DistractingBellow Swap with Raze
Posted: Wed Mar 31, 2021 12:13 am
Hello,
This conversation is probably long overdue, but all we see is oneliners and not really fully explaining the situation and the case for why these two morale tank abilities need to be reverted back into their origal spots.
I will try to run the leading argument of the game has changed, but more than anything the reasons why the morales were initially swapped has been corrected and adressed so the morales can go back to their original spots.
1) The issue was tanks doing morale-bombs with an early raze.
We have to look at the era of when this was an issue. Brightwizard especially were doing M2 drops, on top of tanks doing raze from M2 leading to unmitigateable oneshots. This has been adressed with the patch about a year ago where morale damage will be lowered if a taret takes more than 2400 per second. As a follow up patch, Damage over time morales were not affected by this for a couple of weeks, but this has also been corrected and these are now affected by the 2400 per second implimentation.
2) The players have improved and the meta shifted away from morale-bombs-only
BW/Sorc/Mara and other M2 drops are still "a thing" but morale bombs are no longer blowing full cityinstance warbands up, Players have improved and especially DoK/WP with Syphone are seeing fun counterplay to any potential morale drops.
3) Distracting Bellow is too powerful, too fast, and too impactful for a morale2
Stage3 cityfights are pretty much a pve damage race, but it is not decited based on who has better gear, more singletarget specs, more group autoattackspeed buffs, or anything related to minmaxing. it purely comes down to who can cover a better M2 Bellow rotation for mitigating 50% damageoutput on the enemy damagedealers during the dps race.
8 tanks, with Bellow being 10seconds and 60sec cooldown. That is too fast to gain, too hard to drain, and at times tanks who have the choice between giving their own party 75%mitigation vs debuffing 8 damagedealers for 50% they choose the M2 option because it brings better defensive value.
4) Ranked, orvr, city and pvp in general.
When City sieges are decited in pve race, it is 99% of the time based on Bellow rotations. And the difference between a succesful bellow system vs a none exsisting one, is shockingly high on the lord-dps races.
But in Ranked 6v6 Bellow is also a counter if you are getting superpunted away from your guarded dps player, and cant provide guardrange. Your counter? A ranged 50% mitigation to help your target stay alive till you can be back in guardrange.
In oRvR which is my main activity there are a few keyabilities and roles you assign as a warbandleader. Bellow being so important than shotcallers are happy to hear others overwrite their calls simply to hear Bellows being applied. Bellow being a ranged ability helps vs big outnumbered fights where you have a backline pounding on your frontline and hold the line stacks are not enough to sustain the heavy outmatched ranged presure when facing a zerg, in these situations it helps having Bellows being ranged and not a 360degree pbaoe or frontal 45cone as it could had been suggested changed to.
Instead Bellow being on a fast morale, so basicly when you are roaming and stop for anything more than a singleplayer your tanks will be close to M1 already. Meaning that any force with 2-2-2 who are dismounted, have to be concidered if they have morale damage advantage, but also if you should expect to get hit by a 50% damage mitigation if you engage anyone already in combat. And as a result many engagemetns backfire, when engaging into someone already in combat. or not picking the fight is simply a smarter choice. Meaning pvp is not happening, in a pvp game.
5) Morale pumps and destro advantage to get Bellow first IF it was on M3
Yes, that is correct Destro tanks with their selfpumps would reach M3 bellow before order tanks.
But that gets the realm vs realm balance closer to the original state it used to be in. Where Order had advantage on raw damage numbers+healing. While destro had advantage on the morale minigame with mitigations and faster focused mind on zealot, to combat the tempo from Order realm.
so naturally a swap from M2 Bellow into M3 Bellow would give destro a slightly faster Raze, meaning they can get some tempo to even out the Order tempo.
it will also mean that Destro are going back to having a Win-condition on M3 where they can chose between their faster M3 aoe silence on BO or getting Bellow faster on BO without Order being able to match it as early. This leads to Destro having one of their lost advantages given back, slightly. And at the same time Order would have a few more tempo seconds on engagement where there are no Bellows on them before the destro Selfpump Bellows kick in. Leading to a lower TTK game, more death, more casualties.. More War!
