We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Page 6 of 14 FirstFirst ... 2 3 4 5 6 7 8 9 10 ... LastLast
Results 126 to 150 of 341
  1. #126
    Join Date
    Jun 2011
    Posts
    3,635
    Quote Originally Posted by keztryl View Post
    I'm satisfied with both yellow and blue line changes. I would also be okay if red line DPS fell just slightly below Red burg DPS (say if red burg did 65k DPS, Red champ should be at 60k). One simple way I think this could be done is more strongly tie blade and strikes skills to the yellow and red line respectively. The idea would be to have (something along the lines of) 40% of the base damage of strike skills tied to being in red line, and 40% of the base damage of blade skills tied to being in yellow. This would allow yellow champs to still go down the red line, but the strike skills obtained would not be very strong in comparison to their blade skills, and vice versa when you are running in Red. *

    Most champs are going to be yellow 90% of the time. In my view, red line really is about those situations where you either cannot AoE or there is only one target and you want to be able to put up the numbers to still be a viable DPS class (i.e., certain boss fights). I think the concern is that if red line strike skills are increased in damage, people will go deep into both lines. Making champs OP at both single and AoE at the same time. But a simple shift along these lines would allow for greater balance between yellow and red lines by ensuring a clear trade off in choosing one spec over the other.

    Blue line of course would still provide full base damage for both strike and blade skills... but if a player decided to go down this root to do DPS, they would have to contend with the fact that they do not get nearly as many points to spend in either red or yellow, and the would also be an aggro magnet, making them disruptive to tanks and a challenge to support.
    "Most champs are going to be yellow 90% of the time." On the basis of what do you make that claim? The mere fact that the majority of champions nowadays play yellow line? Surprise surprise, they haven't been able to play red line for years, because it hasn't been viable for years. In previous expansions, there were plenty of red line champions. You shouldn't make unsubstantiated claims like the one you made here. It's not helpful. Personally, I prefer red line, I think yellow line is boring. I also think the concept of an AoE spec is flawed.

    None of that really matters, though. A spec can be viable regardless of how many people play it. There's no reason why red line shouldn't be viable, considering its lack of survivability and utility. This should be compensated by high DPS. Higher than that of burgs, obviously, who have much more utility and far more defensive abilities. It's not like it would take a lot of time to get it to a competitive level. It just needs a few % increases in the right places (that is, places embedded in red line, so that yellow doesn't benefit).

    Quote Originally Posted by Int View Post
    If other classes want better AoE, then that's fine. But comparing their current AoE to the AoE of yellow line champs when those classes have range, far superior survivability, far superior CC, or superior buffs/debuffs is a bit silly. I don't think you'll find another class that wants to give up the advantages they have to become like champions. Nor should they have those advantages and essentially gain a champs AoE as well. There are several ways to accomplish what you're talking about in a balanced way, but all of them would either making big changes to either champs or the other class. I don't think any of those changes are desired. However, which lines do you think would be willing to give up their unique abilities to become more like yellow line champions?
    Red line guardians, red line LMs, red line minstrels. I didn't say each of these classes should do identical AoE DPS. I wish people would realise that. I said other specs should be equally viable for AoE. If they have far superior CC, but very decent AoE DPS, that makes them competitive. Same with the other aspects you mentioned. Champs can remain the top AoE DPS in terms of pure DPS numbers, there just has to be some competition.

    The issue is that SSG seems to be going in one direction, whereas you want them to go in another. Some of what you seem to want is frankly not reasonable and will never happen. I suspect you're going to be very frustrated with the game. However, I agree that they really need to fix red line because they've created so many situations where AoE DPS is a negative in raids and instances. I suspect the best future we can hope for with champions is a blue line that is useful in most situations, and a red and yellow we can switch to for situations where AoE is unwanted or when dying in yellow line isn't much of an issue.
    SSG isn't going in any direction at all, they just make arbitrary changes to arbitrary specs, in no particular order. It makes no sense. What I want is, in fact, perfectly reasonable. I think it's the reasonable thing to do in a class balance update; trying to make each spec equally viable. I won't be frustrated with the game, I barely even play it anymore, I just talk a lot about it.

