Worthless specs

Started 4 Jun 2020
by Painn
in Suggestions
So here is a thought...


How about breaking the mold on worthless specs that absolutely nobody even sub specs in?

Enchantment enchanters comes to mind. Throw something unique in the line.
Thu 4 Jun 2020 3:45 AM by Forlornhope
Painn wrote:
Thu 4 Jun 2020 3:08 AM
So here is a thought...


How about breaking the mold on worthless specs that absolutely nobody even sub specs in?

Enchantment enchanters comes to mind. Throw something unique in the line.

part of me thinks of the chanter enchantment line and thinks, should just move the only thing in there people would want and make it a baseline spell i.e. the damage add. It would basically make it like the da for theurgs/shams. Although, I would prefer your general idea and make these spec lines more viable like they did with the wizzie's earth line. I am just not exactly sure how feasible or realistic that would be this late in the game.
Thu 4 Jun 2020 4:01 AM by ExcretusMaximus
Forlornhope wrote:
Thu 4 Jun 2020 3:45 AM
It would basically make it like the da for theurgs/shams

Shaman damage add is spec.
Thu 4 Jun 2020 5:50 AM by Forlornhope
ExcretusMaximus wrote:
Thu 4 Jun 2020 4:01 AM
Forlornhope wrote:
Thu 4 Jun 2020 3:45 AM
It would basically make it like the da for theurgs/shams

Shaman damage add is spec.

Oh true that, but it is in an actually beneficial spec that almost everyone has at least 20+ sub spec into it minimum. You're right though, it didn't even occur to me that it wasn't a baseline spell since it's so common lol.
Thu 4 Jun 2020 12:41 PM by Cadebrennus
Archers and Archery come to mind lol
Thu 4 Jun 2020 1:47 PM by Spiegal
Forlornhope wrote:
Thu 4 Jun 2020 3:45 AM
part of me thinks of the chanter enchantment line and thinks, should just move the only thing in there people would want and make it a baseline spell i.e. the damage add. It would basically make it like the da for theurgs/shams. Although, I would prefer your general idea and make these spec lines more viable like they did with the wizzie's earth line. I am just not exactly sure how feasible or realistic that would be this late in the game.

Viable? ... They put the earth line way too OP. It's the perfect class for zerg...
- Nearsight (2 classes in alb)
- Aoe snare
- Aoe poison
- Aoe root
- Aoe damage
- 2 bolts
Multiple debuffs... with Self debuffs for matter that affect poison and dmg... ridiculous ...
In terms of class changes I would prefer to just have a pure 1.65 version

In one line you have multiple class that need to spec in other realms.
Thu 4 Jun 2020 2:23 PM by Blitze
Useless for RvR
(Many of these are useless cos other lines are better)

—-Alb—-
Smite Cleric
Ice/fire Wizard
Matter Sorc
Slash/thrust/crush Reaver
2hnd Arms
Crossbow Arms
Paladin (all)

—-Hib—-
Enchantment Ench
Nature Druid
Blade/blunt Bard
Blade/blunt Warden

—-Mid—-
Sword/axe Skald
Sword/axe Thane
Summoning SM
Sword/axe Savage
Thu 4 Jun 2020 2:38 PM by Razur Ur
Blitze wrote:
Thu 4 Jun 2020 2:23 PM
Useless for RvR
(Many of these are useless cos other lines are better)

—-Alb—-
Smite Cleric
Ice/fire Wizard
Matter Sorc
Slash/thrust/crush Reaver
2hnd Arms
Crossbow Arms
Paladin (all)

—-Hib—-
Enchantment Ench
Nature Druid
Blade/blunt Bard
Blade/blunt Warden

—-Mid—-
Sword/axe Skald
Sword/axe Thane
Summoning SM
Sword/axe Savage

if you call pala than plz champion too :-D and btw. the champion did not get rr5 ability and endureduce chant for nothing!
Thu 4 Jun 2020 2:45 PM by watbrif
Blitze wrote:
Thu 4 Jun 2020 2:23 PM
Useless for RvR
(Many of these are useless cos other lines are better)

.....

There's a difference between specs being useless in all situations (pvm/rvr) and specs that are just not the current fotm in rvr. And only smite cleric and the battle warden/bards fall into the former category.

