Sidd2011-09-07 15:59:23
QUOTE (Akeley @ Sep 7 2011, 09:26 AM) <{POST_SNAPBACK}>
Here is a link to a little test I did today with Barrin. I was originally performing the test to see if converting my fighting katana to a bashing weapon, but still using it to fight would work, so Barrin was only using rebounding and his Acro dodge to "hinder" me. I had 18 strength and 16 dex at the time, and I'm swinging a 256/255/310 katana at around 2.5 seconds. So max possible DPS with my hybrid speed/damage katana against Barrin sits at around 294, NOT factoring in cleave/miss/dodge/rebound, and without any sort of hindering, stancing or parrying. That doesn't exactly seem like high damage to me, and it's against a demi (larger health pool so scaled to higher damage) bard in robes. Despite my katana, which has higher damage than any specialized wounder that is being used, there was no issue in healing both damage, bleed, and wounding. I got a single tendon the entire test despite almost constantly hitting the left leg, to illustrate how well the damage was being handled. Only 58.5%ish of my swings and jabs connected, effectively lowering DPS to 172. and that's much more damage than I'd be doing if I'd been using a wounder, been hindered, and been working around parry. Barrin does have acrobatics, but if you look at the log, you'll see it isn't just the Acro that's crippling me.
I have Transcendent combat, pureblade, and all forging runes, along with two cosmic knight runes on my katana.
I have Transcendent combat, pureblade, and all forging runes, along with two cosmic knight runes on my katana.
So you couldn't build wounds or damage with a katana that only has 255 prec? I feel that's a given, the damage stat on katana's seems to have the least impact, compared to prec and speed. I guess I'm confused on how a log of a katana with iffy stats contributes to warrior woes.
I agree with Rivius mostly, burst offense with warriors will make them even more ridiculous in groups
Edit: I think it's important to point out that you can't really improve warriors 1v1 capabilities until group capabilities are toned down significantly
Unknown2011-09-07 17:06:48
QUOTE (Sidd @ Sep 7 2011, 01:29 PM) <{POST_SNAPBACK}>
So you couldn't build wounds or damage with a katana that only has 255 prec? I feel that's a given, the damage stat on katana's seems to have the least impact, compared to prec and speed. I guess I'm confused on how a log of a katana with iffy stats contributes to warrior woes.
It was just to illustrate the realities of warrior damage being low, mainly for Estarra's benefit, to counter the assertion that warriors have higher damage compared to other archetypes and to show just how the RNG affects the chances of a swing or jab connecting with the opponent in the first place. I'm not worried about my wound building not working, it was the result I expected.
Sidd2011-09-07 17:29:53
QUOTE (Akeley @ Sep 7 2011, 11:06 AM) <{POST_SNAPBACK}>
It was just to illustrate the realities of warrior damage being low, mainly for Estarra's benefit, to counter the assertion that warriors have higher damage compared to other archetypes and to show just how the RNG affects the chances of a swing or jab connecting with the opponent in the first place. I'm not worried about my wound building not working, it was the result I expected.
but your katana wasn't max-damage, how does your damage stat show that damage is low? To be fair, I saw a few natural misses, a few stance/speed misses, at least on rebound hit and the rest was dodging. It's up to the warrior to avoid stance/parry/rebounding/shielding, which can be done fairly easily if you're paying attention. I guess I just don't feel that this log is an adequate representation of what warriors are capable of.
The reason a hybrid doesn't work is because you have to balance around outliers, max damage or max prec, fully runed, etc. If you don't, then the outliers become even more outlying and more OP. Showing a log with the hybrid doesn't really relay the point that warriors aren't doing enough damage. I think they could possibly use a bit of a damage increase, but I think there should be a decision to pick wounding over damage or vice versa.
You just need to buy more runes, lvl 3's elementals etc and get demi. That's where the balancing needs to be made.
Estarra2011-09-07 17:34:29
A lot of the argument against things like burst damage are about group fighting. To my mind, there is no getting around being at a disadvantage against groups of any archetype except not to fight in groups.
Haven't really thought this out but here's a random idea for a skill in Combat: back-to-back fighting
If you have a partner, you can both agree to fight back-to-back (assuming you both have the skill). This will mean that only one other person can directly target you (and likewise for your partner). In other words, the first person who directly targets you is 'locked' in as your target until that person leaves the room or targets someone else or you directly attack someone else (though that wouldn't create a lock). So long as you are locked, no one else can directly target you. Your partner cannot hit the person you are locked with (since you're both back-to-back, of course). This only affects direct attacks and not things like ongoing songs, demesnes, etc.
This may be able to be gamed by groups so not sure if it's a great idea but something a bit out of the box.
