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  1. #1
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Few things:
    Provoke tied to ANY potency backfires. People will want to use for potency and there arent any competing uses for MP which brings me to:

    I think you overlooked the MP resource. You have lots of ways to gain it. equilibrium(20%), Skull Sunder+Butchers (unspecified). Passive accumulation, (potentially any jobs party buffs like goad now) But only 1 spender that costs 20%, onslaught on a 30 sec CD and a 50 potency provoke (20 sec CD). I'm not seeing much point in MP on war when its only active use is onslaught and screwing up everything with provoke spam for damage.

    Assuming you dont spam voke and just use onslaught (2/min), equal covers 1. Passive regen probably covers the other. People will ignore butchers 100% of the time the same way we avoid defiance for more fell cleaves. Except now we get defiance for just being smacked and can use both IB and FC simultaniously. Without the enmity on butchers, theres really no reason for it to exist as it would never be used without some seriously good things to do with MP that outweigh another FC. Wars will learn to get by using only the free IBs provided by taking damage and just spam eye/path for FC forever.

    If anything this looks to be reinforcing the current play style of spam FC but now you get the bonus of tank stance, IB, and even more max HP from passive IB/SC gains from taking damage which results in a damage gain while tanking. Not sure if this was the goal, or if this is to design war as one of the 'MTs' in a MT/OT split role world.

    Without any reason to use BB combo except to sacrifice damage for more defense (we know how that goes), Theres really no difference between tanking and not except you get occasional free IBs to use. It sounds like a have your cake and eat it too version of the current stance system, which, while effective, doesnt sound very appealing to me personally.
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  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Izsha View Post
    Provoke tied to ANY potency backfires. People will want to use for potency and there arent any competing uses for MP which brings me to:
    True. I was thinking about this while designing it. It's a tricky one, since, yes, of course, it being tied to potency and being oGCD means it gets spammed on CD.

    Outside of course, the fact that PROVOKE doing that means you'd be constantly tank swapping and so fudge up mechanics a bunch...

    I'm not completely bound by the idea of it having potency, I merely included it so as to have a bit of extra actual enmity itself so that long distance Provokes to say, pick up an add that's barrelling down to a healer actually does something (Other than turn it around for half a second before the next Regen tick rips threat back off you).

    Quote Originally Posted by Izsha View Post
    I think you overlooked the MP resource.
    This is mostly intentional. Due to not knowing how SE are planning on overhauling the physical classes that never use MP with their removal of TP.

    It may be that all skills cost MP, it may be that only AoE's cost MP (Simulating the current scenario where outside of specific high SkS builds, only AoE rotations actually use up TP faster than regen)

    I mean, I could also make skills such as Mercy Stroke and Smite of Rage also cost considerable MP too.

    Quote Originally Posted by Izsha View Post
    Without the enmity on butchers, theres really no reason for it to exist as it would never be used without some seriously good things to do with MP that outweigh another FC. Wars will learn to get by using only the free IBs provided by taking damage and just spam eye/path for FC forever.
    True. Again, this is predicated on making adjustments to MP costs after seeing the direction SE are going with their TP removal.

    Ideally, having Butchers as an MP gain would need to make sense. But without then causing a scenario such as creating a PLD/DRK playstyle where only the MP gain matters...

    Though, I think it might just be that I need to go back to the drawing board and redesign Butcher's combo secondary effects.

    The issue is what... I dabbled with the idea of having another HP gain, but it felt unnecessary with Defiance and new IB... More damage buffs are ehh... Raw potency would be difficult to balance out with FC access...

    That said, I do want to keep Defiance build up on that combo, so that OT WAR's can still maintain their IB and Defiance stacks. With there being a slight DPS gain to being actively tanking (Through the passive Defiance build up)

    Quote Originally Posted by Izsha View Post
    If anything this looks to be reinforcing the current play style of spam FC but now you get the bonus of tank stance, IB, and even more max HP from passive IB/SC gains from taking damage which results in a damage gain while tanking. Not sure if this was the goal, or if this is to design war as one of the 'MTs' in a MT/OT split role world.
    Well, it deviates from the FC spam of current, by making IB actually usable and not a DPS loss to access it (While making it defensively less swingy). With the general theme that instead of just having a 1 button wonder skill to give 20% EHP like Sheltron/TBN instead WAR just has a higher health pool continuously (At the cost of needing it to be replenished to have an effect)

    In addition, there's less reliance on IR > FCx5 for damage output, because you no longer get infinite Gauge from IR. So that damage can be distributed throughout the overall kit a bit better (Of course, still weighted towards Gauge spenders) as well as allowing more variation in IR rotations.