(No idea about matter sorc; the crossbow arms line is just odd because the main purpose of the class isn't ranged attack.....).
Thu 4 Jun 2020 3:04 PM by inoeth
Blitze wrote:
Thu 4 Jun 2020 2:23 PM
Useless for RvR
(Many of these are useless cos other lines are better)

—-Alb—-
Smite Cleric
Ice/fire Wizard
Matter Sorc
Slash/thrust/crush Reaver
2hnd Arms
Crossbow Arms
Paladin (all)

—-Hib—-
Enchantment Ench
Nature Druid
Blade/blunt Bard
Blade/blunt Warden

—-Mid—-
Sword/axe Skald
Sword/axe Thane
Summoning SM
Sword/axe Savage

you ever fought a slash reaver? actually pretty strong!
and some specs are indeed viable for pve^^
Thu 4 Jun 2020 3:08 PM by Blitze
I played slash for a little on my reav, but flex is so much better...(albeit I’m only low RR)
Thu 4 Jun 2020 3:15 PM by Razur Ur
Blitze wrote:
Thu 4 Jun 2020 3:08 PM
I played slash for a little on my reav, but flex is so much better...(albeit I’m only low RR)

flex is also special for reaver :-) that is the reason for worthless another spec slash/thrust/crush.
Thu 4 Jun 2020 4:36 PM by borodino1812
Axe is perfectly viable for a solo skald, groupwise it is hard to give up the snares in Hammer.
Thu 4 Jun 2020 7:38 PM by Delegator
The right approach, IMHO, would be to simply look at the data about which specs are basically never used and look at why. We all have opinions about what makes sense, but there are just as many opinions about play styles and contexts (e.g. PVE vs RVR, instances vs farming). If, however, there is a class where <5% of all players have a spec of less than X (maybe 20?) then it is a good indicator that the spec is useless.
Thu 4 Jun 2020 10:53 PM by imweasel
Painn wrote:
Thu 4 Jun 2020 3:08 AM
So here is a thought...


How about breaking the mold on worthless specs that absolutely nobody even sub specs in?

Enchantment enchanters comes to mind. Throw something unique in the line.

This is by design. Don't expect anything to be done...
Fri 5 Jun 2020 8:16 AM by gruenesschaf
From a nerf / buff point of view you're right and enchanting ench, summoning sm, matter sorc and many more specs for more classes should be buffed in general as they are just useless.

However, early on we decided to use 1.65 as the baseline with changes from there, those changes include primarily QoL, hybrid viability (be it via nnf ras or explicit buffs) and some mechanic changes, actual class changes other than some number tweaking were not really done aside from early on, mostly in beta.
A core assumption was and still is if a class has a viable spec it's fine and doesn't need buffs to other specs, if it doesn't something should be buffed so that it has something viable. In these cases, just like with the wizard, new abilities would be required as just number tweaking wouldn't cut it in those lines.

The reason for that is pretty simple: in 1.65 almost all classes had only one, maybe two viable specs and hence if you saw a certain class you could be reasonably sure what to expect and even without knowing the class you could be reasonably sure what kind of group compositions you are likely to encounter as only a few were viable and you can be reasonably sure that all groups will have certain core components like 2 healer + skald + shaman, 2 druids + bard, 2 clerics + minst + sorc and you will find only very few exceptions to that.
All of that combined limits the amount of abilities you are likely to use or to encounter in rvr and that is basically the core property we want to keep from 1.65. Personally to me, nothing else about 1.65 is worth preserving as that is what defines the classic feeling, everything else, even the map doesn't matter compared to the amount of abilities and the abilities thrown around.
Changes to certain abilities are perfectly fine for the most part, especially if the changed ability still shares the core intention with the one that has been replaced, a good example here would be most of the updated ras. However, introducing entirely new things is a bit different.

Then we have nerfs, here it's important to understand that, with the exception of stealthers, we only balance classes for group combat. It's just not worth it to even try it for solo and it's not worth it to do it for zerg / keep fights, the exception to the latter would be individual abilities that have too much of an impact there where the nerfs can be limited to that style of gameplay. PvE changes are handled the same way as the zerg changes: Usually not done for an entire class but certain abilities and limited to be a pve only change with pretty much only the feather group content being considered.
With that said, is the minstrel charm and bd rupt stupid? Yes. But the required minstrel nerf, charm removal no longer breaking cc on the pet, is likely too much but would be the only nerf worth considering. Bds, no idea, the core concept is pretty stupid but it's the core concept that is problematic same as animist / necro, making the instant resist debuff no longer rupt would be pretty drastic but is also the only thing worth considering.
Fri 5 Jun 2020 8:55 AM by Cadebrennus
A Minstrel who can continually self-clear CC without end is extremely unbalanced in group combat.

