Warrior brainstorming

by Ixion

Back to Common Grounds.

Rivius2011-05-17 00:34:02
QUOTE (Sojiro @ May 16 2011, 08:20 PM) <{POST_SNAPBACK}>
-I think resilience should not give poison shrugging anymore, instead, it should just give a passive bonus to reducing mob damage, up to a full chance to even just absorb the damage the more you learn it. I wouldn't be opposed to some other benefit like more health too.

But monks!

QUOTE
-I've always loved the idea of a wounds based instakill. AL's have it, I think the other specs should too, that way you give warriors an opportunity to not have to spam pinleg/tendon/etc for the win.

I personally love this idea. It would add some variety to the other specs and give them another viable kill method.
Unknown2011-05-17 00:45:30
But monks what? Let's just say shrugging doesn't save me from a monk once they get going, it might as well be dead weight. Plus they're monks.
Ixion2011-05-17 03:04:04
QUOTE (Sidd @ May 16 2011, 02:45 PM) <{POST_SNAPBACK}>
BM's have pinleg to prone as well, it's just not tendon, hell, pinleg is prone+ because it stops certain curing as well. I'm with Veyrzhul here that BM's are pretty nicely rounded.


Pinleg doesn't prone, nor does impale. In fact, BM is the only spec where the only wounding prone is at crit (not counting stun which isn't long enough to hit again before unprone)

QUOTE (Sojiro @ May 16 2011, 08:20 PM) <{POST_SNAPBACK}>
-I agree with adjusting stupid outliers (fullplate/tattoos/trueshield/whatever) to make it so warriors can actually build wounds effectively on them. Not instapin, but it'd be cool if I didn't have to swing for 10 minutes as well. I like the diminishing returns style system for this, like Turnus suggested.

-Destroy acro dodging, make it give a flat DMP bonus, and so on, just change it. There's no reason to keep it considering that both monks and bards now get decent DMP from their skills, trades, etc.

-I think resilience should not give poison shrugging anymore, instead, it should just give a passive bonus to reducing mob damage, up to a full chance to even just absorb the damage the more you learn it. I wouldn't be opposed to some other benefit like more health too.

-Blah blah miss rate here.

-I think when it comes to weapons, I've been more a fan of just standardizing more variables related to pk (wounds, DMP, plate, damage, precision, speed, etc) so that fighting as a warrior becomes easier to balance overall. What I mean to say is that if we were to just, for example, make it so 10 hits to a limb will = heavy wounds, then it becomes much easier to adjust wound afflictions, warrior speed, and the like while at the same time reducing the number of things you have to keep track of.

-I've always loved the idea of a wounds based instakill. AL's have it, I think the other specs should too, that way you give warriors an opportunity to not have to spam pinleg/tendon/etc for the win.

-Should just make AL's 50/50 cut/blunt damage, as people thought for the longest time, this would go some way into making people care about blunt damage a bit more, but AL needs its own upgrades to make this change worthwhile.


Agree on all points, sans # hits per wound level. What specific changes could you suggest?
Rivius2011-05-17 03:47:48
QUOTE (Ixion @ May 16 2011, 11:04 PM) <{POST_SNAPBACK}>
Pinleg doesn't prone, nor does impale. In fact, BM is the only spec where the only wounding prone is at crit (not counting stun which isn't long enough to hit again before unprone)

Well, pinleg doesn't prone, but impale does. Also, pinleg leads to far easier proning than other specs, minus maybe PB, due to the fact that you can rend morphite and keep them pinned with one sword (provided the RNG gods love you). I should also say AL and BC proning through knockdown is worthless, especially in light of skills like springup (which is a scenario that probably needs some envoy love as well).