    Quote Originally Posted by Maximilan View Post
    So you are a Champ and you don't think Champs should be best in class with AoE, they should only be comparable with other classes? There is a reason other classes don't have melee AoE skills like a champ.
    Actually, there isn't, other than them not having an AoE spec. Obviously. That's the whole problem.

    I would agree the balance within the Champ trees is not good right now, red needs help, yellow doesn't need help and blue isn't any better off than red IMO.
    Indeed, yellow doesn't need help, it needs nerfs.

  2. #127
    Join Date
    Dec 2013
    Posts
    600
    Quote Originally Posted by Giliodor View Post
    Indeed, yellow doesn't need help, it needs nerfs.
    I thinky yellow is in a good place when it comes to Aoe-Damage, we just have the problem that you can use skills/traits from the red line, to give you also the ability to do good singeltarget Dps.
    But i would sugest to lower bladewall damage by a bit and add more damage to skills like Blade Storm , Raging Blade and Fury of Blades.
    Currently its all about spamming Bladwall with full Fervour and your dps is ok, thats why i would like to see a more even dps distrubution between the mayor skillsin yellow.

    Further more i would like to see changes to Flurry, the 1293 Crit rating from it is near to useless and i would replace it with a % value (maby 2%crittchance or x%kritt/devaste magnitude or 5%skill damage, something like this), to prevent a bad scaling with future updates. Before the Skilltrees where invented Flurry was a activ Skills, so you could use independent of your specialisation. I would realy like to bring this back somehow. You could make it a general Skill or make it acesable via Skillpoints in the yellow tree (so you can also use it in red/blue), maby this would also help with some slow animations (<- i´m looking mostly at you blue).

    This would also make place for a new yellow traittree Setbonus.
    If you want to contact me, pls don't write me a Private Message on the Forum.
    The best way is via Discord:
    Gertes#5389

  3. #128
    Join Date
    Jun 2011
    Posts
    3,635
    Quote Originally Posted by Gertes View Post
    I thinky yellow is in a good place when it comes to Aoe-Damage, we just have the problem that you can use skills/traits from the red line, to give you also the ability to do good singeltarget Dps.
    But i would sugest to lower bladewall damage by a bit and add more damage to skills like Blade Storm , Raging Blade and Fury of Blades.
    Currently its all about spamming Bladwall with full Fervour and your dps is ok, thats why i would like to see a more even dps distrubution between the mayor skillsin yellow.

    Further more i would like to see changes to Flurry, the 1293 Crit rating from it is near to useless and i would replace it with a % value (maby 2%crittchance or x%kritt/devaste magnitude or 5%skill damage, something like this), to prevent a bad scaling with future updates. Before the Skilltrees where invented Flurry was a activ Skills, so you could use independent of your specialisation. I would realy like to bring this back somehow. You could make it a general Skill or make it acesable via Skillpoints in the yellow tree (so you can also use it in red/blue), maby this would also help with some slow animations (<- i´m looking mostly at you blue).

    This would also make place for a new yellow traittree Setbonus.
    "Good place"? That sounds rather ambiguous. I wouldn't describe it as good by any means, so please do tell why you think it's in a "good place".

    The issue I'm having here is that yellow line was buffed in 22.2. There wasn't a need for this at all. It was already the single most dominant AoE spec in the game. Those buffs need to be reverted, and perhaps the spec needs to be nerfed even further than that.

  4. #129
    Join Date
    Oct 2017
    Posts
    729
    Quote Originally Posted by Giliodor View Post
    "Good place"? That sounds rather ambiguous. I wouldn't describe it as good by any means, so please do tell why you think it's in a "good place".

    The issue I'm having here is that yellow line was buffed in 22.2. There wasn't a need for this at all. It was already the single most dominant AoE spec in the game. Those buffs need to be reverted, and perhaps the spec needs to be nerfed even further than that.
    To be fair....before 22.2 it wasn’t rks were. I tested this on the first 3 pulls on the abyss (after someone used the screaming deep flag of cours) I finished with 117k whole the champ finished at 87k he told me his highest parse was 154k while mine was at 171k cause of how stupidly op combustion is

  5. #130
    Join Date
    Jun 2011
    Posts
    3,635
    Quote Originally Posted by Fraushgrish2 View Post
    To be fair....before 22.2 it wasn’t rks were. I tested this on the first 3 pulls on the abyss (after someone used the screaming deep flag of cours) I finished with 117k whole the champ finished at 87k he told me his highest parse was 154k while mine was at 171k cause of how stupidly op combustion is
    That's not evidence of anything, though. Maybe he's just a bad champion. Your sample size is sorely lacking.

