0.02$

Started 8 Nov 2018
by yaru
in Suggestions
id like to address a few things here, given the recent changes and now even the transition from oRA -> nnRA.

points i want to cover:

static tempest
tireless/longwind
mcl/rp
melee-missrates
physical defense/charge
(speedwarp)
dw-nerf
prevent flight

(great to see det-costs already gotten lowered btw, otherwise that woulda been my first point)

imo static tempest in its current state is a bit too much. almost on a level with OF SOS. so would be smart i guess to maybe tune that down a bit.

i really like the recent changes that were made to endo. something had to be done there imo and we re on a good track here. what i can imagine being helpful, would be, making only heavytanks able to spec tireless 2. think the heavies are one of the most endosucking grp of classes, with at times using very slow 2h/large/pole weapons. it would enable arms still being able to run as solo peeler in an alb castergrp for example if people really wanted to. eventho i think pally can almost challenge arms for that spot even if they (arms) got tireless 2. maybe even long wind 2 too?! *thinking*

for my taste mcl is both, a lil weak AND expensive at the same time in its current state.

not sure if i like the recent increase in melee-missrates. havent really played alot of tank here before, but at the moment the rates seem a bit too high to me. having chances to miss, of between 5-15% on a yellow dummy seems harsh. it especially hurts classes like vw that kinda rely on long (3+)style-chains. missrate on the sidechain for example is close to 5% on opener, 10% on 2nd and 5% on 3rd (blizzardblade). id suggest reducing missrates by a tad bit in general again, rather than asking for upgrading certain styles, like winterscythe (2nd in chain), in their to-hit bonuses.

with all the tanknerfs+casterlove lately (increased missrates, making endo a factor, easier speed breaks (early change), and now the introduction of mastery of focus (which technically means a reduction in resists on low lvl spells), still having mastery of arts with nnRA (which is infact necessary cos of the missing TOA bonuses, but still a casterbuff in a way) and now even physical defense to some extent, will make many tanks lives harder than it used to be. i could imagine introducing some kind of nf charge (but on a higher cooldown, maybe something like 5 - 7,5min (hello zai). since i havent played uth1 and hence dont have any experience with charge+pd and NO speedwarp at the same time, would be great if people could report which problems they maybe encountered during that period. cos if charge/sos, even with pd being available, is still too strong, one should maybe consider giving casters at some high lvl a baseline speedwarp, like others already suggested.

i feel like light tanks got a serious nerf with all that + the already existing dw/cd/la defpen-reduction. on top of that, nnRA prevent flight is obviously way weaker than its oRA version. would may be nice to find a middle ground between the 2 or even bring back oF pf? (was pretty op tbh) or/and even think about reverting the dw defpen-reduction.
Thu 8 Nov 2018 6:13 PM by keen
imo they should ve just striped level 3 (level 4 and 5 here) from all active abilities and keep passives with Old RA scaling. so RR gap doesnt become too important as long as you have your main RAs on lvl2 (level 3 here), and then the benefits starts to become less and less from high rrs.
Thu 8 Nov 2018 6:39 PM by Cadebrennus
Very well said. I think you covered in detail all of the things making life a lot harder on the melee classes.

Each of these nerfs (to melee) and buffs (to casters) on their own is insignificant. All of them taken together, however, is a huge nerf to melee.

@Developers you do realize that increasing the miss rate severely impacts dual wielders the most? The offhand attack is ALWAYS an unstyled attack so therefore has a significantly higher chance to flat out miss. In addition, with the huge endurance penalties in place there is no reason that the miss rate should be as high as it is.
Thu 8 Nov 2018 9:29 PM by Exploder
static tempest
tireless/longwind
mcl/rp
melee-missrates
physical defense/charge
(speedwarp)
dw-nerf
prevent flight

1. Static Tempest: Hmm.. not sure I agree. I think it's a strong ability, but idk if I'd classify it as overpowered.
2. Tireless/Longwind: I agree, I do like the changes a lot regarding endurance. I guess there's no harm in your suggestion, but I'd be largely indifferent. Removing the option for casters to invest in Tireless might be a route worth exploring (when I played Live that was always the case).
3. MCL/RP: I agree. MCL does seem a bit too expensive for what you're getting.
4. Melee Miss Rates: Haven't played since this was changed. Would have to test.
5. PD/Charge: PD has been nerfed since you posted this. Charge would have to be seriously tuned. It's a fairly broken realm ability as it stands now (live).
6. Speedwarp: Meh.
7. Dw Nerf: The defense penetration nerf was absolutely necessary and should not be reverted. If the miss rates are too high, then yeah - that should be looked at.

I'd also add it might be a good idea to take Mastery of Stealth out of the Stealth spec and put it back as a realm ability. Stealther's need something else to invest in so they can't dump all of their points into offense and actives so easily.
Thu 8 Nov 2018 9:39 PM by defiasbandit
Exploder wrote:
Thu 8 Nov 2018 9:29 PM
static tempest
tireless/longwind
mcl/rp
melee-missrates
physical defense/charge
(speedwarp)
dw-nerf
prevent flight

1. Static Tempest: Hmm.. not sure I agree. I think it's a strong ability, but idk if I'd classify it as overpowered.
2. Tireless/Longwind: I agree, I do like the changes a lot regarding endurance. I guess there's no harm in your suggestion, but I'd be largely indifferent. Removing the option for casters to invest in Tireless might be a route worth exploring (when I played Live that was always the case).
3. MCL/RP: I agree. MCL does seem a bit too expensive for what you're getting.
4. Melee Miss Rates: Haven't played since this was changed. Would have to test.
5. PD/Charge: PD has been nerfed since you posted this. Charge would have to be seriously tuned. It's a fairly broken realm ability as it stands now (live).
6. Speedwarp: Meh.
7. Dw Nerf: The defense penetration nerf was absolutely necessary and should not be reverted. If the miss rates are too high, then yeah - that should be looked at.

I'd also add it might be a good idea to take Mastery of Stealth out of the Stealth spec and put it back as a realm ability. Stealther's need something else to invest in so they can't dump all of their points into offense and actives so easily.

Good point about mos exploder.
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