Discussion - Balance Wishlist

Started 24 Mar 2019
by acos
in Tavern
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
Sun 24 Mar 2019 11:13 PM by Luluko
acos wrote:
Sun 24 Mar 2019 8:59 PM
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%.
thats all I can agree on most of the other stuff not
Mon 25 Mar 2019 10:41 AM by Tritri
Thanks for the good laugh
Mon 25 Mar 2019 12:25 PM by kratoxin
Tritri wrote:
Mon 25 Mar 2019 10:41 AM
Thanks for the good laugh
Mon 25 Mar 2019 11:20 PM by acos
Bit toxic in replies. And what would you do? Keep it as it is and let things run their course?
Wed 27 Mar 2019 7:40 PM by SaintRon
If you're going to add shield spec to a Warden you'll need to add more spec points.

Otherwise it's a silly add.

Also min maxers already think pbt is useless so increasing the pulse time is not going to help the perception and make it more under powered.

You're getting bad replies because your changes are not well thought out. (Ex Warden & Support BD)
Thu 28 Mar 2019 10:29 AM by dudis
Keeps absolutely need to change if you ever expect people to enjoy keep sieges. The Midgard Relic keeps have a great design and if possible should replace all other keeps.

1) You can actually use spells from the walls
2) Postern doors allow defenders to actually get inside

Also agree that disease and NS needs to have a shorter duration to make them less frustrating when you can't be cured. It wont impact group play anyways.

I disagree with nerfing charms, any CC duration (other than disease/NS), spell range, giving wardens shield and most other class changes.
Thu 28 Mar 2019 4:34 PM by acos
SaintRon wrote:
Wed 27 Mar 2019 7:40 PM
If you're going to add shield spec to a Warden you'll need to add more spec points.

Otherwise it's a silly add.

Also min maxers already think pbt is useless so increasing the pulse time is not going to help the perception and make it more under powered.

You're getting bad replies because your changes are not well thought out. (Ex Warden & Support BD)

This is not an ultimatium...hence discussion. Yes another spec would merit more spec points. I edited the initial post once to remove a lot of detail but I see that some want the ins and outs in an airtight fashion despite the more open nature of the post.
I was expecting people to be a bit more constructive (your reply was fine).

The impression I'm getting is that a lot of folks are comparing the above points to how it is now from a min/max 8v8 lens, which is fine and necessary, but at the same time throwing out perspectives from other ways to RvR including decent-enough PuG and grouping currently less-desired classes. i.e Supp BDs have found a role in 8v8 and zerg that is cool but with fewer numbers the tide changes.

I am the opinion that at the moment there are really powerful classes and lower-utility classes that create an imbalance in certain situations. Some imbalance is fine but it feels like there is a huge gap in power which I'm hoping will be reduced.
Fri 29 Mar 2019 2:16 AM by Frieza
i most certainly think people are looking at this from a 8v8 min/max setting. However the problem with only looking at that view is that you miss other concepts.

I mean, some suggestions arent awful, but in total some are just plain silly.

Youve picked some changes from live that are specifically implemented due to other classes (that we dont have here i.e. warlock/ heretic). Probably the one that set me off to this was the BD lifetap becoming casted too.

So i think your responses are going to always be hit with rejection because i dont feel you have truly understood the changes youre proposing for the most part (although i agree with some!).

goodwork and im sure this took a bit of time, so really appreciate that, as nothing is wasted, at least we know what not to do
Fri 29 Mar 2019 5:32 AM by acos
Frieza wrote:
Fri 29 Mar 2019 2:16 AM
i most certainly think people are looking at this from a 8v8 min/max setting. However the problem with only looking at that view is that you miss other concepts.

I mean, some suggestions arent awful, but in total some are just plain silly.

Youve picked some changes from live that are specifically implemented due to other classes (that we dont have here i.e. warlock/ heretic). Probably the one that set me off to this was the BD lifetap becoming casted too.

So i think your responses are going to always be hit with rejection because i dont feel you have truly understood the changes youre proposing for the most part (although i agree with some!).

goodwork and im sure this took a bit of time, so really appreciate that, as nothing is wasted, at least we know what not to do

Put in the reasoning in initial post. Be nice to have some actual discussion. I'd love (because it interests me) to see some counter-arguments rather than being dismissed outright by the other responders. I feel I understand the changes I was proposing and I have thought about multiple perspectives and situations, but I am no robot and am bound to miss things.

RE: BDs, casted lifetap isn't from live. Live upped the timer to 8s. A supp BD with a casted lifetap is still strong enough and can suddenly benefit from high MoC like the dark SM. Furtherm, considering a lot of BDs play darkness/BA here this kind of change would principally affect the smallman/solo game. I'm not saying any of those are "the" solution, but there is an issue evident by years of people complaining about the same things in public chats. (kind of like how bard amnesia seemed to dominate /advice last week)

Thanks for the positive RI at the end of your post.
Fri 29 Mar 2019 3:46 PM by joshisanonymous
Any one of these changes could have far-reaching consequences, so it seems kinda silly to discuss doing all of them. I feel like this is the way "balancing" has worked since Broadsword took control of DAoC, and what they ultimately did was warp the game into some Frankenstein version of DAoC.

Changes, if they're called for, need to be made incrementally and carefully.
Mon 1 Apr 2019 2:50 PM by SaintRon
8 v 8 isn't DAoC, but the group structure is used by a lot of people in small man and zergs.

It also impacts overall perception of a class. People probably like the *option* to do 8 v 8 if they don't want to Zerg.
This topic is locked and you can't reply.

Return to Tavern or the latest topics