So my Magister rogue and Draconic bard are going to be severely behind the curve thanks to this concept. I don't feel these particular melee characters are benefiting at all.
So my Magister rogue and Draconic bard are going to be severely behind the curve thanks to this concept. I don't feel these particular melee characters are benefiting at all.
Rognac / Oesel / Zaegroenhali / Maloich / Eriaolys / Voidmind / Pastacide / Orangewing / Veraya / Sisutu / Peletis / Lacrimis / Clipped / Somniloquy / Hypnagogic / Othafa
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They'll be less behind the curve than they currently are. Your dps is far behind optimal melee DPS. You'll be gaining DPS with these changes through the MP given in each epic level, while the current optimal DPS toons will be gaining nothing. Whether or not a new optimal build comes out of this has yet to be seen. But right now, no, you'll be better off.
Either SWF is over powered, or you weren't thinking about the ambiguity of what you were doing when you created it.
This statement says that using SWF and bucklers are a bug, than why do swashbucklers have the explicit option to do exactly this?
This is the main reason why I don't think melee/ranged power should be implemented, you are essentially saying that melee players are doing 150% less damage than they need to combat the inflated monster health. So rather than fix the mathematical curve causing the issue you are introducing a new algorithm to run beside it and hope that future development teams don't forget why this was implemented, abuse it, and put us back into the same place?
Stat damage was first (now about a 1/3rd of the game is effectively immune to it, and epic destinies give stat damaging abilities that don't work on epic content?), auto crit on helpless, and life stealing (which caused the auto crit nerf, was introduced in the planning of cannith crafting and demonstrated as being a bad idea and removed, only to be finally placed on loot gen items resulting in the entire effect needed to be nerfed).
With this track record, you are introducing another exponential factor into the game. Let's take the following into consideration;
Thunder-Forged Heavy Pick,
GSWF,
Keen Edge,
Grandmaster of Forms Earth Stance,
Overwhelming Critical,
Exalted Smite.
That is 7d6[4.5+1.5dance of flowers+1improved power attack]+12 enhancement + 11 deadly + 5 power attack + 4 Kensai + 4 Dwarf + 60 Str([70-10]/2*2) + 40 Char([50-10]/2*2)=160.5 average before multipliers.
160.5*(1+0.9[Epic levels]+0.6[ED Core]+0.1[Knight T4 ability])=417.3 before crits.
417.3*4=1669.2 regularly, 2503.8 on a 19-20 or exalted smite, or 3338.4 on a 19-20 exalted smite.
Then factor in ED's, LD is 160.5*(2.6+1[blitz])=577.8*4=2311.2; Exalted Smited=3466.8, 19-20 = 4044.6, Both = 5200.2
Or,
FotW is either 417.3*4=1669.2*4=6676.8 regularly, 2503.8*4=10015.2 on a 19-20 or exalted smite, or 3338.4*4=13353.6 on a 19-20 exalted smite.
or if Adrenaline in changed to melee power [removing it's ability to work with ranged weapons] 160.5*(2.6+4) = 1059.3*4=4237.2, 6355.8 19-20 or Exalted Smite, and 8474.4 with both.
Plus you leave the door open for new enhancements and items to boost the base damage before multipliers, these numbers already should be ludicrous and this solution doesn't bring the top .1% damage builds down to a softer curve (they will still be over 4x above the average of 100-175 under the new system [40-70 under the current]).
Rather than create something that will be misinterpreted in 12 months, adjust the skills that are doing too much damage, and reduce mob hp by 60% rather than increase player damage by 1.5x.
100% this. I never would tell people when I'd start blitzing. Just grab a mob of enemies and start cleaving, fire it up. If I have one after that, I roll with it. If not then I charge up another.
I ran a quest with one of the cetus style builds, and one of the pre Nerf quiver monks. He couldn't get it started because none of us really cared to hinder our fun for his e-peen. Quiver stun stun quiver etc. If he can't have fun in this game without the need to be the most ultimate possible build with the highest possible kill count, that's not my problem.
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Yes blitz is anti fun for everyone except who is doing it (maybe).
Old epics...old times.I miss those.We ran stuff just cause we wanted to, to find that epic item, to get epic tokens.We had to pleasure to run epics because they were, epics.
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Well.Sadly thats not what everyone does.Besides, theres this new thunder peaks raid where there is a 'designated blitzer'.And all of that is besides the point, we never had any obligation to care about who or what gets a kill before blitz.It was better that way :P
Last edited by Mryal; 07-29-2014 at 05:08 PM.
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So something I am having a hard time understanding is how exactly ranged is being nerfed. Are all you ranged guys saying that by melee getting a buff somehow your damage is going down now that no ranged power is to be added to certain destinies? Clearly that is an absurd line of thought. You will still benefit from the other abilities you actually used before the exact same amount. Or are you arguing that you are loosing damage from blitz being changed to melee power? This is also a silly concept since ranged should have never been able to activate blitz to begin with. It may not have been far fetched to think ok blitz could be applied to ranged except how can you charge blitz without "successful tactical melee strikes"? One answer: bug exploitation.
Basically put, your reasons for playing a ranged character should not be "its better than melee" but "ranged is more fun for me and it isnt bad" . I do agree that ranged needs some additional options other than shiradi, but that could be said for melee and casters as well. Most of the eds just are not as well designed as others and that is a fact. I feel like some additional balance can be added to these via mp or rp and make them more appealing for every type of player.
Also being skeptical of a new system is fine, but outright flaming it before anything has even been tested outside of developers is just silly. The devs are not going to listen to flame posts about number balancing before any of you have even had a chance to try it out...
