Addressing Armor stacking
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Addressing Armor stacking
Re-posted in Balance Forums.
Last edited by Gerv on Fri Feb 03, 2017 10:56 am, edited 1 time in total.
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Re: Addressing Armor stacking
I think u not balance moderator, u break balance moderator xD
U need reduce TTK, not increase.
Trivial blow, Group resolute defences, Quick Escape abd group anticrits - and you will be able to open RvR not only for zergs.
U need reduce TTK, not increase.
Trivial blow, Group resolute defences, Quick Escape abd group anticrits - and you will be able to open RvR not only for zergs.
Last edited by Niky on Fri Feb 03, 2017 10:42 am, edited 2 times in total.
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Re: Addressing Armor stacking
Why did you Post it in Suggestion and not in Balance Section? Armor stacking is an issue and I like the percentage approach. Proposed values can be finetuned.
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Re: Addressing Armor stacking
Touche, it is a global change that effects multiple classes, I will re-post it.
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Re: Addressing Armor stacking
Why not simply remove the potions entirely instead? Get everyone to a level where those armor debuffs are satisfying once more. (Yes, Arthur said that.)Gerv wrote:if values are still too large, the potions can be adjusted to % vales as well as adjusting the value of Dwarf armor tactic if deemed too powerful and restricted to 1 race.
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Re: Addressing Armor stacking
My suggestion regarding armor talis:
instead of making it too complex, introduce a side negative value for using armor talis
You want to get armoured, sure you become a thick tough guy, but it should cost you something, that is; damage output.
Grey/Green armor talis give smallest debuff, blues medium debuff and purples give biggest debuff:
Green level 1-10 arm talis -1% dmg output
Green level 10-20 talis, -2% dmg output
Green level 20-30 talis; -3% dmg output
Green 30-40; -4% output
Blue 1-10: -2% output
Blue 10-20; -3% output
Blue 20-30; -4% output
Blue 30-40; -5% output
Purple 1-10; -3% dmg output
Purple 10-20; -4% dmg output
Purple 20-30; -5% dmg output
Purple 30-40%: -6% dmg output
Of course you can adjust them better, but the result should be that becoming tough you lose your energy to fight effectively when in thick clothing compared to weak clothing.
Maybe the values I'm brainstorming now are way too high and need to be halved if not more.
Other idea would be to have armor talis lower your movement speed (as in a heavy armoured knight weighing more moves slower than a less heavy knight in lighter armour)
Melee dps can either choose to become thick and defensive which results in loss of damage, or they can keep being offensive and choose not to equip too many armor talis.
As for healers; zealot and RP seem not too "tough" nor too weak, they are somewhat decent IMO.
AM/Shaman, well they lose their dmg-heal potential if wearing too much armour, then again it becomes a trade-off, do they want high leech heals wearing limited armour talis, or do they want stable normal healing but wear a lot of armour. (effectively nerfs dps-healing if Am/shaman also wants to remain armoured)
DoK/WP... I have no idea what is planned for them in the future, either they keep performing as melee dps that have the same trade-off between stacking armor and losing dmg, or some special mechanic in future allows their covenants/prayers to somehow work around armor issues. And if they remain backline healers, then they simply keep stacking armour talis, the dmg loss hardly hurts them.
We have enough low number of healers already on both sides, there is no need to "nerf" their survivability and thin their numbers even more.
Tanks gonna tank as usual, but melee dps and rdps should have to face a trade-off between going defensive with talis and losing damage potential.
That's just my idea, maybe it sucks from someone elses perspective.
instead of making it too complex, introduce a side negative value for using armor talis
You want to get armoured, sure you become a thick tough guy, but it should cost you something, that is; damage output.
Grey/Green armor talis give smallest debuff, blues medium debuff and purples give biggest debuff:
Green level 1-10 arm talis -1% dmg output
Green level 10-20 talis, -2% dmg output
Green level 20-30 talis; -3% dmg output
Green 30-40; -4% output
Blue 1-10: -2% output
Blue 10-20; -3% output
Blue 20-30; -4% output
Blue 30-40; -5% output
Purple 1-10; -3% dmg output
Purple 10-20; -4% dmg output
Purple 20-30; -5% dmg output
Purple 30-40%: -6% dmg output
Of course you can adjust them better, but the result should be that becoming tough you lose your energy to fight effectively when in thick clothing compared to weak clothing.
Maybe the values I'm brainstorming now are way too high and need to be halved if not more.
Other idea would be to have armor talis lower your movement speed (as in a heavy armoured knight weighing more moves slower than a less heavy knight in lighter armour)
Melee dps can either choose to become thick and defensive which results in loss of damage, or they can keep being offensive and choose not to equip too many armor talis.
As for healers; zealot and RP seem not too "tough" nor too weak, they are somewhat decent IMO.
AM/Shaman, well they lose their dmg-heal potential if wearing too much armour, then again it becomes a trade-off, do they want high leech heals wearing limited armour talis, or do they want stable normal healing but wear a lot of armour. (effectively nerfs dps-healing if Am/shaman also wants to remain armoured)
DoK/WP... I have no idea what is planned for them in the future, either they keep performing as melee dps that have the same trade-off between stacking armor and losing dmg, or some special mechanic in future allows their covenants/prayers to somehow work around armor issues. And if they remain backline healers, then they simply keep stacking armour talis, the dmg loss hardly hurts them.
We have enough low number of healers already on both sides, there is no need to "nerf" their survivability and thin their numbers even more.
Tanks gonna tank as usual, but melee dps and rdps should have to face a trade-off between going defensive with talis and losing damage potential.
That's just my idea, maybe it sucks from someone elses perspective.

