State of the game: Reaver

Started 26 Jun 2019
by Strikejk
in Suggestions
Hey folks, before we start with the meat let me do a little introduction.

This will be a lengthy post and english isn’t my first language so please excuse any errors or extensive rambling, I will try to make it as pleasant as possible to read.
This thread is intended to give my personal view about the Reaver in RvR, to show some of its flaws and to present possible solutions. These are not strictly bound to classic but also make use of newer patches or custom solutions, just like the server itself.

For this thread I have spoken with numerous people and reaver players on this server and I also have a RR8+ Reaver myself. This won’t make me an expert and personally I believe I’m far away from that but I do hope that I could gather enough experience to justify this thread. It is based on the most common specc of Reaver that involves Levi, Slam & various levels of Soul. I know there are other playstyles but I won’t cover those in this thread, sorry.

Enough with this introduction, let’s get to the juicy meat of this topic - the Reaver.

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To talk about the problems we first have to analyze what the Reaver actually does in RvR, what his roles are and how he tries to achieve them. Yes there are playstyles outside of sitting behind a keep waiting to throw a TWF in the lord room

The solo / 1v1 Reaver

I will only touch this one briefly. Technically you can play him solo but without speed or CC he won’t last long outside in the field. In a 1v1, which may happen in a group fight, his only real method to do damage is levi after slamming his opponent. If the slam is purged, or he has immunity active this option is gone. The anytimers are horrible and the block chain is a 4-part combo that is very difficult to achieve.

The Reaver in a Tank-group

In a Tank-group the Reaver is the damage dealer of the group. Tank-groups have access to better classes to peel of opponents thus they rely on the Reaver to do the damage in the group. For this role the Reaver has access to Levi (a cold-damage style proc), Slam to stop his opponent and his ABS debuff aura. To finish off low opponents he also has a lifetap. He can rupt enemy casters with his dot, damage-aura or damage-debuff aura although all of those will break CC. A powerful yet limited set of tools.

The Reaver in a Caster-group

In a Caster-group the Reaver is the peeler of the group. Usually he is the only melee class in the group so his primary role is to keep enemies off his fellow group members. To do this role the reaver has access to slam his opponent for 9s although this will work only once due to immunity-timers and is often purged. He also has access to a 2-part side-style combo where the 2nd style has a snare, the snare itself isn’t great and it is hard to apply due to being a side-style. He can also use his damage-debuff aura to reduce the incoming damage a bit although this often results in breaking CC and thus increasing overall damage and handing out free immunity. The ABS debuff aura, damage-aura & lifetap don’t achieve much in this setting. The dot can be used to rupt enemy casters. He can also use guard to block some of the incoming attacks. A very limited set of tools for this role and not very powerful.

Now that we have established roughly how the reaver works we can focus on the flaws and possible solutions. I want to reinforce here that I do not wish to overbuff the Reaver and thus not all flaws have to be fixed. This is merely a collection of possible solutions, from which the devs may pick what they seem fit. Think of it like a fruit-basket full of solutions, you don’t have to eat all the fruits

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Let’s begin.

The damage-debuff aura. Currently it reduces melee damage by a given % depending on the level of the skill. The effect can be resisted. It is an AOE around the Reaver which can not be aimed otherwise. It interrupts enemy caster and due to that breaks CC effects.
Due to a custom rule on this server that interrupting effects also break CC this ability is often more harm than good.
The roles of this ability are to interrupt and to reduce melee-damage. However this primarily role of reducing damage is almost impossible to achieve due to it breaking CC.
In a Tank-group as a damage dealer you often find yourself getting swarmed by enemy tanks. If you use the damage-debuff aura in that case you often break CC on those clump of tanks and thus increase the damage you receive instead of reducing it, while also handing out free immunity timers to the enemy tanks.
In a Caster-group you rarely need it, unless the enemy is already slam immune and you try to block-bot one of your casters. However even here you regularly break the CC effect.