And I play Alb.
Fri 5 Jun 2020 2:24 PM by joshisanonymous
gruenesschaf wrote:
Fri 5 Jun 2020 8:16 AM
From a nerf / buff point of view you're right and enchanting ench, summoning sm, matter sorc and many more specs for more classes should be buffed in general as they are just useless.

However, early on we decided to use 1.65 as the baseline with changes from there, those changes include primarily QoL, hybrid viability (be it via nnf ras or explicit buffs) and some mechanic changes, actual class changes other than some number tweaking were not really done aside from early on, mostly in beta.
A core assumption was and still is if a class has a viable spec it's fine and doesn't need buffs to other specs, if it doesn't something should be buffed so that it has something viable. In these cases, just like with the wizard, new abilities would be required as just number tweaking wouldn't cut it in those lines.

The reason for that is pretty simple: in 1.65 almost all classes had only one, maybe two viable specs and hence if you saw a certain class you could be reasonably sure what to expect and even without knowing the class you could be reasonably sure what kind of group compositions you are likely to encounter as only a few were viable and you can be reasonably sure that all groups will have certain core components like 2 healer + skald + shaman, 2 druids + bard, 2 clerics + minst + sorc and you will find only very few exceptions to that.
All of that combined limits the amount of abilities you are likely to use or to encounter in rvr and that is basically the core property we want to keep from 1.65. Personally to me, nothing else about 1.65 is worth preserving as that is what defines the classic feeling, everything else, even the map doesn't matter compared to the amount of abilities and the abilities thrown around.
Changes to certain abilities are perfectly fine for the most part, especially if the changed ability still shares the core intention with the one that has been replaced, a good example here would be most of the updated ras. However, introducing entirely new things is a bit different.

Then we have nerfs, here it's important to understand that, with the exception of stealthers, we only balance classes for group combat. It's just not worth it to even try it for solo and it's not worth it to do it for zerg / keep fights, the exception to the latter would be individual abilities that have too much of an impact there where the nerfs can be limited to that style of gameplay. PvE changes are handled the same way as the zerg changes: Usually not done for an entire class but certain abilities and limited to be a pve only change with pretty much only the feather group content being considered.
With that said, is the minstrel charm and bd rupt stupid? Yes. But the required minstrel nerf, charm removal no longer breaking cc on the pet, is likely too much but would be the only nerf worth considering. Bds, no idea, the core concept is pretty stupid but it's the core concept that is problematic same as animist / necro, making the instant resist debuff no longer rupt would be pretty drastic but is also the only thing worth considering.

Thanks for this in depth explanation of your approach to balance. I'm sure you don't like to openly explain these things in part because the obvious follow up questions could lead to a constant barrage of things that you need to defend against, but I'm really wondering what exactly would be too much about changing minstrel charm so that releasing pets no longer broke CC on pets. It's really hard to see how this breaks the viability of the minstrel in a group setting. I mean, their job is to provide speed, backup CC, demezzing, and interrupts in a group, all of which they would still excel at if it was possible to CC their pets, especially since they could still clear mezzes from the pets by casting a demez.
Fri 5 Jun 2020 2:48 PM by gruenesschaf
joshisanonymous wrote:
Fri 5 Jun 2020 2:24 PM
Thanks for this in depth explanation of your approach to balance. I'm sure you don't like to openly explain these things in part because the obvious follow up questions could lead to a constant barrage of things that you need to defend against, but I'm really wondering what exactly would be too much about changing minstrel charm so that releasing pets no longer broke CC on pets. It's really hard to see how this breaks the viability of the minstrel in a group setting. I mean, their job is to provide speed, backup CC, demezzing, and interrupts in a group, all of which they would still excel at if it was possible to CC their pets, especially since they could still clear mezzes from the pets by casting a demez.