Re: Addressing Armor stacking
It already does. At least for me. Getting properly outfitted for battle takes all my talisman slots, all my renown abilities and at least 1 tactic. I'm left with 500 BS to try and terrify Destro; it won't happen. Hence I believe this point is mood.Aurandilaz wrote:You want to get armoured, sure you become a thick tough guy, but it should cost you something, that is; damage output.
Full on mass debuff specc for WB killing/Group CC has always been my way of operating; I know Enoo is onto me, calling me "Armored Arthur, and his tiny little dots" at one time. That was cute

I don't do the killing damage, got some data to prove it too if this thread becomes a thing.
Arthur - Slarti - Halgal - Binwin

Each and every Dawi under my command owes me one hundred scalps.
And I want my scalps.

Each and every Dawi under my command owes me one hundred scalps.
And I want my scalps.
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- altharion1
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- Posts: 321
Re: Addressing Armor stacking
I can not believe someone is actually posting in favour of making TTK faster. Even more shocking that it is coming from a balance moderator.
Playing tank and healer is a thankless task already, why encourage even more people to play DPS classes. You've gone full Tesq mate.
Playing tank and healer is a thankless task already, why encourage even more people to play DPS classes. You've gone full Tesq mate.
Re: Addressing Armor stacking
You've taken allready Odjira, TB, GRD, QE and anticrits to make I don't know what? Game easier? Even with these a proper group was able to take down a healer, you just needed more coordination and knowledge about enemys CDs. Wounds are so low nowadays (around 5.5k without wounds debuff) that survival as a healer is really challenging. This changes are not going to make game better. We will see more soloers and even larger zergfest without healers(why you want them in wb if they die in 1GCD? Better fill a spot with a sorc, you get at least some output dmg). Smallscale will be gone. Healers will be gone.Niky wrote: Trivial blow, Group resolute defences, Quick Escape abd group anticrits - and you will be able to open RvR not only for zergs.
I lol'ed.altharion1 wrote:You've gone full Tesq mate.
Last edited by Rida on Fri Feb 03, 2017 1:15 pm, edited 1 time in total.
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