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I don't think these changes have anything to do with EE mob stats. I think it's quite clear that they correctly see that Blitz is out of balance, and instead of doing the proper thing and nerfing it, they're buffing everything else. They HAVE to do something to correct balance issues in different builds. Doing things to mobs won't correct any comparative build issues. And honestly, content needs to be more difficult, not less. It'll be hard to increase the difficulty of content while fixing the mathematical curve issue, which is just code for decrease mob hp and damage.
This is a good post... I really like the ideas the devs have.... but I think giving every melee 60% blitz all the time is a pretty big change. Maybe the equivalent of 30% blitz all the time for all melee, and then either nerf blitz to 60% of what it is today, or change blitz itself to 120% of what is currently is but give it a timer, and a cooldown, so it's not an always on epic moment.
Is it me or is twf going to end up the gimpy/flavor way to melee?
Originally Posted by CordovanOriginally Posted by Jendrak
This is if blitz just is a toggle on. However it is not. It is an epic moment. So the new blitz will have a toggle for what kind of defense you want it to provide, but it will still be an epic moment. So I would not jump all over the OP wagon until the details are spelled out more clearly. Dev diary is not a flushed out feature spec.
We need Lama up with these changes asap. So please bring them up. Sweeping changes like this coming a month early is what allowed one time changes to occur.
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I agree, if we must do this, this is the proper way. If we have to suffer a further trivialization of content at least make it so it's fun for some of us. The trivialization will make the game less fun for me, but putting it in epic levels will make running in off destinies more fun, so that's something. I guess.
What does this mean for the Skirmisher ability in Swashbuckler (the ability that lets you wield a buckler with SWF)? Will skirmishers still be able to get the PRR boost/Doublestrike from Shield Mastery, Improved Shield mastery, and Legendary Shield Mastery or are they totally blocked off now?
The PRR Loss will hurt a lot more than the doublestrike.
Last edited by Vengeance777; 07-29-2014 at 06:03 PM.
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Toons: Phasma - Swashbuckler ; Ceroni - Acrobat ; Selina Air Savant ; Cachin - Artificer
Wow, when I look at the replies here, it seems like I was the only one actually enjoying running with a blitzer. I'd adrenaline and prep mobs down to 5% hp and leave them helpless for the blitzer to pick up, when I could.
When soloing i often blitz myself, but when in a group for EE i try to get the ratio of blitzers right.
"We weren't doing anything different"... that's the main problem. If you don't adept to the team you are working with and use their strengths and cover their weaknesses you are the exact opposite of a team player.
I hope never to be in challenging content with someone who thinks like you.
Or with a blitzer who loses his blitz because he didn't announce it, possibly failing the quest by making the party have lower dps than it could have. Just because his pride requires him to be able to keep his own blitz up. talk about e-peen...
I agree that content needs to be more difficult, but inflating stats is not the way to do this.
Since the stats have gotten so inflated the game has turned into being able to self heal, not get hit, be able to get past all irrelevant fights, and deal the most amount of consistent damage with an ability to burst against things that have to be dropped quickly.
Capping player damage at 100dmg, health at 1000hp, giving all monsters 1,000,000hp and dealing 400-600dmg won't make the game any harder, it will only make it take longer to complete.
They have to make things more challenging to make it more difficult (Having mobs spawn with different types of characteristics like some immune to death magic, some that have high prr, some that do damage, some that take damage. Since when you give everyone everything, it makes all mob encounters either Melee, Ranged, or Magic). It then allows them to increase the amount of resistances based on difficulty level promoting group play.
I still like the new ideas and I think they have promise (certainly a lot better than doing nothing), but what you say makes a lot of sense. Blitz is too powerful because it is "always on". Other epic moments have timers and cooldowns.
I still like the idea of melee power and buffing all melee in general, although maybe not so much... I especially like how buffing makes other EDs relevant.
I think Blitz could remain in such an environment but with a timer, and long cooldown.
I kinda like being able to group with anybody in epics, I think it helps build community. My least favorite thing about heroic lives is that the large difference in levels AND the fact people don't run quests until a particular level restricts the people I may run with. Keeping TR groups close together is a pain, I like that for ETR's you don't have to do that.
Sev is of *course* welcome to Party with the Poppy, and even to take a BrattyTop flight (although those are likely too late in the day for him). I don't think I know anybody in the Khyber endgame running a capped dex melee build anymore tho.
75 melee power is a much better number to start than 150 total melee power from level up and innate ability.
A decked out non flavor of the month (fotm) build average base damage is 80 with 1h weapon. A fotm average base damage is 100 with 1h weapon.
If you add 75 melee power
80 base is 140 per swing
100 base is 175 per swing
150 melee power
80 base is 200 per swing
100 base is 250 per swing
On live
A current Blitzer average base damage at 80 1h weapon with 8 stacks of blitz (200%) is already a joke in the EE content when they hit at 240 base damage per swing.
What Blitz need is a nerf in melee power to 200%. Then Increase the duration per stacks and lower the stack count.
This will make blitz less tedious to keep up in situation where there are few mobs and in raids with much higher hp mobs.
Suggestion
75% from level up and innate
125% from blitz.
-----
200% total with blitz
Not to mention, the proposed change will not scale properly with epic normal and epic hard difficulty where mobs hp and saves are much lower. The mobs damage output is also a lot less too, so there is no need to kill them as fast as running in EE.
Last edited by IBCrabin; 07-30-2014 at 12:37 AM.