    But of course, Fell Cleave will always be a staple for DPS output, just like how PLD's will always be using Holy Spirit and DRK's will always be using Bloodspiller, they're simply the jobs highest direct damage attacks and thus want to be spammed.

    As far as more damage while tanking goes... That was an intentional design. Since, personally, I think it would be interesting if there was more weight put onto needing to be actively tanking in order to leverage maximum damage output for tanks. For example, turning actively mitigating damage into DPS gains (Such as PLD getting access to Shield Swipe and regaining MP or DRK generating MP and Blood with Blood Price)

    Like, irregardless of designs of being a "MT" or "OT" I think tanks should be incentivised to be actively tanking, even if the gain is ultimately more DPS. The major thing is to do this without then making OT's step into damage intentionally to boost DPS (Which is a thing that happened in WoW on several occasions)

    Quote Originally Posted by Izsha View Post
    Without any reason to use BB combo except to sacrifice damage for more defense (we know how that goes), Theres really no difference between tanking and not except you get occasional free IBs to use. It sounds like a have your cake and eat it too version of the current stance system, which, while effective, doesnt sound very appealing to me personally.
    Well, there may be some tuning needed here and there. But the general premise I was going for was trying to emulate PLD/DRK and their complete freedom to be in DPS stance all the time without losing access to any of their important skills, such as their potent active mitigation skills Sheltron/TBN.

    Balancing Tank stances is always going to be tricky, when the meta of this game is literally to only use it for Enmity on a pull 99.99% of the time. Thus it's hard to make something like Tank Stance locked abilities (Such as Equilibrium's heal, IB and SC) actually exist outside soloing.

    So, I thought about what if Tank stances were less punishing (By the nature of no longer being tied to a damage down multiplier at all). To which WAR still ends up being screwed over by the fact that IB and FC share resources and nought but removing their shared resources would make IB actually usable. (Meanwhile, PLD and DRK don't have this issue of multiple skills sharing a resource rendering one unused as a result. Well, outside of Clemency)

    In addition, WAR's gameplay literally doesn't change between stances at all. It's still the same combo's leading to the same cost spenders. It's just, one does inferior damage. Also, one stance has a really good stat from stacks (Crit) and the other has a really mediocre stat from stacks (Parry).

    So I thought about using a dual resource system to emulate their "Stances" and to create a unique aspect from other Tanks (Where DRK only has a single stance and PLD has 2 stances)

    Of course, in isolation, it looks hella OP because it's "You get both stances at 0 cost"

    Though, in my thoughts, I also envision a similar sort of boost to PLD and DRK stances to allow them to also "Have their cake and eat it". I just haven't gotten around to finalizing my ideas around their kits just yet. But a preface would be something like:

    For PLD, stances become oGCD (Also, Shield Oath becomes default on, and it now uses just a single button to swap into the other stance) as well as adjusting ShO to also give MP when blocking (So ShO is good for regaining MP, especially in combination with Bulwark while SwO is superior for regaining Gauge)

    For DRK, Grit has Blood Price as a passive effect. Grit is also oGCD to activate and costs 0 MP. Also, Blood Weapon can be used while in Grit and will deactivate Grit upon use (Essentially meaning you don't have to toggle off Grit and then use BW, you can just press BW to remove Grit)

    Quote Originally Posted by Raldo View Post
    Please don't take away our one and only stun
    It can come back in some form. It's just that its current implementation is a little lacking, especially as a Role Action.

    Especially given the number of things that are immune to Stuns (Or become immune to them because lelHolySpam or DRG's using Spineshatter) - So I reworked its main use (Interrupting abilities) into Interject.

    I mean, 70-80 skills could include something like Furore (From Tactics A2) that could function as an AoE Stun for example. (Possibly adding to Mercy Stroke and Smite of Rage as non-Combo high MP cost GCD skills)
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    Last edited by Kalise; 03-31-2019 at 02:16 AM.