Solution: Reaver auras were always very unique in DAoC for a reason. Trying to force a custom rule on them is unnecessary and harmful. The damage-debuff aura should interrupt and should not break CC. Otherwise the primary function of this ability to reduce melee damage is pretty much useless.


The Block-chain. Currently the Reaver Block-chain is a 4-part combo which is extremely hard to get out on your opponent. This is because of blocks, parrys, misses, stuns, etc breaking your combo easily. It also takes an enormous amount of time in a fight to complete this and only the last part of the combo is the real damage dealer. For 1v1 fights this is a very important asset in the toolbox of the reaver as he has no real anytimers to use.

Solution: In later versions of DAoC this got revamped to a 3-part combo which is more reasonable to achieve in comparison.


Siege-damage resistance. As we have established in the previous section the Reaver fills the role of a tank in the caster groups, a common form of Albion RvR groups. He can wear chain, a large shield and is overall very tanky. Due to his very few spells, which are like the Paladin with his chants, he is officially labeled as a “hybrid”. Because of that he does not receive the siege-damage resistance like the other tanks do, including the Paladin. This however does not fit with the role and playstyle of the Reaver in this game. He is a tank just like the others, he plays like others and should receive the same buffs as the others.

Solution: The Reaver should receive the siege-damage resistance buff like all other tanks do.


Stoicism: To further put the Reaver inline with his real role of being a Tank, just like the Paladin is with his few spells, the Reaver needs access to Stoicism. Stoicism is a vital component to fulfill his role properly.

Solution: The Reaver should have access to the RA Stoicism.

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You are almost done reading at this point, good job! Also let me say sorry for the wall of text, but I tried to make this topic as accessible to other players as possible even if they don’t play Albion and are not familiar with the Reaver class.

I hope this could give an insight on the troubles of a Reaver in his daily RvR and maybe get a fix or two on that matter. Please let me know what you think about this topic in the comment section!
Suggestions & critique is welcome but please keep it reasonable and if possible include information and reasons behind them. No “u just sck m8 lrn to play & stop QQing” please

Thank you all for reading and see ya out on the battlefield!
Wed 26 Jun 2019 3:20 PM by gruenesschaf
Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
It interrupts enemy caster and due to that breaks CC effects.
Due to a custom rule on this server that interrupting effects also break CC this ability is often more harm than good.
Everything that rupts but doesn't do damage breaks mezz, not any other form of CC


Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
Solution: The Reaver should receive the siege-damage resistance buff like all other tanks do.
Full tank only


Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
Solution: The Reaver should have access to the RA Stoicism.
Full and light tank only
Wed 26 Jun 2019 8:18 PM by ExcretusMaximus
Reavers are pretty strong at the moment.

Maybe talk to some of the good ones and learn how to improve?
Wed 26 Jun 2019 9:54 PM by teiloh
gruenesschaf wrote:
Wed 26 Jun 2019 3:20 PM
Everything that rupts but doesn't do damage breaks mezz, not any other form of CC

On live there were only three possible exceptions to this rule - Chanter DPS debuff, Reaver DPS Debuff, Reaver Absorb debuff

The rule on live was that resist debuffs broke mez, so the BD resist debuff broke mez back when it was bugged to interrupt (acknowledged as a bug twice by Mythic), and I believe after it was fixed.

The Chanter DPS debuff is single target, ranged, on a list caster that can use its lowest level to keep the advantages of interrupt with minimal power cost. I.e. it not designed in a way that there is significant risk/reward to using it due to mez break potential.

So in reality this "custom rule" is just a Reaver nerf by another name. It is one of many custom changes, or bugs, or other features that disproportionately affects Albs, like the dozens of pet nerfs (Alb is more pet reliant - and Mid and Hib caster pets were largely compensated with delve bumps), DoT interrupt implementation (Alb has more DoT casters - Reaver, Necro, Cab, Sorc, Wizard vs. Shaman, BD vs. Druid and Ment), pet DoT interrupt nerf (4 Alb classes nerfed vs at most 1 in Hib and 0 on Mid).