The primary purpose of the minstrel in group combat is to rupt, you can't rupt while cc'd and basically being cc immune and juggling the rupt while avoiding getting the pet killed is the thing the minstrel has going for it. The charm cc removal is also one of the reasons why the minstrel didn't receive det and not having charm release break cc on the pet would severely limit that aspect leaving you with something that has a shortish range or long range but super long cast rupt, doesn't do damage and can be somewhat easily cc'd for a long time with a bit of coordination.
Fri 5 Jun 2020 3:14 PM by ExcretusMaximus
gruenesschaf wrote:
Fri 5 Jun 2020 2:48 PM
The primary purpose of the minstrel in group combat is to rupt, you can't rupt while cc'd and basically being cc immune and juggling the rupt while avoiding getting the pet killed is the thing the minstrel has going for it. The charm cc removal is also one of the reasons why the minstrel didn't receive det and not having charm release break cc on the pet would severely limit that aspect leaving you with something that has a shortish range or long range but super long cast rupt, doesn't do damage and can be somewhat easily cc'd for a long time with a bit of coordination.


So it's okay for a Skald, who has the exact same role in every way but demezz, but not for the Minstrel? How does that make sense? Minstrels have all the tools a Skald has, with the added benefit of a spammable interrupt in flute mez, plus a pet. Skalds have no problem doing their job without a pet, why does a Minstrel need a CC-immune pet to fulfill the same role? If your argument is that they don't have Determination like a Skald, then give them Determination and fix the pet. No class should be able to stick a pet on someone at the beginning of the fight and never have to worry about that someone again, effectively making every engagement a 7v8 -- especially in the realm that already has the advantage of the most-wanted classes all having pets (Sorc, Mini, Cab, Thuerg). The typical Alb groups have 13 members when you take pets into account.
Fri 5 Jun 2020 4:04 PM by Cadebrennus
ExcretusMaximus wrote:
Fri 5 Jun 2020 3:14 PM
gruenesschaf wrote:
Fri 5 Jun 2020 2:48 PM
The primary purpose of the minstrel in group combat is to rupt, you can't rupt while cc'd and basically being cc immune and juggling the rupt while avoiding getting the pet killed is the thing the minstrel has going for it. The charm cc removal is also one of the reasons why the minstrel didn't receive det and not having charm release break cc on the pet would severely limit that aspect leaving you with something that has a shortish range or long range but super long cast rupt, doesn't do damage and can be somewhat easily cc'd for a long time with a bit of coordination.


So it's okay for a Skald, who has the exact same role in every way but demezz, but not for the Minstrel? How does that make sense? Minstrels have all the tools a Skald has, with the added benefit of a spammable interrupt in flute mez, plus a pet. Skalds have no problem doing their job without a pet, why does a Minstrel need a CC-immune pet to fulfill the same role? If your argument is that they don't have Determination like a Skald, then give them Determination and fix the pet. No class should be able to stick a pet on someone at the beginning of the fight and never have to worry about that someone again, effectively making every engagement a 7v8 -- especially in the realm that already has the advantage of the most-wanted classes all having pets (Sorc, Mini, Cab, Thuerg). The typical Alb groups have 13 members when you take pets into account.

Well said. I couldn't have said it better myself.
Fri 5 Jun 2020 6:19 PM by watbrif
gruenesschaf wrote:
Fri 5 Jun 2020 8:16 AM
The reason for that is pretty simple: in 1.65 almost all classes had only one, maybe two viable specs and hence if you saw a certain class you could be reasonably sure what to expect and even without knowing the class you could be reasonably sure what kind of group compositions you are likely to encounter as only a few were viable and you can be reasonably sure that all groups will have certain core components like 2 healer + skald + shaman, 2 druids + bard, 2 clerics + minst + sorc and you will find only very few exceptions to that.
All of that combined limits the amount of abilities you are likely to use or to encounter in rvr and that is basically the core property we want to keep from 1.65. Personally to me, nothing else about 1.65 is worth preserving as that is what defines the classic feeling, everything else, even the map doesn't matter compared to the amount of abilities and the abilities thrown around.
Changes to certain abilities are perfectly fine for the most part, especially if the changed ability still shares the core intention with the one that has been replaced, a good example here would be most of the updated ras. However, introducing entirely new things is a bit different.