  6. Jun 21 2018, 10:59 AM

  7. #131
    Join Date
    Aug 2008
    Posts
    503
    Quote Originally Posted by Turin_Turambar_The_F View Post
    Problem with having strong aoe is it becomes gimmicky in pve raids (trash collector) and might be a factor for our lower ST DPS in redline compared to other classes... ultimately, if nothing else, I'd want to do more ST DPS in redline than yellow, that would be a good start.
    Yeah I do agree, it is why if I don't need the AoE I'll stay in red line and go deep in yellow.

    Quote Originally Posted by Int View Post
    I agree that red line DPS should be above yellow line DPS. However, what is the rationale you're using to say it should be below red burgs? If you compare things such as surviability, duffs/debuffs, and CC, what advantages do you think red line champions have over red burgs to warrant lower DPS?
    I think the red line in both the champ and burg needs some help tbh. Although I think the champ is worse off comparatively. Obviously with stealth, aim & position you should have the ultimate ST damage but I don't think sustained damage from a burg should be higher than a champ. Not that I think it is now, champs do have advantage overall with sustained damage but a burg has much greater survivabilty than a champ - can't have it both ways.
    "Never argue with a fool, it's difficult to tell the difference"

  8. #132
    Join Date
    Jun 2011
    Posts
    3,635
    Quote Originally Posted by Maximilan View Post
    I think the red line in both the champ and burg needs some help tbh. Although I think the champ is worse off comparatively. Obviously with stealth, aim & position you should have the ultimate ST damage but I don't think sustained damage from a burg should be higher than a champ. Not that I think it is now, champs do have advantage overall with sustained damage but a burg has much greater survivabilty than a champ - can't have it both ways.
    Red burgs needs some help? Excuse me? Burglars are extremely strong for single target DPS, definitely top 3. I don't know where you got the idea that they need "help", but I think you have been misinformed. They need nerfs. Their survivability + utility + DPS is far too strong.

  9. #133
    Join Date
    Apr 2007
    Posts
    3,571
    Ultimately, the biggest issue is no clear indicator on what devs want to accomplish with this 'class balance' pass for champs... just buffing overall dps and tweaking blue seems like a band aid, but there's no real objective stated... part of the issue with yellow ST potency is Trait Points... dipping deep enough into red for fero/controlled burn. There has been a lot of great player feedback given to resolve issues most of us see, but without dev feedback, it feels like a big waste of time.
    Turine Turambare - Warlord - Warg Slayer - Weaver's Enemy - Reaver's Enemy - Blackarrow's Enemy - Warleader's Enemy - Defiler Foe
    TEAM F
    ... occasionally seen on... Mynutts/Thick/Blasthardcheese/Vladtheimpaler/--------/Twiggyt/Belege/Bodybags

  10. #134
    Join Date
    Oct 2017
    Posts
    729
    I still have some hope for red champ since the bear class needed more they didn't release it with this update...perhaps red champ needs a lot as well so they couldnt release it with this update

  11. #135
    Join Date
    Dec 2009
    Posts
    246
    Quote Originally Posted by Fraushgrish2 View Post
    I still have some hope for red champ since the bear class needed more they didn't release it with this update...perhaps red champ needs a lot as well so they couldnt release it with this update
    I agree. I hope Red Line gets a second look for Champions. I'd even be inclined for Dev's to boost Red Line while giving yellow line a slight nerf. Blade Wall hitting over 100k on multiple targets in a Raid is a bit obscene.

    I wish they would give Red Champs a way to Automatically guarantee a Crit on Remorseless like we used to have at 75. If this were something that could be worked into a Rotation like say if Wild Attack crits it has x% chance to make your next Remorseless Strike automatically Crit and be unavoidable or something would be nice. This would help solve the issue of partial B/P/E on Remorseless(the difference between partial evade and critical hit with max gear is well over 1000%). This would also only benefit Red Line in that unlike Brutal/Ferocious strikes, Remoseless is only available while in Red.