I don't get why such a "hard" rule for interrupts was implemented, contrary to original design. It's clear that Mythic built in an exception in for Reaver debuff auras because they understood the risk/reward was too high when a Reaver was engaging grouped, CCed targets. Why are BD resist debuff and Chanter DPS debuff still interrupting, if they were acknowledged by Mythic twice as bugs, while pet DoTs interrupting every tick is removed despite being tacitly acknowledged as features twice, once even in Patch notes (1.22x)? While my opinion differs from OP's, it seems like we get a lot of "this is the rule" explanations - until it's not the rule anymore. Absent a hard rule on what a main tank or light tank or hybrid should look like it's hard to discuss how a class fits or fails to fit a design goal.

Take for example light tanks and especially Savages getting climb walls out of nowhere. Why wasn't this shut down with a "assassins and minstrels only" response? Does Midgard really NEED any buffs? The "definitive" survey we saw wrt OF/NF puts RR3+ voting Mids outnumbering Albs and Hibs by a good 3-5fg at primetime. Savages certainly did not need anything. No metric and no popular opinion supports giving Savages climb walls.

IMO these mechanics should be addressed. Midgard has and maintains a clear population advantage. The only reason why Alb was treading water on the charts for the first few months of release was because of constant +30-70% RP bonuses.
Thu 27 Jun 2019 2:35 AM by Kurbsen
spec 50 flex 42 shield 21 slash 37 soulrending and youll be able to peel a lot better
Thu 27 Jun 2019 4:38 PM by Leandrys
What the hell was that message where the OP tells Reaver should have stoicism because Paladin has it ? Wtf ? Kek delete.
Thu 27 Jun 2019 4:49 PM by Strikejk
gruenesschaf wrote:
Wed 26 Jun 2019 3:20 PM
Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
It interrupts enemy caster and due to that breaks CC effects.
Due to a custom rule on this server that interrupting effects also break CC this ability is often more harm than good.
Everything that rupts but doesn't do damage breaks mezz, not any other form of CC
I was under the impression that it also breaks root but that is at least something. Still not ideal imo.

gruenesschaf wrote:
Wed 26 Jun 2019 3:20 PM
Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
Solution: The Reaver should receive the siege-damage resistance buff like all other tanks do.
Full tank only
Fair point, I actually did made a mistake in my original post as I thought Paladins do get the resistance debuff but apparently they do not. This lead to my confusion how one can be considered a full tank while the other is not.

gruenesschaf wrote:
Wed 26 Jun 2019 3:20 PM
Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
Solution: The Reaver should have access to the RA Stoicism.
Full and light tank only
Then why does the Savage has access to stoicism? He has a spell line just like the Paladin, the Reaver, the Friar.
The savage is a damage dealer with a spell line, just like the Reaver, so how come one gets stoicism and the other not?
I would really like to know the difference here; he gets buffs/debuffs like the friar, which is considered an hybrid by you folks. He has a spell line just like the Paladin, Reaver & Friar, which are all deemed hybrids by you folks. Why does the savage get a special treatment?

But besides that I want to thank you for reading my post in the first place, also good job on the server!
Thu 27 Jun 2019 6:04 PM by Kampfar
Savage has no powerpool
Thu 27 Jun 2019 6:41 PM by teiloh
Kampfar wrote:
Thu 27 Jun 2019 6:04 PM
Savage has no powerpool

That doesn't mean anything on a custom server.
Thu 27 Jun 2019 7:32 PM by gruenesschaf
While svg was always the odd one out, kind of a middle thing between hybrid and light tank: svgs had the old det and everyone who had that received stoicism.
Thu 27 Jun 2019 7:50 PM by keen
gruenesschaf wrote:
Thu 27 Jun 2019 7:32 PM
While svg was always the odd one out, kind of a middle thing between hybrid and light tank: svgs had the old det and everyone who had that received stoicism.
svg was just a test class to introduce warlogs later on
Thu 27 Jun 2019 8:22 PM by Ashenspire
The only thing I'd like to see Reavers get is a decent anytime style and a higher weaponskill table.