And while it would be nice to delete acrododge and give them DMP, that realistically probably won't happen. So I'd be all for just weakening it by lowering its proc rates significantly and making it steal the proper balances (rather than equilibrium all the time). At the moment, it's like a passive timeslip with no upkeep cost.
Tandrin2011-05-17 04:02:22
As an alternative to the nerfing shrugging poisons from resilience, it seems to me we could add something to Knighthood or Athletics that would basically increase the chance of a poison afflicting. That way it would only buff warriors and keep shrugging poisons against monks.
Sylphas2011-05-17 04:04:42
QUOTE (Tandrin @ May 17 2011, 12:02 AM) <{POST_SNAPBACK}>
As an alternative to the nerfing shrugging poisons from resilience, it seems to me we could add something to Knighthood or Athletics that would basically increase the chance of a poison afflicting. That way it would only buff warriors and keep shrugging poisons against monks.


And poison shrugging against mobs, because I'd be really sad to lose it there.
Ixion2011-05-17 04:06:22
Yeah you're right, my mistake on impale. So many changes over the years I forget things too!
Rivius2011-05-17 04:14:31
QUOTE (Tandrin @ May 17 2011, 12:02 AM) <{POST_SNAPBACK}>
As an alternative to the nerfing shrugging poisons from resilience, it seems to me we could add something to Knighthood or Athletics that would basically increase the chance of a poison afflicting. That way it would only buff warriors and keep shrugging poisons against monks.

This is more or less what I was thinking too and it would probably be more likely to be accepted since it requires a little less change to a well established gameplay mechanic.
Arath2011-05-17 09:31:22
QUOTE (Tandrin @ May 17 2011, 06:02 AM) <{POST_SNAPBACK}>
As an alternative to the nerfing shrugging poisons from resilience, it seems to me we could add something to Knighthood or Athletics that would basically increase the chance of a poison afflicting. That way it would only buff warriors and keep shrugging poisons against monks.

That's already one of the few advantages Tracking has. Poison Expert.

Just to keep it in mind if we do increase the chances of poisons hitting.
Sidd2011-05-17 20:05:47
Huh, so I was wrong about pinleg, but besides that, it's a pretty awesome affliction and adding in double morphite with pinleg is a pretty easy way to knock someone prone and keep them there, rend just makes it better as you can sleep someone pretty consistently after you get wounds to heavy, and I'm pretty sure poison application is 100% at heavy wounds so the only thing stopping that is resilience + other random things (trans poisons, nekotai spit, etc)

I don't really think BM's are hurting as much as other specs are if at all, especially BC and AL. They do have a nice array of arm afflictions as well so they can easily switch it up and build on arms and legs and start landing double hemiplegy's (add in niricol for a 3 herb stack to attack again), and keep working the legs up.

PB's are decently well off I think, with tendons and slitthroat at heavy it's pretty easy to get to those afflictions, they have the same arm affs to with the added bonus of not needing hemi to land collapsednerve. Collapsedlung is great on chest to combine with that and just building moving around the body to help build wounds is only really difficult on other warriors and people with splendors/trueshield, but it isn't impossible.

Again, I think the larger issue isn't so much the wounds that are being caused, more the ability to stack armor and get pretty high protection, with the addition of tattoos, it's making it just that much harder to build wounds against people with high armour stats to begin with. The diminishing returns on armour stats seems like a good idea, I can get behind that, also, I'd definitely be down for adjusting acrobatics dodge and other like abilites to just give flat dmp against physical attacks and removing the natural miss rate. Having to deal with rebounding, parrying, stancing, speed is already more than any other classes have to deal, why have dodge/natural missing on top of that?
Malicia2011-05-19 14:33:16
*co-sign thread*

Warriors are fine, except that other archetypes have increased dmp options along with other defenses and passive offense for hindering. Definitely think dodge needs changing. It's offensive when you consider everything else! Warriors shell out the most credits and still don't match the afflicting and damaging output of say, bards or monks. Don't change warriors- nerf defenses. : )
Ushaara2011-05-22 14:15:26
May be flogging a dead horse here, but I tried to poke Nathuel into envoying assaying to be more like assessing, back when I was still able to play.

Assaying is supposed to tell you where your opponent is parrying and stancing, but is absolutely never used because it takes balance and needs about 4 uses to get an overall picture (upper, middle, lower, stance). Even with that you end up with things like, "So-and-so is parrying 120% head, 75% chest." when you assay one part of their body and different percentages when you assay another.