    Another option would be to change Champions Duel as many others have suggested. It seems like it was implemented as a sort of similar mechanic to Arms Warrior's Colossus Smash window in WoW, where for a short burst period your damage is heightened against a single target. However, as it is now the skill is pretty lackluster and there isn't much thought needed to go into it.

    I know many have suggested to bring back the old version of Continuous Blood Rage, but despite the amazing boost to damage it used to give, the -90% incoming healing debuff would be pretty catastrophic in my opinion, as many instances and Raids require DPS to be continuously healing themselves through revealing Mark to survive, especially now after the nerfs to Minstrel healing. Thus, the skill can only be used situationally, forcing Red Champs out of certain content.

  12. #136
    Join Date
    Apr 2007
    Posts
    3,571
    Quote Originally Posted by gaara908776 View Post
    I know many have suggested to bring back the old version of Continuous Blood Rage, but despite the amazing boost to damage it used to give, the -90% incoming healing debuff would be pretty catastrophic in my opinion, as many instances and Raids require DPS to be continuously healing themselves through revealing Mark to survive, especially now after the nerfs to Minstrel healing. Thus, the skill can only be used situationally, forcing Red Champs out of certain content.
    edited... not really 100% on the versions of CBR, been a while... one thing that they can do is add a bigger DOT and nix the -IH%... also, if they leave the skill as an 'immediate toggle' stance like BoF with a low cd (1s)... could be really nice.
    Last edited by Turin_Turambar_The_F; Jun 21 2018 at 06:42 PM.
    Turine Turambare - Warlord - Warg Slayer - Weaver's Enemy - Reaver's Enemy - Blackarrow's Enemy - Warleader's Enemy - Defiler Foe
    TEAM F
    ... occasionally seen on... Mynutts/Thick/Blasthardcheese/Vladtheimpaler/--------/Twiggyt/Belege/Bodybags

  13. #137
    Join Date
    Dec 2009
    Posts
    246
    Quote Originally Posted by Turin_Turambar_The_F View Post
    edited... not really 100% on the versions of CBR, been a while... one thing that they can do is add a bigger DOT and nix the -IH%... also, if they leave the skill as an 'immediate toggle' stance like BoF with a low cd (1s)... could be really nice.
    That could work. I would just prefer if they did away with the DoT entirely. It's just a kind of weird mechanic. Giving reduced mitigation and/or incoming damage increase would probably be a better way to go about it. Ultimately, I just wish they would have the Champion be Red Line centric as the class used to be. Traiting ardour prior to trait trees almost always provided better AoE DPS but Red was the go to trait line because most fights end up favoring Single Target DPS.

  14. #138
    Join Date
    Oct 2010
    Posts
    712
    Quote Originally Posted by gaara908776 View Post
    That could work. I would just prefer if they did away with the DoT entirely. It's just a kind of weird mechanic. Giving reduced mitigation and/or incoming damage increase would probably be a better way to go about it. Ultimately, I just wish they would have the Champion be Red Line centric as the class used to be. Traiting ardour prior to trait trees almost always provided better AoE DPS but Red was the go to trait line because most fights end up favoring Single Target DPS.
    I miss CBR tanking.
    Eredor-Champion, Ereworn-Minstrel, Ereshorn-Runekeeper, Eresworn-Hunter, Eremourn-Burglar, Erehorn-Captain, Erelorn-Warden, Eretorn-Lore-Master, Erescorn-Guardian... And Erecorn-Master Farmer

  15. #139
    Join Date
    Oct 2009
    Posts
    92
    i am highly surprised theres seen a lack of attention to the broken devastate magnitude to skills. i'd like to see that fixed to where a dev is not a 3/4 of a crit nowadays.
    also until they fix or band aid partial hits, and skill delay, i dont think anything they do to boost redline dps will substantially matter, as lack of mit penetration, extremely low base dmg, and general rng of the game will not see redline as a competitive dps to anything.

    also yellow being good is also subjective, unless one makes a 2hander for aoe, the skill delay with dual wield will substantially reduce dps.

    i also dont care for the blue line changes as blue lines barely makes any sense and most of it is useless in any situation requiring competitive tanking, it has no business existing outside the the first 2 lines.
    Chily r15, Antiderivative r11, + other ranked stuff. Erebus.

