Re: Server hotfix notes 06/08/2018
Posted: Mon Aug 06, 2018 5:36 pm
You cant just move to the side or kd to negate all of that avoidance.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=27778
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.Renork wrote: Mon Aug 06, 2018 5:33 pmI 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.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.
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.Renork wrote: Mon Aug 06, 2018 5:33 pmI 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.Spoiler:
Not really true.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.
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?
Increase magical resistance cap and add resist penetration to willpower would be a bad thing?Sulorie wrote: Mon Aug 06, 2018 6:08 pmThe 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?