Their block chain has a great growth rate, and if you get the entire chain off whatever you're attacking is pretty much a goner.

They're amazing shock troops that put out absurd damage if they can utilize their positionals.

If the hard rule is that anything that intterupts breaks Mez, then the preferred solution should be the DPS and abs debuffs should no longer interrupt. The damage pulse is fine for that.

The lack of their RR5 ability hurts them a bit, but overall they're one of the best melee classes in the game.
Thu 27 Jun 2019 11:20 PM by Strikejk
gruenesschaf wrote:
Thu 27 Jun 2019 7:32 PM
While svg was always the odd one out, kind of a middle thing between hybrid and light tank: svgs had the old det and everyone who had that received stoicism.

I see, thanks for the clarification. I honestly don't agree with giving the savage stoicism because of that, but at least it is a reason and I always appreciate knowing them (even if I personally don't agree with them).

I would still like to see the reaver getting access to those tools (siege resistance / stoicism) to help him fulfill his roles in a 8v8 better. Especially in caster groups where he is expected to work like other tanks und thus getting hit by siege and CC constantly.
That being said, I got my word out on this topic, I was heard and I got answers and that is all I can ask for so thank you and see ya on the battlefield!
Fri 28 Jun 2019 2:23 AM by ExcretusMaximus
Strikejk wrote:
Thu 27 Jun 2019 11:20 PM
That being said, I got my word out on this topic, I was heard and I got answers and that is all I can ask for so thank you and see ya on the battlefield!


It is honestly nice to see someone get answers and be appreciative, even if they don't agree.
Fri 28 Jun 2019 10:06 AM by Strikejk
First off, I want to say sorry for the ongoing questioning here, that wasn't my plan at all but I had a shower thought so to speak..

So from what I understand the Savage isn't really a light tank but more a hybrid, like the other similiar classes with a spell line, and he gets stoicism because he also had determination in old DAoC. But then why did he receive the climbing ability like the other light tanks? Especially considering this breaks the balance of +1-class per realm.

Afterall only 1 class per realm gets the siege-damage resistance and only +1 class per realm is allowed to climb now (besides stealther). So it seems rather strange to me that hibs actually get +2 classes to do so, which seems even more strange that this is given to a class that is more a hybrid than a light tank. I believe breaking the balance in such a obvious way requires some sort of special reason behind it so I'm left curious once again which is why I am here.

I can't promise it but I hope this will be my last question here! Thanks for answering them so far and have a good day
P.S. Server still rocks!
Fri 28 Jun 2019 10:29 AM by Druth
It's really a hard nut to crack.

1) Give them stoicism, then paladin, champ, thane, and skald, would also want it. They are all in the fighter/guardian/viking subgroup, some more deserving than others.
2) Reaver has the highest and lowest melee dps in the game, depending on circumstances.
3) Reaver has the best active RA in the game (for sieges anyway...), and yet are rarely used.
4) Aura breaks cc, meaning n00b reavers are a liability.

My reaver experience is limited to Beta, but I did get one to RR6 before they made RR5l9 instant.
First of all it struck me how much a reaver has to juggle, I've not seen a class have this many styles that I used, and then on top of that also instas and auras.
Strength debuff, long range style, back style, side+followup, slam, numb, 4 chain, think there were even more. I ended up using 11-12 styles, vs. my thane 5-6.