Haven't really thought this out but here's a random idea for a skill in Combat: back-to-back fighting
If you have a partner, you can both agree to fight back-to-back (assuming you both have the skill). This will mean that only one other person can directly target you (and likewise for your partner). In other words, the first person who directly targets you is 'locked' in as your target until that person leaves the room or targets someone else or you directly attack someone else (though that wouldn't create a lock). So long as you are locked, no one else can directly target you. Your partner cannot hit the person you are locked with (since you're both back-to-back, of course). This only affects direct attacks and not things like ongoing songs, demesnes, etc.
This may be able to be gamed by groups so not sure if it's a great idea but something a bit out of the box.
Unknown2011-09-07 17:43:25
I really like the sound of that, but I don't raid yet, so I'm not sure how badly it could be gamed offhand.
Rivius2011-09-07 18:00:22
I'm a bit iffy. While it does sound like it would force some fun 1v1 fights, I think this might break group fights, which I, and I'm sure others, wouldn't like too much. I agree that if you're being targeted by multiple warriors/monks/guardians/mages/wiccans/druids then you should probably not expect to stand there and survive. But at the same time, I can see situations with burst damage/wounding where a single target is killed/beheaded before they even had a chance to react. Which is more or less why I think it isn't the route to go.
I agree with Sidd that buffing us is pretty hard due to how well we perform in numbers, but I think some RNG amelioration here and there would benefit 1v1 and barely affect group fights at all.
I agree with Sidd that buffing us is pretty hard due to how well we perform in numbers, but I think some RNG amelioration here and there would benefit 1v1 and barely affect group fights at all.
Shedrin2011-09-07 18:01:29
QUOTE (Estarra @ Sep 7 2011, 12:34 PM) <{POST_SNAPBACK}>
A lot of the argument against things like burst damage are about group fighting. To my mind, there is no getting around being at a disadvantage against groups of any archetype except not to fight in groups.
Haven't really thought this out but here's a random idea for a skill in Combat: back-to-back fighting
If you have a partner, you can both agree to fight back-to-back (assuming you both have the skill). This will mean that only one other person can directly target you (and likewise for your partner). In other words, the first person who directly targets you is 'locked' in as your target until that person leaves the room or targets someone else or you directly attack someone else (though that wouldn't create a lock). So long as you are locked, no one else can directly target you. Your partner cannot hit the person you are locked with (since you're both back-to-back, of course). This only affects direct attacks and not things like ongoing songs, demesnes, etc.
This may be able to be gamed by groups so not sure if it's a great idea but something a bit out of the box.
Haven't really thought this out but here's a random idea for a skill in Combat: back-to-back fighting
If you have a partner, you can both agree to fight back-to-back (assuming you both have the skill). This will mean that only one other person can directly target you (and likewise for your partner). In other words, the first person who directly targets you is 'locked' in as your target until that person leaves the room or targets someone else or you directly attack someone else (though that wouldn't create a lock). So long as you are locked, no one else can directly target you. Your partner cannot hit the person you are locked with (since you're both back-to-back, of course). This only affects direct attacks and not things like ongoing songs, demesnes, etc.
This may be able to be gamed by groups so not sure if it's a great idea but something a bit out of the box.
Some thoughts:
-Dominate and other force order skills should not count for this (so I couldn't order some lowbie to attack me and lock everyone else from it). And you shouldn't be able to dominate into using this.
-I assume by mentioning 'directly target', that demesnes and other aoe abilities would still work. Classes/Orgs with strong aoe would be at an advantage.
-Some classes are weaker or inviable 1v1, but strong in a group. This would devalue those classes.
-Would prevent allies from targetting you as well to heal you, gust you out, teleport, whatever?
Enyalida2011-09-07 18:07:28
QUOTE (Xenthos @ Sep 6 2011, 10:02 PM) <{POST_SNAPBACK}>
Edit: Basically, balancing warriors is near impossible due to the warrior weapon runes causing such wide shifts. If you balance it for the standard warrior, warriors all decked out just tear through the non-plate populace, so... yeah. I'm still not a fan of a return to the old days though, it wasn't terribly fun for anyone but the small handful of us with runes.
This, I'm still all for reducing the need for thousands of credits on warrior stuff, lessening the effect of all that stuff (and the cost), and then buffing warriors as needed. Try to make there be less of a range of power, so that warriors can be brought to a level of power that is appropriate.
I fell like (in any sort of combination) warriors already have good burst offense.. that's usually all they have in fights I've been in. Very quickly I'm up to high wounds due to power attacks, but they can't keep it up and I cure it all. It's just limited burst offense, that doesn't really lock people down.
