Thanks for the continued engagement, folks! I've updated the second post in this thread with some more details in advance of the Q&A.
Thanks for the continued engagement, folks! I've updated the second post in this thread with some more details in advance of the Q&A.
Onn,
EVERY RAID has two tanks and multiple healers. Don't switch song and shield bro.
Nanci - 115 Captain / Hirandiel - 115 Hunter / Hildimar - 115 Minstrel - "Weekend at Bill Ferny's" - Arkenstone (formerly of Windfola)
Nimgarthiel - 75 Captain / Gliriel - 50 Minstrel / Hereniel - 25 Hunter - "Succulent Meats" - Arkenstone
Cainwen Ciaphas, Captain of Crickhollow, HERO OF MIDDLE EARTH!!!
I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered! My opinions are my own!
Do I get it right, that besides increasing of Galant Display performance (and probably of the other existing heals) and moving SoD back to Blue, there are no other changes? No additional heals? No real heals? No castable heals? No group saves or emergency heals?
How is it different from the current state of a captain healer? Our biggest issue is we do not have real, castable, spammable to some degree heals (both single target and group ones). We barely have any heal outside melee abilities (even worse, our only spamable heal was turned into hot some time ago, not that it was great in the first place, but now it is useless). Melee heals are too unreliable and too dependant on the fight (what are we supposed to do on fights that do not favor melee? or fights were we simply must stay range?). Melee skills should be an addition to the main kit, abilities that let you change your playstyle slightly dependng on the situation (adding personal dps and buffs to the group, while still healing them to some degree, for instance). That is why I suggested reactive heals: you cast them, then you can add melee abilities/combat arts/debuffs/buffs, stop to recast reactives when the charges need to be refreshed, react with propper spammable, after a fashion, heals if things get tough or if you need to stay ranged.
I'm trully disapointed with the anounced changes so far. Just increasing numbers without significat changes to the playstyle and abilities will do nothing.
I do appreciate what you are saying. Perhaps the Devs can do something to make DPS on Halberds worthwhile. In my experience they are not worthwhile.
I don't know about everyone else, but I will NEVER choose halberds because that 5% DPS racial trait depending on race matters more than looks or vanity or class identity. In my experience DPS on halberds and other two-handed weapons is too similar. Two Handed swords for Men and Elves, Two Handed Axes for Dwarves... to me there are no other logical choices for Captains, especially with low DPS for the class overall as compared to other classes... exception for two-handed weapons is when I am running Blue and shield equipped, then it's still sword for men, elves, axe for Dwarves. (The light shield doesn't help much but it does help in my experience when you are the only tank in your group.)
with all due respect... even Minstrels out DPS Captains in my experience running both these classes as mains. Halberds won't fix that. Grabbing every buff to DPS a Captain can is what matters right now. Maybe the new changes will bring better balance to Captain overall.
Note: I never run Red trait on any class other than Hunter and Champion. I run all my Captains and Minstrels on Blue or Yellow only.
[Sidebar discussion: There's more out of balance here than just Captain IMHO... and I now run only Captains and Minstrels so my opinion isn't about envy or ego. A primary healing class that isn't even allowed to use two-handed weapons should never out DPS a support class that is designed to use two-handed weapons. Basic MMORPG/MMO design to me, regardless of other skills employed. But what do I know? I'm not a Dev. I'll leave it to them.]
Last edited by gardavil; Jan 27 2023 at 01:47 PM.
- This change for battle-readied for yCaptain is extremely nice when coupled with the hopeful damage buffs, hopefully captains will be able to at least get and maintain aggro now without having to rely solely on force taunts.
- This is nice, especially for the yellow changes, as well following on from the SL and VS changes.
- Can I suggest this be reduced to 3? Instead of 5? Simply because it's 5 crits, if this was 5 normal skills it would be fine, but 5 crits is rather high for the skill to be active often.
- This skill could use some love, it's basically Relentless Maul (Beorning healing skill), but weaker and with a longer cooldown, the raid set from HH made it interesting, but it's still lacklustre and with a rather long cooldown.