And in all this, I think the strength debuff should be the first part of the 4 chain, and remove the stun of block style, since no reaver in his right mind would not spec shield.
That way reaver had an anytime 4 chain, that starts with great str debuff and ends in lifetap.
And swap indigo snake with constrictor, so the snare is sidestyle, and the lifetap is the followup. Can reduce the snare to match other sidesnares, and increase lifetap to not make it suck..

In regards to the auras, since we are allowed to macro anyway, why not make a single aura avail that turns them all on instantly and ends the cycle as well?
That means newer reavers can safely hit it, get the benefit, but not be a liability if they forget to turn it off.


These would, in my opinion, both make reaver great solo, but also a lot less of a liability in groups.
Fri 28 Jun 2019 10:51 AM by gruenesschaf
Strikejk wrote:
Fri 28 Jun 2019 10:06 AM
First off, I want to say sorry for the ongoing questioning here, that wasn't my plan at all but I had a shower thought so to speak..

So from what I understand the Savage isn't really a light tank but more a hybrid, like the other similiar classes with a spell line, and he gets stoicism because he also had determination in old DAoC. But then why did he receive the climbing ability like the other light tanks? Especially considering this breaks the balance of +1-class per realm.

Afterall only 1 class per realm gets the siege-damage resistance and only +1 class per realm is allowed to climb now (besides stealther). So it seems rather strange to me that hibs actually get +2 classes to do so, which seems even more strange that this is given to a class that is more a hybrid than a light tank. I believe breaking the balance in such a obvious way requires some sort of special reason behind it so I'm left curious once again which is why I am here.

I can't promise it but I hope this will be my last question here! Thanks for answering them so far and have a good day
P.S. Server still rocks!

Svg and Zerk fill the exact same role, while it's a rather shitty design to have that class in the first place, it is what it is. When we went with NF Ras in beta they even had PF as we consider them light tanks, however, that was removed along with them now being the only class with a global malus to their defense penetration, thereby making it harder for them to penetrate defenses to have some differentiation between them / a reason to pick a zerk over a svg.
Fri 28 Jun 2019 4:02 PM by MyCatKevin
Strikejk wrote:
Wed 26 Jun 2019 2:38 PM
The Block-chain. Currently the Reaver Block-chain is a 4-part combo which is extremely hard to get out on your opponent. This is because of blocks, parrys, misses, stuns, etc breaking your combo easily. It also takes an enormous amount of time in a fight to complete this and only the last part of the combo is the real damage dealer. For 1v1 fights this is a very important asset in the toolbox of the reaver as he has no real anytimers to use.

Solution: In later versions of DAoC this got revamped to a 3-part combo which is more reasonable to achieve in comparison.


Also with the way Phoenix changed the RNG on hits/blocks/parrys etc it likely makes getting these long style combos off more difficult.
Fri 28 Jun 2019 10:35 PM by Strikejk
Druth wrote:
Fri 28 Jun 2019 10:29 AM
My reaver experience is limited to Beta, but I did get one to RR6 before they made RR5l9 instant.

Yep in beta they were indeed good. Since then however other classes got buffs like climbing, damage resist, spec af to the other realms and the reaver got hit by nerfs like the TWF LOS requirement or Z-axis reduction which makes the "best siege ability" quite less effective. Furthermore people learned to play against a TWF - while in the first month I got regular kills with a TWF it is now a rarity, even if you manage to hit 30-40 people.

The main problem of a Reaver is that it is a one-trick pony. You slam into levi and occasionally TWF. It's easy to counter play and the longer the game goes the more people will learn how to easily counter them as shown by TWF statistics. In the first month people got 30 kills with one TWF when they hit 40 in total. Now you hit 50 in total and kill 1. That is also the reason I'm not really interested in direct powerbuffs (like higher damage table, or higher weaponskill) but giving him more options. (Proper block line for fights outside of sitting behind the enemy with levi spam, tank abilities to fulfill the tank role) Ofc more options also lead to more power so in the end it is always a buff..
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