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motivation killer coppa pull and dps shamie ... ? overtuned?

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Arla
Posts: 40

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#61 » Sat Jul 16, 2022 10:41 pm

In my humble opinion, rampage is a much, much bigger issue. Nothing in the game makes guard as useless. At the very least it should be a 13 point skill.

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knick
Posts: 209

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#62 » Sat Jul 16, 2022 11:17 pm

Every class has something special. If we start questioning this we will end with 24 boring mirrored classes and 2 identical realms. It's the same like rampage or run away tactic discussion. Grass is always greener on the other side ...But I love ror for it's differences in class design. If some one is annoyed by gtdc best way to avoid is to play a Choppa.
There for gtdc should stay like it is and love to all running DPS shamans you little green bastards <3
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lumpi33
Posts: 443

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#63 » Sun Jul 17, 2022 12:05 am

knick wrote: Sat Jul 16, 2022 11:17 pm Every class has something special. If we start questioning this we will end with 24 boring mirrored classes and 2 identical realms. It's the same like rampage or run away tactic discussion. Grass is always greener on the other side ...But I love ror for it's differences in class design. If some one is annoyed by gtdc best way to avoid is to play a Choppa.
There for gtdc should stay like it is and love to all running DPS shamans you little green bastards <3
You are playing Choppa now? lol

lumpi33
Posts: 443

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#64 » Sun Jul 17, 2022 12:08 am

Arla wrote: Sat Jul 16, 2022 10:41 pm In my humble opinion, rampage is a much, much bigger issue. Nothing in the game makes guard as useless. At the very least it should be a 13 point skill.
Im also not happy with the way mdps dominates but if you take away rampage from slayers the destro tanks gonna be pretty much invincible. Slayers are keeping order afloat. Take it away and order gonna lose everything because their dps classes are all over worse. I mean look at SWs and Engis... squishy rdps without killing power.

Rewarc
Posts: 11

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#65 » Sun Jul 17, 2022 12:39 am

You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..

Sofong
Posts: 554

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#66 » Sun Jul 17, 2022 5:09 am

Alubert wrote: Fri Jul 15, 2022 7:50 pm 1. Remove GTDC.
2. Remove CF.
3. Give BO CF.
2. Give choppa ID version.
3. Rework or remove Rampage.

And all will be happy. (Im a choppa player)
real balance between slayer and choppa? no thx we dun want it. :D

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Asderas27
Posts: 192

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#67 » Sun Jul 17, 2022 6:51 am

Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
Good rant mate.
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Alubert
Posts: 511

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#68 » Sun Jul 17, 2022 7:48 am

Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
Never, never touch a GUARD ability. This is basic.
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Alubert
Posts: 511

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#69 » Sun Jul 17, 2022 8:01 am

Uberlix wrote: Sat Jul 16, 2022 7:16 pm
Alubert wrote: Fri Jul 15, 2022 7:50 pm 1. Remove GTDC.
2. Remove CF.
3. Give BO CF.
2. Give choppa ID version.
3. Rework or remove Rampage.

And all will be happy. (Im a choppa player)
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Replace "Remove GTDC" with "Remove GTDC or rework GTDC" and this is /thread.

Also, pleease please keep up the tradition of calling it coppa instead of choppa, never fails to make me laugh.
I agree with you. A rethinking of the GTDC would also be welcome. Skill from free immunities for opponents is evil itself. Like BO/SM aoe punt.
This could be changed by changing random target to pull only coppa offensive target. At least the first pull should work like that the next one in the channel could be random because after the first pull coppa could break the channel to avoid free immuns.
Of course the SL ID equivalent would be far better. Those who have a clue know that the power of SL is all about ID and not RAMPAGE.
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lumpi33
Posts: 443

Re: motivation killer coppa pull and dps shamie ... ? overtuned?

Post#70 » Sun Jul 17, 2022 8:19 am

Rewarc wrote: Sun Jul 17, 2022 12:39 am You know whats overtuned in this game? Guard.. Dumbest mechanic in this game by a long shot!

Someone explain me: Let's say, I hit a Sorc for 4k damage without guard. If this sorc that I just hit for 4k, gets guarded, my damage gets mitigated to like 200-300 or basically it feels like you just overall take about 80ish% less damage once you guarded by a somewhat geared tank. On top of that the tank receives even less damage since you can block and parry guard damage plus the incoming guard damage is also mitigated by your overall tanks stats. The more tanky you are basically the more tanky your guard target is gonna be. I talked to many "good" player(I played in Seventh Legion for example) and they somewhat agree with me and nobody could actually answer me why guard is acting like some sort of flat damage reduction skill.

From my understanding guard is suppose to split the incomming damage evenly correct? It doesn't say that guard damge is reduced by toughness or armor. But why does it not feel like that? Why does it feel like the dps benefits from the Tank's tankiness? If I hit a sorc for 4k I should hit a sorc after guard for 2k and the 2k damage should be hitting the tank 1 to 1 unless your block or parry the guard damage.

This is clearly not the case! I've never seen a somewhat geared tank get hit by guard for more than 1k damage at once unless its some special undefendable damage. Guard makes group play way to overpowered and without Tanks you can't do anything in the game pretty much. It feels like even Tanks benefit from guarding someone since they take less damage as well for some reason.

Guard tooltip should be changed because there is not only a 50/50 damage split going on. Its some spaghetti code overpowered skill that makes everyone just more tanky with some form of split damage that is pretty much non existent since your tank just absorbs the damage anyways. Guard should always deal damage between the target! No more guard damage block/parry! No more stat sharing or whatever makes you tanky af once you get guarded!

Well whatever I quit the game last year anyways.. I just come back in the forum every now and then to check if there was any balance patches for the game but looks like guard will always remain the most broken skill in this game in fact I believe its the most broken ability in any mmo I've played so far.. Anyways have fun getting stomped by 2/2/2 premades since this is what the game is really about... Abusing mechanic's that a way to overtuned to gain an advantage over someone who like to play solo.. The worst part the solo player is probably better than you but he can't do anything against you because you get carried by someone just standing next to you lmao..
I agree with that. If a tank steps in to take your damage or a part of it then it really should get damage. They are currently blocking and mitigating almost everything.

It's the main reason why these guarded mdps groups are so strong and rdps is too weak against them.

It's also super hard to balance class damage with guard in the game the way it is. Like sorcs hit like a truck on unguarded targets and their damage is pretty much gone when the target is guarded.

Another super stupid mechanic is that you can't crit on absorbs. What is the reason for that? It makes healers with absorbs and classes with absorbs so much stronger compared to others.

Id nerf guard a bit and remove that no crit on absorb thing.

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