Warriors are broken

by Shikha

Back to Combat Guide.

Sidd2010-12-08 02:48:58
would the cap be at crit wounds so no matter how high you are, you're never doing more than x dmg/wounds whatever?
Unknown2010-12-08 02:49:31
QUOTE (Sojiro @ Dec 7 2010, 09:45 PM) <{POST_SNAPBACK}>
Honestly, I'd prefer it more like say 100/100 fullplate becomes as effective as 90/90 fullplate on medium, 70/70 on heavy, and 50/50 on critical, or something like that. For the appropriate part. Yes, just throwing out numbers as an idea.

I really would rather not just make it so more wounds = more damage because of exactly how unbalanced that turned out for monks.


We're working on lowering it. It's a combination of the wound bonus with other damage bonuses that feed off of each other.

How would this work on robe users?
Malarious2010-12-08 02:53:48
Was this idea specifically for forged armour as its metal and not made to effect "magical" robes?

If it phases robes I think it would make warriors closer to a powerhouse than a normal entry again, but otherwise sounds fine, though will take some critiquing.
Unknown2010-12-08 02:54:07
QUOTE (Sidd @ Dec 7 2010, 06:48 PM) <{POST_SNAPBACK}>
would the cap be at crit wounds so no matter how high you are, you're never doing more than x dmg/wounds whatever?


Uh, sure? It really depends on the actual numbers.


QUOTE (Sahmiam Mes'ard @ Dec 7 2010, 06:49 PM) <{POST_SNAPBACK}>
We're working on lowering it. It's a combination of the wound bonus with other damage bonuses that feed off of each other.

How would this work on robe users?


I am sure a caveat for this only working on actual armour can be done. Robes can be protected from such wear and tear because A WIZARD DID IT. Something like that.

Yes, what Malarious said.
Unknown2010-12-08 02:58:36
FYI, monk wound bonus caps at 4000 wounds. If you all want to factor that in or not, be my guest.
Unknown2010-12-08 03:04:24
Yeah.

I still just want to treat each individual bodypart to be covered by x/x stat armour based off wounds though, still.

Additionally, certain skills like rockslide and monking has a bonus applied to being prone. I'd be pretty down with giving that to warriors as well (if they don't have it already). It'll help BC/AL moreso too.
Unknown2010-12-08 03:08:23
QUOTE (Sojiro @ Dec 7 2010, 10:04 PM) <{POST_SNAPBACK}>
Yeah.

I still just want to treat each individual bodypart to be covered by x/x stat armour based off wounds though, still.

Additionally, certain skills like rockslide and monking has a bonus applied to being prone. I'd be pretty down with giving that to warriors as well (if they don't have it already). It'll help BC/AL moreso too.


Let 481 go through first (hopefully it will). Part of the reason why we think we get such high damage so fast is because the prone bonus makes wounding too easy. Warriors do more wounds per swing and you all have a higher base damage. That being said, a +5% bonus per type of prone with a cap wouldn't be too bad, I wouldn't think. But I'm not 100% positive either.

Again, let's not balance around the OP class.
Unknown2010-12-08 03:14:35
Right, not asking for like 50% more damage, but every bit helps.
Unknown2010-12-08 03:49:27
The wounds-reduced armour effectiveness idea is an interesting one.

I would certainly set the floor at 80/80, so we aren't seeing armour dropped below robe values. And, as this is a mostly knight-v-knight fix, it would be nice to see if it were somehow restricted to only being an advantage to other knights (though tying it to wounding largely does that).

Unknown2010-12-08 03:52:13
If you're looking at it from that POV, 70/70 would be the number, since I believe that's what good splendour stats are.
Lehki2010-12-08 04:29:17
QUOTE (Sojiro @ Dec 7 2010, 10:04 PM) <{POST_SNAPBACK}>
Additionally, certain skills like rockslide and monking has a bonus applied to being prone. I'd be pretty down with giving that to warriors as well (if they don't have it already). It'll help BC/AL moreso too.

Doesn't being prone stop stance/parry? Not the same thing as +damage, but yeah. Can you you miss on a target that's prone?
Unknown2010-12-08 04:33:07
QUOTE (Lehki @ Dec 7 2010, 10:29 PM) <{POST_SNAPBACK}>
Can you you miss on a target that's prone?


Yes, via natural miss rate.
Furien2010-12-08 04:37:00
QUOTE
Moon/Night Instakills


I really don't see this as necessary.

