Wishlist!
-Acknowledgments: Thank you staff for everything you! There are different ways of going about balance and this is just one possible path.
-Not putting in any justifications – you all know what affects what. Yes there are nerfs but please look at them from all points of view.
-I’m interested in hearing your thoughts on changes based on the status quo. See tables below.
-The goal is to make RvR more accessible and fun for each class and to achieve more of a balance (although yes I understand rock-paper-scissors, and classes do not have to excel in every situation)
GENERAL
-Easier jumping onto ramparts (defending alb keeps is a PITA) and jumping out of keeps
-Break down wall between PKs in outmost frontier zones for BG-style play. Port to furthest most keep when not under attack. Mids are out of luck when the task goes to Hib due to long distance.
-RvR task credit level 40+ only.
-Relics as a realm accomplishment (no speciific proposal here). Sense of urgency is lost at the moment as it feels like just another thing to do.
-Adapted new Ras; some unique to realms to regain stronger feel of uniqueness: SOS (speed 5)/BOF only in Alb, GP (put-in)/TWF only in Hib, PR/old AOTG only in Mid
-RR5 RAs
CASTER GENERAL
-new PBT ticks at 12 10 8 s
(2s increase)
-All amnesias 1875 range
-caster stuns reduced to:
3/4/5/6/7s/(8s-healer baseline)
-Increase value of caster speed up to speed 4 (before sprint). A.t.m. speed 5 or stealth is a must to do anything valuable and long-lasting,
-All nearsight durations halved
TANK GENERAL
-slam reduced to 7s (see below)
-Shield styles stun:
3(!)/3/4/4/5/5/6/7(!)/8 s
-Increase damage on thrown weapons/crossbow/shortbow
-New melee styles
STEALTH GENERAL
-All assassin disease duration reduced
-All stealth classes receive the same MoS; increase general detection radius by 100.
-Vanish - to not work when health is below 35%.
-archer run speed burst increased slightly to match music class speed
Initial version far below; use it as context for some subsequent posts although above here is an issues-based version which I hope encourages alternative solutions
GENERAL 2
-champion & skald snare is 103s which for a 1500 range instant-cast spell is a very long time.
ALBION CLASSES
-Cabalist
Emerald pet disease duration is 5m. A minute or less is enough to do what it needs to do without giving someone a long swathe of downtime.
-Cleric
Increase utility. Cleric feels helpless compared to other healers. My suggestion to give better (and non-OP) CC and run speed to this class was to make it easier for cleric players to form groups. Bards love duo+ partners. There are skalds aplenty. Minstrel and sorc players tend to solo/guild/less sociable.
-Minstrel
Minstrels are a strong class even without red pets. Even max OJ pets would make a difference in reducing the power gap.
-Theurgist
Theurgists can lock down support completely and a bit too easily with the long range and long duration of earth pets. 8v8 groups can deal but your pug v pug is sol unless running a counter high-power class (run one, yes, but variety/options would be a lot less boring). Remember that live considered removing this class entirely for their Origins server - not suggesting that but, but they recognized an issue.
-Wizard
Increase utility even more. New players like the idea of wizards and PvE is easy enough but opportunities to RvR fade at level 50.
MIDGARD CLASSES
-Bonedancer
That instant-lifetap is OP when in smallman/solo situations vs a majority of classes. There must be a way to keep a BD versatile in a group without keeping the power imbalance that is pronounced in other settings.
-Hunter
Weak bow. Spear is evaded and no reactionary stun. Slow pet. No utility from MoS. Dependent on RAs. Mostly forced to group to experience fun.
-Spiritmaster
What I suggested below was to make this an alternative to the pac healer (not being as good as CC, but at least letting groups have CC). Aug healers are popular with Mids who do not like the pac healer pressure/being yelled at.
HIBERNIA CLASSES
-Animist
Tangler roots are long. Arborial outshines the other two specs by far in RvR. Hib standoffs are tedious and boring due to the high shroom count/animist.
-Bard
(Melee boost for more playstyle options for smallman barders, i.e damage add/s-c buff)
-Valewalker
All spells like on live, disease etc. to account for better grouping and lack of disease in hib.
-Warden
More fun things to do than backup healing/passive abilities.
Older below. Didn't fit with the intent of the post as evident by reactions.
ALBION CLASSES
-Cabalist
Emerald pet disease duration greatly reduced (currently 5m!)
-Cleric
more mez options (rejuvenation single, smite duration increase on the pbae mez)
baseline smite – caster speed
Cleric feels helpless compared to other healers.
-Minstrel
remove highest charm
-Reaver
spell range 1000
-Theurgist
earth elemental duration reduced to live: 45s
earth/air pet cast range: 1500
-Wizard
spec fire gtaoe
MIDGARD CLASSES
-Bonedancer
Suppression spec – casted lifetap instead of instant
-Hunter
Pet recast duration halved
Instant pet buff
Beastcraft buffs to closer to sham buffs (self d/q is currently less than the pot buff.)
-Spiritmaster
Supp baseline DD
Darkness charm as per live (follow new minst/ment rules)
Casted mez range increased to 1875 (alternative to hard-to-get pacs, no duration increase to mez)
PBAoE mez duration increased
-Skald
Snare range 1000
Snare duration halved
HIBERNIA CLASSES
-Animist
Further limit number of shrooms per animist
Baseline creeping DD as per live
-Bard
(Melee boost for more playstyle options for smallman barders, i.e damage add/s-c buff)
-Champion
DDs and snare 1000 range
Snare Duration halved
-Mentalist
Mentalism nuke as per old live (not the heal component one)
Set charm rules to new minstrel (no red pets, make instant)
-Valewalker
All spells like on live, disease etc.