  16. #140
    Join Date
    Jan 2008
    Posts
    86
    Quote Originally Posted by UsaByz View Post
    i also dont care for the blue line changes as blue lines barely makes any sense and most of it is useless in any situation requiring competitive tanking, it has no business existing outside the the first 2 lines.
    Blue champ changes are definitely worth checking out if you haven't done so since the changes. Removing the skill delay and increasing the number of targets with sweeping riposte has made this line very fun and competitive to play. I have yellow captain main, but blue champ is a nice alternative to my captain, given that it is designed to take on larger groups of mobs. At least with the current gear options, I feel that blue line for champ is in a good place.

  17. #141
    Join Date
    Oct 2009
    Posts
    92
    Quote Originally Posted by keztryl View Post
    Blue champ changes are definitely worth checking out if you haven't done so since the changes. Removing the skill delay and increasing the number of targets with sweeping riposte has made this line very fun and competitive to play. I have yellow captain main, but blue champ is a nice alternative to my captain, given that it is designed to take on larger groups of mobs. At least with the current gear options, I feel that blue line for champ is in a good place.
    blue line is in no way competitive especially since it revolves around parry responses for a riposte. its a fun gimmick that you can use sure, but it isnt competitive. but then any dps is preferable to a yellow captain.
    Chily r15, Antiderivative r11, + other ranked stuff. Erebus.

  18. #142
    Join Date
    Dec 2009
    Posts
    246
    Quote Originally Posted by UsaByz View Post
    blue line is in no way competitive especially since it revolves around parry responses for a riposte. its a fun gimmick that you can use sure, but it isnt competitive. but then any dps is preferable to a yellow captain.
    Most of the issues I've seen with Blue line Champ usually revolve around aggro management. Blue line Champ can actually mitigate comparable damage as a Yellow Captain and better than a Blue Warden in many cases. I regularly run CoS T2C with a champ friend who Tanks it in blue line and he almost never dies but he definitely can't keep aggro even half as well as a Warden or Guardian on multiple targets. Power also seems to be a big issue for blue champ on prolonged fights.

  19. #143
    Join Date
    Oct 2013
    Posts
    449
    Quote Originally Posted by gaara908776 View Post
    Most of the issues I've seen with Blue line Champ usually revolve around aggro management. Blue line Champ can actually mitigate comparable damage as a Yellow Captain and better than a Blue Warden in many cases. I regularly run CoS T2C with a champ friend who Tanks it in blue line and he almost never dies but he definitely can't keep aggro even half as well as a Warden or Guardian on multiple targets. Power also seems to be a big issue for blue champ on prolonged fights.
    Thing with champ tanking is that agro is never really solid. A champ builds agro through dps, and through getting smacked in the face (because of the reflect). Because a large chunk of the damage comes from Riposte though, and in most boss fights nowadays avoidance is useless, we don't get the parry procs we need which forces us to rely on force taunts more than we should. In AoE fights and taking on trash mobs, agro is fine in my opinion, but once we lose parry procs, we fall short.

    In my opinion, blue damage should be increased, especially on Raging Blades and both Horn skills. I think blue should do about a third to half the damage of a yellow champ, making it do considerable damage for a tank because to me this is where the color is for a blue champ. The reason to take one would be to get more damage. Currently, however, damage is not in a good place in blue line. About 20-25% of our single target damage comes from autoattacks (in my experience), which is kind of a ridiculous amount to me. In my opinion, the biggest threat skills should be Raging Blade and Horn of Champions, followed by Riposte, Blade Wall, etc. Blue champ really suffered with trait trees because of how integrated other "red" and "yellow" skills were to holding threat in this line, and this is something that needs to be addressed. Either the baseline for these skills needs to be increased regardless of traiting, or blue line specifically also needs to give an extra boost to these skills.