EDIT: the argument against the gorup offense things isn't about you (1 person) against a group of warriors. It's about being in a group, having three warriors walk in and insta-behead your leader, then the next round, insta-behead the next person, and so on until they run out of power.
Estarra2011-09-07 18:12:13
QUOTE (Enyalida @ Sep 7 2011, 11:07 AM) <{POST_SNAPBACK}>
This, I'm still all for reducing the need for thousands of credits on warrior stuff, lessening the effect of all that stuff (and the cost)...
Sorry, but that isn't in the cards. Any ideas would need to work around that.
Razenth2011-09-07 18:12:58
Make it cost thousands of credits for the other classes to become viable. Balance.
Estarra2011-09-07 18:13:37
QUOTE (Razenth @ Sep 7 2011, 11:12 AM) <{POST_SNAPBACK}>
Make it cost thousands of credits for the other classes to become viable. Balance.
We're not redoing artifacts! Ideas should work around artifacts as they are.
Enyalida2011-09-07 18:16:42
I fell that as long as there are outliers due to massive credit expendature, warriors won't ever get fixed. I have very limited number of artifacts that are useful to me as a druid or will really unbalance me (this is true wiccans? Guardians also, for the most part. Some mages and bards get more out of damage, Monks generally don't need it) . Rune of demesne helps, but doesn't actually increase my fighting ability, magic damage runes make me do more damage, but I'm a lockdown based class and... that's all. Druids don't have to be balanced around people spending huge amounts of credits, so they all get balanced to about the same level. I feel like people have been making nerfs/changes to warriors with the top level in mind, which leaves the lower level of people (people at totally trans, might I add, the place we're supposed to balance around) totally in the lurch. I advise prospective novices away from warrior (any time they ask), because it's very expensive.
Sidd2011-09-07 18:19:13
I like it, but I think having some kind of stipulation like, it can't be used inside an enemy org's territory would prevent most abuse
Enyalida2011-09-07 18:22:10
I feel like it would be a major buff to some people. It would make me and my target who I've got sapped untargetable to anyone else, even for point cleanse. In groups, I could actually make use of my fighting style. I agree with Sidd that some stipulation would have to be made to help prevent abuse, but having it only useable on netural/home ground would mean that defenders could cycle through targets and be generally a huge mess (yay for judging/decaptitate that you can't stop with web because you can't target them.).
Neos2011-09-07 18:22:45
QUOTE (Rivius @ Sep 7 2011, 02:00 PM) <{POST_SNAPBACK}>
I'm a bit iffy. While it does sound like it would force some fun 1v1 fights, I think this might break group fights, which I, and I'm sure others, wouldn't like too much. I agree that if you're being targeted by multiple warriors/monks/guardians/mages/wiccans/druids then you should probably not expect to stand there and survive. But at the same time, I can see situations with burst damage/wounding where a single target is killed/beheaded before they even had a chance to react. Which is more or less why I think it isn't the route to go.
I agree with Sidd that buffing us is pretty hard due to how well we perform in numbers, but I think some RNG amelioration here and there would benefit 1v1 and barely affect group fights at all.
I agree with Sidd that buffing us is pretty hard due to how well we perform in numbers, but I think some RNG amelioration here and there would benefit 1v1 and barely affect group fights at all.
QUOTE (Shedrin @ Sep 7 2011, 02:01 PM) <{POST_SNAPBACK}>
Some thoughts:
-Dominate and other force order skills should not count for this (so I couldn't order some lowbie to attack me and lock everyone else from it). And you shouldn't be able to dominate into using this.
-I assume by mentioning 'directly target', that demesnes and other aoe abilities would still work. Classes/Orgs with strong aoe would be at an advantage.
-Some classes are weaker or inviable 1v1, but strong in a group. This would devalue those classes.
-Would prevent allies from targetting you as well to heal you, gust you out, teleport, whatever?
-Dominate and other force order skills should not count for this (so I couldn't order some lowbie to attack me and lock everyone else from it). And you shouldn't be able to dominate into using this.
-I assume by mentioning 'directly target', that demesnes and other aoe abilities would still work. Classes/Orgs with strong aoe would be at an advantage.
-Some classes are weaker or inviable 1v1, but strong in a group. This would devalue those classes.
-Would prevent allies from targetting you as well to heal you, gust you out, teleport, whatever?
These two post sum up my thoughts perfectly.