-Warden
Shield spec
-Acknowledgments: Thank you staff for everything you! There are different ways of going about balance and this is just one possible path.
-Not putting in any justifications – you all know what affects what. Yes there are nerfs but please look at them from all points of view.
-I’m interested in hearing your thoughts on changes based on the status quo. See tables below.
-The goal is to make RvR more accessible and fun for each class and to achieve more of a balance (although yes I understand rock-paper-scissors, and classes do not have to excel in every situation)
GENERAL
-Easier jumping onto ramparts (defending alb keeps is a PITA) and jumping out of keeps
-Break down wall between PKs in outmost frontier zones for BG-style play. Port to furthest most keep when not under attack. Mids are out of luck when the task goes to Hib due to long distance.
-RvR task credit level 40+ only.
-Relics as a realm accomplishment (no speciific proposal here). Sense of urgency is lost at the moment as it feels like just another thing to do.
-Adapted new Ras; some unique to realms to regain stronger feel of uniqueness: SOS (speed 5)/BOF only in Alb, GP (put-in)/TWF only in Hib, PR/old AOTG only in Mid
-RR5 RAs
CASTER GENERAL
-new PBT ticks at 12 10 8 s
(2s increase)
-All amnesias 1875 range
-caster stuns reduced to:
3/4/5/6/7s/(8s-healer baseline)
-Increase value of caster speed up to speed 4 (before sprint). A.t.m. speed 5 or stealth is a must to do anything valuable and long-lasting,
-All nearsight durations halved
TANK GENERAL
-slam reduced to 7s (see below)
-Shield styles stun:
3(!)/3/4/4/5/5/6/7(!)/8 s
-Increase damage on thrown weapons/crossbow/shortbow
-New melee styles
STEALTH GENERAL
-All assassin disease duration reduced
-All stealth classes receive the same MoS; increase general detection radius by 100.
-Vanish - to not work when health is below 35%.
-archer run speed burst increased slightly to match music class speed
Initial version far below; use it as context for some subsequent posts although above here is an issues-based version which I hope encourages alternative solutions
GENERAL 2
-champion & skald snare is 103s which for a 1500 range instant-cast spell is a very long time.
ALBION CLASSES
-Cabalist
Emerald pet disease duration is 5m. A minute or less is enough to do what it needs to do without giving someone a long swathe of downtime.
-Cleric
Increase utility. Cleric feels helpless compared to other healers. My suggestion to give better (and non-OP) CC and run speed to this class was to make it easier for cleric players to form groups. Bards love duo+ partners. There are skalds aplenty. Minstrel and sorc players tend to solo/guild/less sociable.
-Minstrel
Minstrels are a strong class even without red pets. Even max OJ pets would make a difference in reducing the power gap.
-Theurgist
Theurgists can lock down support completely and a bit too easily with the long range and long duration of earth pets. 8v8 groups can deal but your pug v pug is sol unless running a counter high-power class (run one, yes, but variety/options would be a lot less boring). Remember that live considered removing this class entirely for their Origins server - not suggesting that but, but they recognized an issue.
-Wizard
Increase utility even more. New players like the idea of wizards and PvE is easy enough but opportunities to RvR fade at level 50.
MIDGARD CLASSES
-Bonedancer
That instant-lifetap is OP when in smallman/solo situations vs a majority of classes. There must be a way to keep a BD versatile in a group without keeping the power imbalance that is pronounced in other settings.
-Hunter
Weak bow. Spear is evaded and no reactionary stun. Slow pet. No utility from MoS. Dependent on RAs. Mostly forced to group to experience fun.
-Spiritmaster
What I suggested below was to make this an alternative to the pac healer (not being as good as CC, but at least letting groups have CC). Aug healers are popular with Mids who do not like the pac healer pressure/being yelled at.
HIBERNIA CLASSES
-Animist
Tangler roots are long. Arborial outshines the other two specs by far in RvR. Hib standoffs are tedious and boring due to the high shroom count/animist.
-Bard
(Melee boost for more playstyle options for smallman barders, i.e damage add/s-c buff)
-Valewalker
All spells like on live, disease etc. to account for better grouping and lack of disease in hib.
-Warden
More fun things to do than backup healing/passive abilities.
Older below. Didn't fit with the intent of the post as evident by reactions.
ALBION CLASSES
-Cabalist
Emerald pet disease duration greatly reduced (currently 5m!)
-Cleric
more mez options (rejuvenation single, smite duration increase on the pbae mez)
baseline smite – caster speed
Cleric feels helpless compared to other healers.
-Minstrel
remove highest charm
-Reaver
spell range 1000
-Theurgist
earth elemental duration reduced to live: 45s
earth/air pet cast range: 1500
-Wizard
spec fire gtaoe
MIDGARD CLASSES
-Bonedancer
Suppression spec – casted lifetap instead of instant
-Hunter
Pet recast duration halved
Instant pet buff
Beastcraft buffs to closer to sham buffs (self d/q is currently less than the pot buff.)
-Spiritmaster
Supp baseline DD
Darkness charm as per live (follow new minst/ment rules)
Casted mez range increased to 1875 (alternative to hard-to-get pacs, no duration increase to mez)
PBAoE mez duration increased
-Skald
Snare range 1000
Snare duration halved
HIBERNIA CLASSES
-Animist
Further limit number of shrooms per animist
Baseline creeping DD as per live
-Bard
(Melee boost for more playstyle options for smallman barders, i.e damage add/s-c buff)
-Champion
DDs and snare 1000 range
Snare Duration halved
-Mentalist
Mentalism nuke as per old live (not the heal component one)
Set charm rules to new minstrel (no red pets, make instant)
-Valewalker
All spells like on live, disease etc.
-Warden
Shield spec