defiasbandit wrote: ↑Thu 18 Oct 2018 2:00 AM
How were SoS, Group Purge, Ichor etc.. different with them. The new RAs turned 30 minute cds into 15. 15 minutes cds into 10minutes etc.. It was probably better that way, but it the old RA system made the realms more unique. I think the argument against new RAs some players make is that we don't have access to TOA stuff here.
30 minute purge timer sucks. Purge should be on a 15 minute timer. I think new RAs would give tanks too much of an advantage here, especially considering how many already get det9. Who knows though.
I think Group Purge is too strong. SoS is as well.
Best solution is to just tweak a few Old Ras here.
There is no Group Purge in New RA - completely removed. SoS is very different with New RA - any offensive spell or action and you lose SoS, all realms have access, duration increases with further investment into the ability, you are CC immune during effect, but does not provide you with immunity timers if someone used CC on you during effect.
SoS is not what makes Albion - Albion. Unique classes, and the lore surrounding those classes and realms, is what makes Albion the realm that it is. Not a short sighted ability that was corrected at a future date by game developers. This is why I don't want the 'realm identity' defense being proposed here. It is not a valid argument, in my opinion. In addition to this, they added 'class-specific' realm rank 5 abilities - so to be fair, there are even more abilities that will make your realm feel like your realm if that is how you choose to view it. Some of these are very strong, some are not that impactful, but it is an interesting mix that adds a lot of layers to your groups ability pool.
Ichor - New RA has a 2 second uninterruptible cast time. during this time your character, if you are not moving, may cast other spells while Ichor is resolving. Ichor will also reset immunity timers to root. This is a nice change as it adds utility to the spell, you can Ichor a root immune target, then reroot it. As it is on Classic, it just feels like a cheeky opener to give your group a nice inc. I don't think it makes or breaks fights, but it will be a terrible opening vs. a PuG or group not equipped enough to recover.
Regarding the tank meta if they had access to Charge - I think they
need this ability to help close the gap vs casters. Even without ToA speedwarps it's isn't an end all be all ability to add to tanks. You will be gaining a lot of new abilities to manage a charge tank. Druids/Healers now have BoF, a lot of the class-specific realm rank 5 abilities are defensive in nature and help with this as well. Casters will also be more potent with access to the new RAs as well, all in all it makes for a good mix - but light tanks will need this utility.
I tried my best to answer all your points, hope some of this was useful in any way