    One thing I always toyed with, but never used very much was a blue/red build for boss fights to tank through strike skills, but because of partial avoidances and the lack of the better Battle Frenzy from yellow, the damage never really made it worthwhile. One thing I would like to see would be having Fervour actually matter again, rather than being forced to put 4/4 points in Battle Frenzy in yellow regardless of how you trait. Increasing Fervour generation in all three lines in some form or fashion and getting rid of the 10s version of that skill would be a step in the right direction in terms of gameplay if you ask me, so long as the Fervour generation doesn't get out of hand like it is right now. Actually having to manage it would make the class more interesting.

    In an ideal world, we would do enough damage in a tank build to hold agro on a raid boss without taunting and have another cooldown or two for when things go sideways, but the changes made to blue in my opinion are a step in the right direction. I would just like to see Raging Blades and especially both horn skills (Horn of Gondor/Champions) be more meaningful for building threat, along with seeing a few changes to traits that I've mentioned in other posts. Also, getting a bit more of a benefit from Adamant, Unbreakable, and Bracing Attack would be nice to provide actual cooldowns to use (Dire Need still needs to be increased for level cap, I've made posts about how to do this without breaking it for lower levels previously in this thread and in the Champion sub-forum). If those things are accomplished, I would call blue champ "finished".

    Other post here for Blue recommendations.

  20. #144
    Join Date
    Apr 2007
    Posts
    560
    Quote Originally Posted by ColMcStacky View Post
    Thing with champ tanking is that agro is never really solid. A champ builds agro through dps, and through getting smacked in the face (because of the reflect). Because a large chunk of the damage comes from Riposte though, and in most boss fights nowadays avoidance is useless, we don't get the parry procs we need which forces us to rely on force taunts more than we should. In AoE fights and taking on trash mobs, agro is fine in my opinion, but once we lose parry procs, we fall short.

    In my opinion, blue damage should be increased, especially on Raging Blades and both Horn skills. I think blue should do about a third to half the damage of a yellow champ, making it do considerable damage for a tank because to me this is where the color is for a blue champ. The reason to take one would be to get more damage. Currently, however, damage is not in a good place in blue line. About 20-25% of our single target damage comes from autoattacks (in my experience), which is kind of a ridiculous amount to me. In my opinion, the biggest threat skills should be Raging Blade and Horn of Champions, followed by Riposte, Blade Wall, etc. Blue champ really suffered with trait trees because of how integrated other "red" and "yellow" skills were to holding threat in this line, and this is something that needs to be addressed. Either the baseline for these skills needs to be increased regardless of traiting, or blue line specifically also needs to give an extra boost to these skills.

    One thing I always toyed with, but never used very much was a blue/red build for boss fights to tank through strike skills, but because of partial avoidances and the lack of the better Battle Frenzy from yellow, the damage never really made it worthwhile. One thing I would like to see would be having Fervour actually matter again, rather than being forced to put 4/4 points in Battle Frenzy in yellow regardless of how you trait. Increasing Fervour generation in all three lines in some form or fashion and getting rid of the 10s version of that skill would be a step in the right direction in terms of gameplay if you ask me, so long as the Fervour generation doesn't get out of hand like it is right now. Actually having to manage it would make the class more interesting.

    In an ideal world, we would do enough damage in a tank build to hold agro on a raid boss without taunting and have another cooldown or two for when things go sideways, but the changes made to blue in my opinion are a step in the right direction. I would just like to see Raging Blades and especially both horn skills (Horn of Gondor/Champions) be more meaningful for building threat, along with seeing a few changes to traits that I've mentioned in other posts. Also, getting a bit more of a benefit from Adamant, Unbreakable, and Bracing Attack would be nice to provide actual cooldowns to use (Dire Need still needs to be increased for level cap, I've made posts about how to do this without breaking it for lower levels previously in this thread and in the Champion sub-forum). If those things are accomplished, I would call blue champ "finished".

    Other post here for Blue recommendations.
    From what they have said, they are only doing small changes to the classes each update. To get rid of current Battle Frenzy would require a complete ground up redesign and rebalance of the class. It would almost certainly have to be done all at once as well, otherwise the class would likely be completely broken between updates until they finish. So I find it very unlikely we will ever see a change to Battle Frenzy.
    [

  21. #145
    Join Date
    Oct 2013
    Posts
    449
    Quote Originally Posted by MikeA View Post
    From what they have said, they are only doing small changes to the classes each update. To get rid of current Battle Frenzy would require a complete ground up redesign and rebalance of the class. It would almost certainly have to be done all at once as well, otherwise the class would likely be completely broken between updates until they finish. So I find it very unlikely we will ever see a change to Battle Frenzy.
    True, but a man can dream...