Thanks for the lengthy explanation. Given the ongoing discussions about giving wardens shield spec and smite clerics something to work with, I'm not sure how many folks see a lack of choices as being essential to their daoc experience. I don't have the same insight into the game's mechanisms as other people have, so I might be wrong about this. But I think giving some of the more niche specs (especially cleric/warden) a bit of a boost won't necessarily have a huge impact on rvr and what the vast majority of people will spec (in contrast, for instance, to the revamped earth line on the wizard...).
Fri 5 Jun 2020 8:23 PM by joshisanonymous
gruenesschaf wrote:
Fri 5 Jun 2020 2:48 PM
joshisanonymous wrote:
Fri 5 Jun 2020 2:24 PM
Thanks for this in depth explanation of your approach to balance. I'm sure you don't like to openly explain these things in part because the obvious follow up questions could lead to a constant barrage of things that you need to defend against, but I'm really wondering what exactly would be too much about changing minstrel charm so that releasing pets no longer broke CC on pets. It's really hard to see how this breaks the viability of the minstrel in a group setting. I mean, their job is to provide speed, backup CC, demezzing, and interrupts in a group, all of which they would still excel at if it was possible to CC their pets, especially since they could still clear mezzes from the pets by casting a demez.

The primary purpose of the minstrel in group combat is to rupt, you can't rupt while cc'd and basically being cc immune and juggling the rupt while avoiding getting the pet killed is the thing the minstrel has going for it. The charm cc removal is also one of the reasons why the minstrel didn't receive det and not having charm release break cc on the pet would severely limit that aspect leaving you with something that has a shortish range or long range but super long cast rupt, doesn't do damage and can be somewhat easily cc'd for a long time with a bit of coordination.

I gotta say, though, this is not very convincing. Of course minstrels can't interrupt while CC'd, but neither can any other class in the game whose primary role is interrupting. Bards and shaman don't get unlimited purges. They are both arguably better interrupters, but that really depends on the situation and what kind of interrupting is needed. Also, if the pet-release-as-pet-purge mechanic was removed, the only CC that would lock down the pet is root as the minstrel themself can demezz, and the minstrel would still have unlimited purges for themself as long as the pet isn't rooted.

If there was a choice, I'd much rather give minstrels Det and take away the ability for them and their pet to be immune to all CC for free. Make them spend 22 RA points on reducing CC on themselves only. That seems far preferable.
Sat 13 Jun 2020 1:02 PM by Bradekes
inoeth wrote:
Thu 4 Jun 2020 3:04 PM
you ever fought a slash reaver? actually pretty strong!
and some specs are indeed viable for pve^^

Slash reaver was only good with traitors dagger.. without it pretty much the toughest thing about fighting the reaver is getting passed all the block dodge and parrys.

Now addressing the OP. They already declined this idea before. They only want to buff up the classes and specs that are on their agenda or the ones enough people complain about. Seeings you'll never get enough people complaining about the gimped speclines no one plays it's pretty much wasted brain power.
Sat 13 Jun 2020 1:13 PM by opossum12
I felt like Gruenes' answer was pretty reasonable, not sure why you are pulling conspiracy theories into the mix.

If a classic feeling is what they are going for, them for sure you can't follow broadsword's approach to the game, which has been to revamp classes/specs to have all spec lines of every class be viable.

That leads to million of different group compositions and class specs, but it is definitely not classic as every revamp adds abilities. If you take live as an example, it is very difficult for a casual player with limited experience to actually perform well, just because of everything you need to learn and master.

Also, revamping entire spec lines will always screw balance, which better and more dedicated players will take advantage of and abuse while more casual players get frustrated and leave.

This server is definitely more casual friendly and a huge differentiator from Live daoc. The population numbers (higher on phx) definitely gives them the benefit of the doubt.
Sat 13 Jun 2020 2:36 PM by Bradekes
opossum12 wrote:
Sat 13 Jun 2020 1:13 PM
I felt like Gruenes' answer was pretty reasonable, not sure why you are pulling conspiracy theories into the mix.

If a classic feeling is what they are going for, them for sure you can't follow broadsword's approach to the game, which has been to revamp classes/specs to have all spec lines of every class be viable.

That leads to million of different group compositions and class specs, but it is definitely not classic as every revamp adds abilities. If you take live as an example, it is very difficult for a casual player with limited experience to actually perform well, just because of everything you need to learn and master.

Also, revamping entire spec lines will always screw balance, which better and more dedicated players will take advantage of and abuse while more casual players get frustrated and leave.

This server is definitely more casual friendly and a huge differentiator from Live daoc. The population numbers (higher on phx) definitely gives them the benefit of the doubt.

Not to rag on gruens or the server, it's their server and I do enjoy playing here. That said, this is not a classic server and they've already adjusted so much of the balance on here. Having more options and ways to enjoy a game should be encouraged. I hate cookiecutter ideas and being rollercoastered into a one way ride.