Making it more like assess (which provides wound levels on all body parts) for the cost of a slightly increased balance I felt would be a slight buff to overcoming the stance/parry/rebounding/miss/rng hurdle.

For those who argue that warrior combat would then just become a triggerable "easy win", remember that warriors can only really kill by building wounds. Every time a warrior assays or assess they are not hitting/afflicting, and you have more time to cure out. I used the more useful assess sparingly as it was. More competent warriors/combatants would be able to say just how much of a balance loss would make the ability useful, but not overpowered.
Unknown2011-05-22 14:24:08
While I agree that Assay is pretty worthless, I don't know that it can really be fixed this way. Spending several seconds to peak at their parry/stance is going to be pointless when they are likely to change up while you recover balance.
Ushaara2011-05-22 14:31:15
Well if I recall correctly from my testing, assess was a ~1s balance and assay seemed to be fractionally less? When I said increase balance loss, didn't mean up to 3s or anything. 1 or 1.5s tops.
Ilyarin2011-05-22 14:42:18
What if assay was a passive skill? You could ASSAY STANCE or ASSAY PARRY (not both), which lets you see when people change their stance or parry (and what they change it to).

OP? tongue.gif
Veyrzhul2011-05-22 15:38:06
QUOTE (Ilyarin @ May 22 2011, 02:42 PM) <{POST_SNAPBACK}>
What if assay was a passive skill? You could ASSAY STANCE or ASSAY PARRY (not both), which lets you see when people change their stance or parry (and what they change it to).

OP? tongue.gif


Could be tied to a high mana drain or something equally deterring from keeping it up all of the time.
Binjo2011-05-24 02:12:41
Changing resilience to not shrug would buff more than warriors as pointed out. I've been playing alts with inept resilience and it's painful to face pet spit mantakaya and TK throatlock for example. What if wounds decreased shrug rate like it currently increases rub rate?

Armor needs to be nerfed in some way, warriors can afk other warriors, and monks can nearly do the same thing. I don't think as a general principle any combat should devolve to a heartstop match. There should always be something that gives one party or another an edge, and that event should happen in less than 10 minutes.

I think BC is far behind all the other types of warriors, the difference really is staggering. I've been toying with different ideas for them, although as I am not a warrior they may either be useless/underpowered/overpowered. Here's my short list of random ideas:

  • Give BCs CrackedElbow to give them a useful arm hit
  • Lower the burst skill to heavy and change it to a swing
  • Roll BreakArm with SlapKnuckle and/or lower breakarm/leg from heavy to light (I find it silly that something you can poison for would be a heavy afflict)
  • Increase the balance loss from knockdown


Here's some random ideas for warriors overall

  • Cause all non-maneuvers to always afflict
  • Cause non afflicting hits to deal additional damage
  • Remove miss rate (as said a ton above)

Rivius2011-05-24 02:46:12
QUOTE (Binjo @ May 23 2011, 10:12 PM) <{POST_SNAPBACK}>
ideas


I think all of these ideas are sound, really.


One idea I had is to make the randomness vary against who you're fighting. People with more defense would have affs proc on them more reliably and swings would hit the primary body part more. In this way, regular robe users don't need to suffer as much from a warrior buff.
Unknown2011-05-24 03:44:09
Support report 628, which makes dodging less effective against warriors, since warriors don't have passives that hinder the monk or bard long enough for the warrior to build momentum.
Ixion2011-05-24 04:50:06
QUOTE (Sojiro @ May 23 2011, 11:44 PM) <{POST_SNAPBACK}>
Support report 628, which makes dodging less effective against warriors, since warriors don't have passives that hinder the monk or bard long enough for the warrior to build momentum.


It's a start, though the solutions only address dodging.

Balancing utterly destroys knockdown attempts, crippling the hurting AL/BC even more. Contortion is just absurdly strong; pinlegs/impales/shackles/hangedmen/web/etc are all pretty much destroyed by it. And dodge.. yeah... One by itself isn't world shattering, but combined it's insanity even against other classes aside from warriors and monks (like tarot guardians)