    I figure that it doesn't hurt to mention it on the incredibly minute chance that champs will actually get an overhaul rather than just extending the status quo.

  22. #146
    Join Date
    Dec 2016
    Posts
    476
    Quote Originally Posted by Turin_Turambar_The_F View Post
    Ultimately, the biggest issue is no clear indicator on what devs want to accomplish with this 'class balance' pass for champs... just buffing overall dps and tweaking blue seems like a band aid, but there's no real objective stated... part of the issue with yellow ST potency is Trait Points... dipping deep enough into red for fero/controlled burn. There has been a lot of great player feedback given to resolve issues most of us see, but without dev feedback, it feels like a big waste of time.
    I suspect stating an overall goal of what they're trying to achieve with each line for champs would end a lot of the arguing, end a lot of the complaining, and make recommendations much more meaningful. Right now it's kind of chaotic because everyone had their own vision of how they should work. For example, this would be my basic goal.

    Red line: High single target DPS, relatively low survivability (largely because melee takes a lot of damage, and "berserk" abilities which increase DPS at a cost of survivability), and burst damage designed to rapidly take down the last 1/3 or so of bosses/mobs morale at a cost to survivability. The role would be to be a specialist at finishing off bosses, and could team up well with burgs for a 1-2 punch to kill off mobs quickly.
    Blue line: moderately high AOE damage, relatively high survivability, relatively high threat. Good for killing trash mobs in raids without dying. Good at holding and DPSing ads during boss fights (off tank). Can be main tank in SOME circumstances, but not as good at surviving sustained high dps as other tanks. Good at surviving long enough for ads to be killed.
    Yellow line: Highest AOE damage, lowest survivability, lowest threat, useful for killing trash mobs quickly when you don't need to worry much about aggro (two tanks, or a tank and blue champ in the group).

    I think if those goals were achieved, then it would be hard to find an instance where champs wouldn't be useful or desired. At the same time, I don't think they'd eclipse other classes and make them not useful. However, that's just my opinion. Everyone has a different one, and a lot of them would also be good solutions.

  23. #147
    Join Date
    Dec 2009
    Posts
    246
    Quote Originally Posted by Int View Post
    I suspect stating an overall goal of what they're trying to achieve with each line for champs would end a lot of the arguing, end a lot of the complaining, and make recommendations much more meaningful. Right now it's kind of chaotic because everyone had their own vision of how they should work. For example, this would be my basic goal.

    Red line: High single target DPS, relatively low survivability (largely because melee takes a lot of damage, and "berserk" abilities which increase DPS at a cost of survivability), and burst damage designed to rapidly take down the last 1/3 or so of bosses/mobs morale at a cost to survivability. The role would be to be a specialist at finishing off bosses, and could team up well with burgs for a 1-2 punch to kill off mobs quickly.
    Blue line: moderately high AOE damage, relatively high survivability, relatively high threat. Good for killing trash mobs in raids without dying. Good at holding and DPSing ads during boss fights (off tank). Can be main tank in SOME circumstances, but not as good at surviving sustained high dps as other tanks. Good at surviving long enough for ads to be killed.
    Yellow line: Highest AOE damage, lowest survivability, lowest threat, useful for killing trash mobs quickly when you don't need to worry much about aggro (two tanks, or a tank and blue champ in the group).

    I think if those goals were achieved, then it would be hard to find an instance where champs wouldn't be useful or desired. At the same time, I don't think they'd eclipse other classes and make them not useful. However, that's just my opinion. Everyone has a different one, and a lot of them would also be good solutions.
    I like your ideas, especially an overall threat reduction to yellow line AoE would be nice. I also agree that there should maybe be some sort of event or stream where each Dev talks about their desired vision for each class/spec. That would really do well to instill some faith and goals to keep the community sated. Tybur kind of did this with Blue Warden a while ago on a stream but so far they kinda missed the mark with it.

