Eathisword wrote: ↑Mon Aug 06, 2018 5:20 pm
I really don'T understand all that disrupt problematic. The dot tick being disrupt-able was a problem because it affected Dot based classes, making them unreliable and useless, so it was unfair to them, since DD classes were not affected by it - be them melee or range.
Outside of that... Parry reaches insane numbers versus disrupt. 40% parry is normal. +70% is high.
20% disrupt is normal. 40% is high. Give or take a little.
Even if the enemy could hit your back with 50% uptime, parry would still avoid an equal amount than a common disrupt value...
I may be stupid, but I don't see the problem with disrupt. It is already the 2nd lowest avoidance available for nearly all classes (dodge being inexistant or so), on a type of damage that cannot realistically be mitigated more than 40% by resist.
I mean, you out of all people here benefit the most from the disrupt being high :^) so of course you "wouldn't understand" why disrupt rates are problematic.
By the same token, you benefit from them being low. So perhaps you don't understand why people might question the "need" to give casters a ton of strikethrough.
Eathisword wrote: ↑Mon Aug 06, 2018 5:20 pm
I really don'T understand all that disrupt problematic. The dot tick being disrupt-able was a problem because it affected Dot based classes, making them unreliable and useless, so it was unfair to them, since DD classes were not affected by it - be them melee or range.
Outside of that... Parry reaches insane numbers versus disrupt. 40% parry is normal. +70% is high.
20% disrupt is normal. 40% is high. Give or take a little.
Even if the enemy could hit your back with 50% uptime, parry would still avoid an equal amount than a common disrupt value...
I may be stupid, but I don't see the problem with disrupt. It is already the 2nd lowest avoidance available for nearly all classes (dodge being inexistant or so), on a type of damage that cannot realistically be mitigated more than 40% by resist.
I mean, you out of all people here benefit the most from the disrupt being high :^) so of course you "wouldn't understand" why disrupt rates are problematic.
Why do I benefit more than anyone else ? I am player like any other. I said here and other threads, the dot disrupt-able was a concern and broke IB making avalanche OP. I even made a video about it when it was put live, running into group of 6-12 enemy just running around a max speed. That was broken. It was unrelated to disrupt rate... It was broken because of the larger numbers of occurrences, which made disrupt proc, well proc more.
But disrupt in general, is something that affects everyone. Just like parry. Or block. And all I read for arguments is :
1- I see a lot of disrupt... Well melee see even more parry ! Ya know statistics... 50% is higher than 20%...
2- But parry, you can strafe and hit people from behind... Well even with 50% uptime from behind, with the current values... parry still avoids more. 25% is still higher than 20%...
Edit : and if KD bugs you so much because it renders parry void, make it the same for disrupt. When you are KD, you avoidance drops to 0 for everything. At least that would be constant and objective.
But yeah, again, everything I say must be because I want IB buffed and become a mean monster. because, everyone knows how op IB have been overrunning the server in hordes as far back as our memory can reach
Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 6:01 pm
by Kurama
Melee only get parried against other melee/tanks.
Casters/dps Healers get disrupted by everyone.
Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 6:04 pm
by GodlessCrom
Melee have to be in actual melee range to do damage. Casters mash buttons from 100-150 feet away to do damage. Less risk, ergo less reward. Except casters also hit against less mitigation, which they debuff even further, and have higher tooltip damage. So less risk...similar reward?
Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 6:06 pm
by catholicism198
Eathisword wrote: ↑Mon Aug 06, 2018 5:20 pm
Edit : @Geni, I understand where you are coming from. But I believe this 0-100 swing is what makes RvR combat exciting. Kinda like poker. In the long run, the most skilled people will generally win most fights. But in a single iteration of any fight, you can get ''lucky'' (one way or the other) and win a fight you didn't think was possible to win. Which gives you a story. And to me, that is what RvR is all about. 'Remember that one time... when this happened and we killed this group and it was awesome'. If we wanted streamlined fights with nearly 100% predictable outcome, we would not play RoR.
Not really true.
This is a very rock-paper-scissors kind of game when it comes to 1v1s, and thus requires little to no skill.
The low skill ceiling is one of the reasons why some mmos are popular.
All things being equal, the outcome of the fight is easy to predict- some classes just excel at 1v1s more than others. It's why you read things like "don't go choppa if you want to 1v1/solo roam." No amount of "skill" will enable that class to win against anything other than semi-afk squishy non-AM casters.
...and when it comes to 6v6...no one really ever dies unless it's a really bad group composition.
Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 6:08 pm
by Sulorie
GodlessCrom wrote: ↑Mon Aug 06, 2018 6:04 pm
Melee have to be in actual melee range to do damage. Casters mash buttons from 100-150 feet away to do damage. Less risk, ergo less reward. Except casters also hit against less mitigation, which they debuff even further, and have higher tooltip damage. So less risk...similar reward?
The effective mitigation isn't much lower, when you add armor penetration. Don't compare 40% with 75%.
GodlessCrom wrote: ↑Mon Aug 06, 2018 6:04 pm
Melee have to be in actual melee range to do damage. Casters mash buttons from 100-150 feet away to do damage. Less risk, ergo less reward. Except casters also hit against less mitigation, which they debuff even further, and have higher tooltip damage. So less risk...similar reward?
The effective mitigation isn't much lower, when you add armor penetration. Don't compare 40% with 75%.
Increase magical resistance cap and add resist penetration to willpower would be a bad thing?
Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 6:31 pm
by Zanilos
One thing that I never understood was, why is disrupt being fiddled with when you could just nerf Crit Dmg from career resources? That to me was the obvious easy fix. Instead we now have onslaught gear that pushes crit dmg even higher on the 2 main offenders.