If you want to fix warriors, you have to go for the base mechanics so you can fix all of them at once. Things to do:

1. Nerf Acrobatics balancing so it's actually possible to prone people and get past dodging.
2. Tweak the RNG.
3. Possibly re-examine STR scaling, as proposed in the Racial Revamp thread.
4. Small damage bonuses under certain conditions.
5. Lower resilience's effectiveness. (Don't think this is necessary)
6. Specific buffs to certain specs as needed.
Malarious2010-12-08 04:58:21
The lowering the effect of forged armour as wounding progresses seems fine.

I am hesitant to say anything about +damage before seeing what the scaling changes come out to be. If we see something hitting for 180% of damage, then you rune it, add in war, throw in weaponaura, and shadow steal.... ow. But yeah somethin minor like +5% to wounding or damage seems fine enough to me. Again though, hesitant on allowing it to stack with things (knockdown with mantakaya is 2 forms of proning in this instance, if you also stunned would be 3, etc).

What Sahm said though is worth repeating... dont balance to the monks.
Casilu2010-12-08 04:59:52
QUOTE (Furien @ Dec 7 2010, 08:37 PM) <{POST_SNAPBACK}>
I really don't see this as necessary.

If you want to fix warriors, you have to go for the base mechanics so you can fix all of them at once. Things to do:

1. Nerf Acrobatics balancing so it's actually possible to prone people and get past dodging.
2. Tweak the RNG.
3. Possibly re-examine STR scaling, as proposed in the Racial Revamp thread.
4. Small damage bonuses under certain conditions.
5. Lower resilience's effectiveness. (Don't think this is necessary)
6. Specific buffs to certain specs as needed.


None of those really effect the warrior v. warrior issue that was also raised.

Edit: unless mixed with Shuyin's thing
Vathael2010-12-08 05:28:28
Why are you all so adamant on un-nerfing something you bitched so hard about when it got nerfed to begin with? So three months down the road you can cry about how warriors need looked at again and waste the admins time again? There is nothing wrong with warrior combat as it is, there wasn't when it got nerfed before. Figure out how to make warriors more effective vs warriors and that's it otherwise you are going to screw robe wearers over in the end. Just saying.
Unknown2010-12-08 05:33:09
QUOTE (Lehki @ Dec 7 2010, 08:29 PM) <{POST_SNAPBACK}>
Doesn't being prone stop stance/parry? Not the same thing as +damage, but yeah. Can you you miss on a target that's prone?


Being prone stopping stance/parry seems like a natural consequence of being flat on your back. I remember when being prone didn't even stop either too. And yeah, can miss.

QUOTE (Furien @ Dec 7 2010, 08:37 PM) <{POST_SNAPBACK}>
I really don't see this as necessary.

If you want to fix warriors, you have to go for the base mechanics so you can fix all of them at once. Things to do:

1. Nerf Acrobatics balancing so it's actually possible to prone people and get past dodging.
2. Tweak the RNG.
3. Possibly re-examine STR scaling, as proposed in the Racial Revamp thread.
4. Small damage bonuses under certain conditions.
5. Lower resilience's effectiveness. (Don't think this is necessary)
6. Specific buffs to certain specs as needed.


1. Yeah, I hate acrobatics.
2. Tweak how.
3. Yeah.
4. The prone idea + armour effectiveness idea here!
5. Eh, I just want more control over my afflictions, and nerfing resilience helps with that for poisons.
6. Yep.


QUOTE (Malarious @ Dec 7 2010, 08:58 PM) <{POST_SNAPBACK}>
The lowering the effect of forged armour as wounding progresses seems fine.

I am hesitant to say anything about +damage before seeing what the scaling changes come out to be. If we see something hitting for 180% of damage, then you rune it, add in war, throw in weaponaura, and shadow steal.... ow. But yeah somethin minor like +5% to wounding or damage seems fine enough to me. Again though, hesitant on allowing it to stack with things (knockdown with mantakaya is 2 forms of proning in this instance, if you also stunned would be 3, etc).

What Sahm said though is worth repeating... dont balance to the monks.


Where does 180% damage from. If anything, I'm thinking 120% more damage while prone. War is weighted, not everyone has weaponaura, and while steal helps, it certainly doesn't change the game.
Nydekion2010-12-08 05:53:47
Note here that having an effect is based upon a number that mulitplies itself as it gets bigger ends up being a runaway train (to armor reducing plate effectiveness based on wound levels).
Trinit2010-12-08 06:27:53
i know this has little to do with the matter at hand, but... anyone else ever think that maybe Resilience should go the way of Magic, and just be based off of the Combat skill instead?
Sylphas2010-12-08 06:35:46
QUOTE (Trinit @ Dec 8 2010, 01:27 AM) <{POST_SNAPBACK}>
i know this has little to do with the matter at hand, but... anyone else ever think that maybe Resilience should go the way of Magic, and just be based off of the Combat skill instead?


Yes, please give me Astrology. *eyeshift*