And they could adjust the gimpest or obviously underpowered specs without breaking balance. They can always revert poor changes. They would bring a lot of people back to the game if they did it right too. I do think they have many more plans but they're taking it slow so people have time to adjust and get comfortable in between changes.
Sat 13 Jun 2020 4:17 PM by opossum12
Bradekes wrote:
Sat 13 Jun 2020 2:36 PM
opossum12 wrote:
Sat 13 Jun 2020 1:13 PM
I felt like Gruenes' answer was pretty reasonable, not sure why you are pulling conspiracy theories into the mix.

If a classic feeling is what they are going for, them for sure you can't follow broadsword's approach to the game, which has been to revamp classes/specs to have all spec lines of every class be viable.

That leads to million of different group compositions and class specs, but it is definitely not classic as every revamp adds abilities. If you take live as an example, it is very difficult for a casual player with limited experience to actually perform well, just because of everything you need to learn and master.

Also, revamping entire spec lines will always screw balance, which better and more dedicated players will take advantage of and abuse while more casual players get frustrated and leave.

This server is definitely more casual friendly and a huge differentiator from Live daoc. The population numbers (higher on phx) definitely gives them the benefit of the doubt.

Not to rag on gruens or the server, it's their server and I do enjoy playing here. That said, this is not a classic server and they've already adjusted so much of the balance on here. Having more options and ways to enjoy a game should be encouraged. I hate cookiecutter ideas and being rollercoatered into a one way ride.

And they could adjust the gimpest or obviously underpowered specs without breaking balance. They can always revert poor changes. They would bring a lot of people back to the game if they did it right too. I do think they have many more plans but they're taking it slow so people have time to adjust and get comfortable in between changes.

I tend to agree with you tbh. I really wanted them to add baseline nukes in off lines for hib and mid (energy baseline on hib in mana and spirit baseline in supp specs) just to give some options.

But at the same time, slow and steady is the way to go in my opinion.
Sun 14 Jun 2020 2:46 AM by imweasel
Painn wrote:
Thu 4 Jun 2020 3:08 AM
So here is a thought...


How about breaking the mold on worthless specs that absolutely nobody even sub specs in?

Enchantment enchanters comes to mind. Throw something unique in the line.

The devs here think this is not only perfectly fine but actually like to perpetuate this.

It's all in the perfect game design!
Mon 15 Jun 2020 4:51 PM by gruenesschaf
imweasel wrote:
Sun 14 Jun 2020 2:46 AM
The devs here think this is not only perfectly fine but actually like to perpetuate this.

It's all in the perfect game design!

It's neither perfectly fine nor good game design but a compromise had to be made, just like the player base the staff falls somewhere between a camp that cares about classic and a camp that considers 1.65 the worst daoc patch that just happens to be better than the ones that came before it and major changes that affect only a single class via changing their spell lines crosses a line for those leaning more to the former camp.
Mon 15 Jun 2020 6:34 PM by Cadebrennus
gruenesschaf wrote:
Mon 15 Jun 2020 4:51 PM
imweasel wrote:
Sun 14 Jun 2020 2:46 AM
The devs here think this is not only perfectly fine but actually like to perpetuate this.

It's all in the perfect game design!

It's neither perfectly fine nor good game design but a compromise had to be made, just like the player base the staff falls somewhere between a camp that cares about classic and a camp that considers 1.65 the worst daoc patch that just happens to be better than the ones that came before it and major changes that affect only a single class via changing their spell lines crosses a line for those leaning more to the former camp.

Since the current Phoenix patch state more or less abandons both points of view then why not strive for pure, actual balance?
Mon 15 Jun 2020 6:44 PM by dbeattie71
Cadebrennus wrote:
Mon 15 Jun 2020 6:34 PM
gruenesschaf wrote:
Mon 15 Jun 2020 4:51 PM
imweasel wrote:
Sun 14 Jun 2020 2:46 AM
The devs here think this is not only perfectly fine but actually like to perpetuate this.

It's all in the perfect game design!

It's neither perfectly fine nor good game design but a compromise had to be made, just like the player base the staff falls somewhere between a camp that cares about classic and a camp that considers 1.65 the worst daoc patch that just happens to be better than the ones that came before it and major changes that affect only a single class via changing their spell lines crosses a line for those leaning more to the former camp.

Since the current Phoenix patch state more or less abandons both points of view then why not strive for pure, actual balance?

