Gravord wrote: ↑Thu Dec 07, 2023 5:58 pm
Culexus wrote: ↑Thu Dec 07, 2023 9:08 am
The truth is we have fundamental problems as a class that need addressing beyond that.
Can you elaborate on fundamental problems of bork? Genuinely curious.
Sure.
First off though it’s worth addressing the elephant in the room, and that’s that auras are extremely powerful with no downside and require no interaction to maintain them. Until this is addressed it will be hard to balance the other tank types against them as they make a lot of the abilities of most classes in the game redundant in some way. E.g. “oh that’s nice you can debuff the enemies spirit resist, my aura debuffs all resists is always on and can’t be removed in any way. It also effects every target around me just by being near me and boosts all the resists of the party”.
So back to the Black Orc, I don’t want to write a full essay here but I think the fundamentals are flawed as:
1) Our abilities are anti synergistic, stacked way to heavily in the da best plan, and in a lot of cases just plain worse than other classes equivalent.
Anti synergy: Let’s say you follow this rotation with Da Biggest active: FML.>RIDJ>SMH. If during that rotation you proc WS and T all of the buffs from those abilities become pointless.
Another example would be Tuffer ‘n Nail that becomes totally redundant when using Da Greenest and unlike every other ability armour buff from every other tank offers nothing besides the armour buff itself. This skill gets removed from the action bar fairly early on as it gives no reason to ever use it.
With all masteries full we have:
6 no plan abilities. 3 if you don’t count, UW, RH & Clob. 2 are shield only.
5 Gud plan. 3 excluding TnN and aor punt.
9 best plan abilities. 2 require Great weapon.
Why is this a problem? It means we have to spam unneeded abilities to get to the ones we actually want rather than having an even spread. All our rotations have a lot of ability redundancy after a fight goes on for a while.
2)The plan/balance system doesn’t offer enough upside to counterbalance it’s downside.
The last ability of your combo not costing ap isn’t enough to balance the downside of not being able to use any ability whenever you need it. For example, on fast target switching for a kd other tanks can just insta switch and kd instantly on the switch. BO/SM have to make sure they are in the correct plan at the exact point they stop focussing the previous target to be able to pull it off. If they don’t get it exactly right it could mean an extra gcd before kd or not attacking for a few seconds before the switch, which can give the upcoming switch away entirely. There are lots of other reasons why no ap isn't enough for the stance system but that’s just one quick example.
3) Our bellows/enchantments suck and from my understanding will suck even harder once the ability rework comes in.
Won’t go into this one too much but these need looking at.
The wounds buff is way too low and only ever used in solo where it still sucks.
The stat steal is way too rng and most of the stats we don’t care about buffing or debuffing.
The resist buff only comes on for 10sec once you’ve already been hit. This will be worse when the ability rework is out as you won’t be able to provide your gorup with resists if you defend against any of the damage types.
Tactics that rely on bellows to proc massively favour high proc bellows and are useless in the others.