This conversation is probably long overdue, but all we see is oneliners and not really fully explaining the situation and the case for why these two morale tank abilities need to be reverted back into their origal spots.
I will try to run the leading argument of the game has changed, but more than anything the reasons why the morales were initially swapped has been corrected and adressed so the morales can go back to their original spots.
1) The issue was tanks doing morale-bombs with an early raze.
We have to look at the era of when this was an issue. Brightwizard especially were doing M2 drops, on top of tanks doing raze from M2 leading to unmitigateable oneshots. This has been adressed with the patch about a year ago where morale damage will be lowered if a taret takes more than 2400 per second. As a follow up patch, Damage over time morales were not affected by this for a couple of weeks, but this has also been corrected and these are now affected by the 2400 per second implimentation.
2) The players have improved and the meta shifted away from morale-bombs-only
BW/Sorc/Mara and other M2 drops are still "a thing" but morale bombs are no longer blowing full cityinstance warbands up, Players have improved and especially DoK/WP with Syphone are seeing fun counterplay to any potential morale drops.
3) Distracting Bellow is too powerful, too fast, and too impactful for a morale2
Stage3 cityfights are pretty much a pve damage race, but it is not decited based on who has better gear, more singletarget specs, more group autoattackspeed buffs, or anything related to minmaxing. it purely comes down to who can cover a better M2 Bellow rotation for mitigating 50% damageoutput on the enemy damagedealers during the dps race.
8 tanks, with Bellow being 10seconds and 60sec cooldown. That is too fast to gain, too hard to drain, and at times tanks who have the choice between giving their own party 75%mitigation vs debuffing 8 damagedealers for 50% they choose the M2 option because it brings better defensive value.
4) Ranked, orvr, city and pvp in general.
When City sieges are decited in pve race, it is 99% of the time based on Bellow rotations. And the difference between a succesful bellow system vs a none exsisting one, is shockingly high on the lord-dps races.
But in Ranked 6v6 Bellow is also a counter if you are getting superpunted away from your guarded dps player, and cant provide guardrange. Your counter? A ranged 50% mitigation to help your target stay alive till you can be back in guardrange.
In oRvR which is my main activity there are a few keyabilities and roles you assign as a warbandleader. Bellow being so important than shotcallers are happy to hear others overwrite their calls simply to hear Bellows being applied. Bellow being a ranged ability helps vs big outnumbered fights where you have a backline pounding on your frontline and hold the line stacks are not enough to sustain the heavy outmatched ranged presure when facing a zerg, in these situations it helps having Bellows being ranged and not a 360degree pbaoe or frontal 45cone as it could had been suggested changed to.
Instead Bellow being on a fast morale, so basicly when you are roaming and stop for anything more than a singleplayer your tanks will be close to M1 already. Meaning that any force with 2-2-2 who are dismounted, have to be concidered if they have morale damage advantage, but also if you should expect to get hit by a 50% damage mitigation if you engage anyone already in combat. And as a result many engagemetns backfire, when engaging into someone already in combat. or not picking the fight is simply a smarter choice. Meaning pvp is not happening, in a pvp game.
5) Morale pumps and destro advantage to get Bellow first IF it was on M3
Yes, that is correct Destro tanks with their selfpumps would reach M3 bellow before order tanks.
But that gets the realm vs realm balance closer to the original state it used to be in. Where Order had advantage on raw damage numbers+healing. While destro had advantage on the morale minigame with mitigations and faster focused mind on zealot, to combat the tempo from Order realm.
so naturally a swap from M2 Bellow into M3 Bellow would give destro a slightly faster Raze, meaning they can get some tempo to even out the Order tempo.
it will also mean that Destro are going back to having a Win-condition on M3 where they can chose between their faster M3 aoe silence on BO or getting Bellow faster on BO without Order being able to match it as early. This leads to Destro having one of their lost advantages given back, slightly. And at the same time Order would have a few more tempo seconds on engagement where there are no Bellows on them before the destro Selfpump Bellows kick in. Leading to a lower TTK game, more death, more casualties.. More War!