Sidd2011-09-07 18:23:30
QUOTE (Enyalida @ Sep 7 2011, 12:16 PM) <{POST_SNAPBACK}>
I fell that as long as there are outliers due to massive credit expendature, warriors won't ever get fixed. I have very limited number of artifacts that are useful to me as a druid or will really unbalance me (this is true wiccans? Guardians also, for the most part. Some mages and bards get more out of damage, Monks generally don't need it) . Rune of demesne helps, but doesn't actually increase my fighting ability, magic damage runes make me do more damage, but I'm a lockdown based class and... that's all. Druids don't have to be balanced around people spending huge amounts of credits, so they all get balanced to about the same level. I feel like people have been making nerfs/changes to warriors with the top level in mind, which leaves the lower level of people (people at totally trans, might I add, the place we're supposed to balance around) totally in the lurch. I advise prospective novices away from warrior (any time they ask), because it's very expensive.
Just to clarify, balance should be around omnitrans, fully artied people, not just omnitrans. You need to balance around the top, and omnitrans isn't the top. So any changes, should be made with the top in mind
Razenth2011-09-07 18:24:41
You don't need to rework arties Estarra! Just make new ones!
For example:
Nerf demense sizes to 5 rooms, and introduce expansion runes. Limit number of effects (maybe 3?) and then add runes that let you add more effects.
Cut robe efficiency in half and add armoring runes.
Cut number of proofings in half and add proof runes.
Double meld and ent strike them and add speed reduction runes.
Reduce bard song length even further and introduce tiers of music length runes.
For example:
Nerf demense sizes to 5 rooms, and introduce expansion runes. Limit number of effects (maybe 3?) and then add runes that let you add more effects.
Cut robe efficiency in half and add armoring runes.
Cut number of proofings in half and add proof runes.
Double meld and ent strike them and add speed reduction runes.
Reduce bard song length even further and introduce tiers of music length runes.
Estarra2011-09-07 18:36:31
I won't take a defeatist attitude that nothing can be done to help balance warriors without reworking artifacts. If we focus on positive brainstorming, I bet solutions will arise (if there is indeed a problem).
Back to the thread, regarding the so-called RNG issue of how warriors give afflictions, I'm a little leery of allowing those types of afflictions to be easily inflicted, being that they are generally strong. In other words, I believe it would be counterproductive if a warrior could simply give any of their afflictions based on wound level. I've heard little specific suggestion on what people might want so let's think out loud.
I definitely would want to keep the slashing/bashing mechanics. But perhaps a way to focus on a specific bodypart at a power cost? Maybe a way to up the odds on a specific affliction based on the amount of damage one does (as opposed to wounding)? At a power cost? Hrm. Any other thoughts?
Back to the thread, regarding the so-called RNG issue of how warriors give afflictions, I'm a little leery of allowing those types of afflictions to be easily inflicted, being that they are generally strong. In other words, I believe it would be counterproductive if a warrior could simply give any of their afflictions based on wound level. I've heard little specific suggestion on what people might want so let's think out loud.
I definitely would want to keep the slashing/bashing mechanics. But perhaps a way to focus on a specific bodypart at a power cost? Maybe a way to up the odds on a specific affliction based on the amount of damage one does (as opposed to wounding)? At a power cost? Hrm. Any other thoughts?
Estarra2011-09-07 18:37:47
QUOTE (Razenth @ Sep 7 2011, 11:24 AM) <{POST_SNAPBACK}>
You don't need to rework arties Estarra! Just make new ones!
I'm trying to be productive but if we're down to sarcastic needling, I'll step out of this thread.
Rivius2011-09-07 18:45:00
No, please don't step out. I was actually enjoying bouncing off ideas >.>
I really don't know how dex interfaces with warrior proc rates, so I was wondering if you or someone else can give us an idea of how it all works. As I understand it, it bumps up the random die roll when you hit for a wound, in effect giving you a higher chance to roll a higher number and get a higher wound proc right? I agree that getting rid of the RNG entirely would be disastrous, but how about either:
1) A defense that raises dex for a power cost and a limited amount of time. (Maybe +2-3 weight and lasts about the length of time that geburah does? Maybe a little less?)
2) Just a general decrease across the board on wound requirements? Not to make it so you can insta-tendon everytime you hit the heavy threshold, but lower it so it's more likely without having to score double the wounds?
I really don't know how dex interfaces with warrior proc rates, so I was wondering if you or someone else can give us an idea of how it all works. As I understand it, it bumps up the random die roll when you hit for a wound, in effect giving you a higher chance to roll a higher number and get a higher wound proc right? I agree that getting rid of the RNG entirely would be disastrous, but how about either:
1) A defense that raises dex for a power cost and a limited amount of time. (Maybe +2-3 weight and lasts about the length of time that geburah does? Maybe a little less?)
2) Just a general decrease across the board on wound requirements? Not to make it so you can insta-tendon everytime you hit the heavy threshold, but lower it so it's more likely without having to score double the wounds?