  24. #148
    Join Date
    Oct 2013
    Posts
    449
    Is there any word on when the next round of changes will be taking place, at the very least to correct mistakes that were introduced? From what I hear, every class has some sort of new detrimental bug/issue that is affecting the gameplay of the class to a high degree. Champ Dual wield skill delay, LM's Water-Lore having no initial heal anymore, Mini HoT's overwriting each other (and yellow being completely useless now), blue Hunters having no definite rotation with the uneven Barrage cooldown, etc. At the very least, are these issues going to be addressed or even acknowledged any time soon?

    It's pretty disheartening to me to see Warden being the only class to get a follow-up fix when there were more pressing issues for other classes, and then with the recent patch, not to see these issues even acknowledged in the "Known Issues" section. A quick word from a Blue Name here would really help dissuade many of us from wondering if we are being forgotten...

  25. #149
    Join Date
    Dec 2013
    Posts
    600
    Hello fellow Champions,

    sadly it has been silent for a while in this Champion thread.
    I realy hope we will see further improvements on the champion and some major work to the redline.
    But in this time we are waiting until the class work keeps on going, a simple but maby impactful idea came to my mind.
    I think we all know the delay that appears, after we cut the animation of a skill with more then one attack (with a general longer animation) and then try to press the next skill. Especially on dual wielding in yellow line we can currently feel this quit a bit.

    So what happens is, that we press for example, Ferocious Strikes and try to cut the animation with Clobber or maby Battle Frenzy. If we try now to press the next Skill, we still have to wait until the he goes of, dependent on the skill that time can take over 1 second. (For me it seems like the game trys to finish the already cut animation and just waits until the animation would normally be over)
    But this is just the case with Skills that have multiple attacks, if you cut for example Remorseless Strike (with a two handed weapon, otherwise it would have 2 attacks not one) or swift Strike, you can press the next skill immediately after word, with no delay at all.

    But there is a work around, fast Skills. But sadly the Champion has near to no fast skill. Merciful Strike and True Heroics are the only ones that came to my mind. True Heroics animation in it self is to long and its cd also, for this work around (this skill fells generally weak and could also need a rework imo.) So its just the Merciful Strike we could use for this, obviously you can´t press him until you target has a minimum amount of %HP dependent on your Trait points set. (or you are in blueline, then you can press this skill always).
    So what happens, if you press like in the example before, Ferocius Strike and cut the animation with a Immediate Skill, but now you dont press a random other Skill, but you press a fast Skill (in our case the Merciful Strike).
    Now there is no delay, this Skillchain goes very smoothly and because of the short animation of Merciful Strike you can press you next Skill also with nearly no delay.

    So now we come to my idea, what is about our Swift strike? I mean he has it already in his name, its supposed to be a fast skill (it already has a super short animation, but did not classify as such).
    If Swift Strike would become a fast Skill, we could prevent this delays much more frequently (on a 3,2sec CD), that would also add some new mechanical deep to the champion rotation (what i always appreciate). I mean the developers could also fix the delay, after cutting a multi attack skill, but as i said more mechanics are always nice imo.

    I would love the hear your opinions about my idea, it seems to me like a simple little change, with a good impact on Champion Dps and generally smoothness of the Rotation (independent of the Skill tree you are currently specialist in).

    If someone (Game Developer or Player) can´t realy follow my elaboration of the "problem", i could also post a little video where you could see what happens animation wise, just ask for it and i will do so.
    Last edited by Gertes; Aug 08 2018 at 05:26 AM.
    If you want to contact me, pls don't write me a Private Message on the Forum.
    The best way is via Discord:
    Gertes#5389

  26. #150
    Join Date
    Sep 2014
    Posts
    48
    Quote Originally Posted by Gertes View Post
    Hello fellow Champions,

    sadly it has been silent for a while in this Champion thread.
    I realy hope we will see further improvements on the champion and some major work to the redline.
    [/I]
    U23 beta 1 is imminent, so hopefully we'll see some fixes incoming. I'll keep an eye on it. Until they fix champ skill delays, I'm not spending any more time on champ.

 

 
Page 6 of 14 FirstFirst ... 2 3 4 5 6 7 8 9 10 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload