensive? Which would have a significant impact on your damege output? ...
I think it would bring a much better dynamic into the fights. Your backline would suddenly rely on your frontline too keep the enemies at bay, ASWELL as paying attention too your surroundings because WE/WH and SW/SH would suddenly have a role in wb with their physical damage. Your frontline dps would rely on your tanks to actually guard them and still pay attention to everything that hapends behind them because those pesky WE/WH and SW/SH could do some serious damage behind the lines.
There would be no more "Lets only roll this or that class, because its super meta" because it wouldn't work without the other classes. Classes would suddenly go back too having their intended rolls and if your realm doesn't have any tanks/any heals/ any mdps/rdps? Tough luck!. Maybe you should try another class that would benefit your realm.
Let me make a follow up on my previous post and explain why i think this could be a possible game-changer ...
First off all, i think the main problem on order is the overall game mentality. Why choose something that would benefit your realm, when you can play this "fun/casual, jack in the box-class" ... self serfecient and with all the tools too go with it. To be honoust, i think the game is pretty well balanced and it's not the difference between GTDC or ramapage (or what ever other abilities you think is a dealbreaker) that's game changing. It's actually all the SMALL things that makes the diffence. Let me explain why i think thats the case, with pretty much all the popular classes on Order.
BW - Has selfcleanse (which sorc doesn't have) and with their ingame mechanic, they can lash out a TON of damage and cleanse themselves from dots. With a pocket healer and a crazy amount of armor, they are quite effective against the destro melee-train.
Engi - Healkeg (which Magus doesn't have) Engi usually comes in grp's though, but with their incredible range AND healkegs they can snipe pretty much everyone before they are in range and heal themselves ... Again, put some armor on them and they can finish off the destro melees that actually make it close enough to hit.
WP - Wounds-buff (which Dok doesn't have) a quite potent buff for WP. As soon as a heal DoK has put everything into Dark Rites there is pretty much nothing interesting in any of the other trees too go with it.
WH - Spirit damage (WE has corp damage). Spirit damege > corporal damage because spirit damge just sticks better to the target and WH are in themselves a solo class.
rdpsAM - Again spirit damage (Sham has corp damage) and they have radient burst (pretty low tactic in middle tree) which makes radient lance an AoE so they have the tools too actually make some of the AM/Sham mechanic work and with their spirit damage they are a pretty good solo-roaming class.
WL - Well you cant really compare WL to Mara, but WL is more of a solo class compared Mara.
And i propaly forgot a few things, BUT anyways.
Overall order have all these "solo-classes" that maybe attracts casual ppl or ppl who likes too play on their own ... and these classes all works perfectly on their own. But how do you counter a melee-train? You slap on all the armor you can get too stay alive long enough to get some kills.
So how do you fix this? ...
And there really only are 2 options -
You can either start to balance and sort out all these small tactics and abilities that make most the order classes that "jack in the box-class", which propaly would make most of these classes uninteresting too play for these kind of players.
OR
You can remove Armor talisman ... that one thing that keeps them alive when playing "solo/pug" against the Destro melee-train. They might eventually realize, that maybe it's better too pick a class that would actually benefit my realm and in the end lead to orders winning more city sieges - Because who doesn't want too win city sieges?
Thats why i think removing armor talisman could be a possible game-changer (Or you could start balancing towards relying on grp-synegy and not solo-play to stay alive, which is also a posibility

)