Don’t nerf Minstrels, I won’t get to enjoy the cheese then. 😀
Mon 15 Jun 2020 7:51 PM by Cadebrennus
dbeattie71 wrote:
Mon 15 Jun 2020 6:44 PM
Cadebrennus wrote:
Mon 15 Jun 2020 6:34 PM
gruenesschaf wrote:
Mon 15 Jun 2020 4:51 PM
It's neither perfectly fine nor good game design but a compromise had to be made, just like the player base the staff falls somewhere between a camp that cares about classic and a camp that considers 1.65 the worst daoc patch that just happens to be better than the ones that came before it and major changes that affect only a single class via changing their spell lines crosses a line for those leaning more to the former camp.

Since the current Phoenix patch state more or less abandons both points of view then why not strive for pure, actual balance?

Don’t nerf Minstrels, I won’t get to enjoy the cheese then. 😀

Then they're DEFINITELY getting a nerf!
Wed 17 Jun 2020 5:49 AM by jhaerik
gruenesschaf wrote:
Fri 5 Jun 2020 8:16 AM
From a nerf / buff point of view you're right and enchanting ench, summoning sm, matter sorc and many more specs for more classes should be buffed in general as they are just useless.

However, early on we decided to use 1.65 as the baseline with changes from there, those changes include primarily QoL, hybrid viability (be it via nnf ras or explicit buffs) and some mechanic changes, actual class changes other than some number tweaking were not really done aside from early on, mostly in beta.
A core assumption was and still is if a class has a viable spec it's fine and doesn't need buffs to other specs, if it doesn't something should be buffed so that it has something viable. In these cases, just like with the wizard, new abilities would be required as just number tweaking wouldn't cut it in those lines.

The reason for that is pretty simple: in 1.65 almost all classes had only one, maybe two viable specs and hence if you saw a certain class you could be reasonably sure what to expect and even without knowing the class you could be reasonably sure what kind of group compositions you are likely to encounter as only a few were viable and you can be reasonably sure that all groups will have certain core components like 2 healer + skald + shaman, 2 druids + bard, 2 clerics + minst + sorc and you will find only very few exceptions to that.
All of that combined limits the amount of abilities you are likely to use or to encounter in rvr and that is basically the core property we want to keep from 1.65. Personally to me, nothing else about 1.65 is worth preserving as that is what defines the classic feeling, everything else, even the map doesn't matter compared to the amount of abilities and the abilities thrown around.
Changes to certain abilities are perfectly fine for the most part, especially if the changed ability still shares the core intention with the one that has been replaced, a good example here would be most of the updated ras. However, introducing entirely new things is a bit different.

Then we have nerfs, here it's important to understand that, with the exception of stealthers, we only balance classes for group combat. It's just not worth it to even try it for solo and it's not worth it to do it for zerg / keep fights, the exception to the latter would be individual abilities that have too much of an impact there where the nerfs can be limited to that style of gameplay. PvE changes are handled the same way as the zerg changes: Usually not done for an entire class but certain abilities and limited to be a pve only change with pretty much only the feather group content being considered.
With that said, is the minstrel charm and bd rupt stupid? Yes. But the required minstrel nerf, charm removal no longer breaking cc on the pet, is likely too much but would be the only nerf worth considering. Bds, no idea, the core concept is pretty stupid but it's the core concept that is problematic same as animist / necro, making the instant resist debuff no longer rupt would be pretty drastic but is also the only thing worth considering.

I think you missed that part where in ACTUAL 1.65 90% of people didn't use the cookie cutter specs because 90% of people didn't know what the heck they were doing. 90% of these people only had prima guides and word of mouth through college buds to go by and the remaining 10% read some guide by an equally clueless guy on Gamefaqs or some other nonsense. Heck I remember when the average person still through Thanes were OP. 1.65 was LONG gone by the time people actually had mostly either figured things out, or quit during ToA. It wasn't until late into ToA and beyond before your average person had a clue. The problem is people have been playing 1.65 for flippin ever now on private servers and it's grew stale.
Wed 17 Jun 2020 6:47 AM by Khrin
Make the Confusion spell a viable method for dealing pets (of all varieties). (Attack friendlies, non-commandable... Stuff like that :p)
Mon 22 Jun 2020 9:22 AM by ddelmarle
so there will never be any changes on summoning spec usefulness for enchant/caba/sm?
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