- Very strong, very nice, 5 seconds is a bit short though, perhaps a slightly lower magnitude for a slightly higher duration?
- All of these look very interesting, will wait to see how they all function in practice.
- How much is the threat redirect going to be? Will it simply put you higher on the threat list than them, or is it a certain amount of threat? Because for example, using this on a fellow tank might end up being a death sentence for yourself / your group if the target swaps to you after the 5 seconds. Perhaps reconsider the threat redirect.
- I'm in love with the sound of this skill, it sounds amazing and I can't wait to try it out.
- Perhaps add a small 1% mitigation buff for 5-10s per ally near the captain as well, could be interesting?
- Thank you for finally splitting the CC breakout and the Parry buff, I would however opt for a longer duration / longer cooldown over the 10/45 it currently is.
====
Please consider changes and/or updates to the following;
- Noble Mark
- Revealing Mark
- More skills tied into Battle-Readied & Battle-Hardened if possible
- Two-Handed Prowess in Yellow, giving us more incentive to use a 2hander in Tanking coupled with the damage increase.
Captains get 5% halberd damage so the damage should be the same.
Edit: Your last point is a bit odd, so minstrel shouldn't do good damage just because they don't use a 2h? Ultimately every trait tree should be viable in a perfect world, then people can just play what they want.
Last edited by Atonu; Jan 27 2023 at 03:42 PM.
Kip - Altoholic and dwarf captain extraordinaire!
- Twitch.com/SirKiptu
I hope people who focus on on the importance of 5% damage realise it is actually not a flat 5% increase, do you? It is basically Mastery. The higher Mastery cap is, the less return one gets from this bonus.
Yea, that crops up a lot on my stream with people asking about it, at high level it ends up being a fraction of a fraction of a %. As I always say I think it's worth using the class/races weapon if you can, but it's not a reason to roll an elf hunter if you want to be a hobbit.
Kip - Altoholic and dwarf captain extraordinaire!
- Twitch.com/SirKiptu
The 5% bonus from racial isn't mastery, it's actual bonus damage on the weapon's damage. But since most skills have a ((weapon damage * mastery) + bonus damage) calculation the real damage increase is always lower than 5%, but varies skill to skill. Real overall increase averages about 3%, which is non-negligible in a raid. Pure damage wise the Halberd has an infinitesimal advantage, but the 2 hander sword has slightly faster animations, making it the usual go to. The difference between the two really shouldn't matter.
On another note, maybe I'm missing it, but what does the stacks of battle endurance from at the fore do? Do you cash them out for the damage bonus? Or are they the fuel for the heal given on melee hits?
Roughly 3% specifically 2.84% on hunter. I saw similar but not exactly the same result on champ. Closer to 2.7% if I remember right. I didn't look at captain directly in my tests, but unless it has much larger skill specific bonuses it shouldn't vary much more (I was looking at redline skill out puts and since I use a halberd I couldn't unequip the trait for 5% halberd damage, and the way traceries effect skill damage could muddle my results, so to be truly rigorous I'd need to make a whole new sword LI and I had no plans to do that).
It's also important to note I was compiling the average difference in tool tips with and without the racial damage bonus equipped. I was not making hundreds of parses and averaging them out. Too many confounding variables in parses I think.
That's more or less what I was doing too, using blank LIs and equipping and unequipping the dwarf axe trait, but as I said it was only lose testing so I'm not doubting what you say, just want to make sure I'm giving correct info. I was always led to believe that the actual difference with the trait was too minor to really be considered and my own, primitive tests seemed to back this up. As I said, I'd always advise using a class/race weapon if you can simply because even 0.01% damage is more than 0.
Edit: I should add that a) my tests were only ever done on a red captain and b) I'm the sort of player that would play a hobbit hunter even if it was a 5% difference :P
Kip - Altoholic and dwarf captain extraordinaire!
- Twitch.com/SirKiptu
Yes but 2% Parry is far better in general than 2% Auto Attack Crit. I'd liken it to the difference between 2,000 vit and 200 fate.
Just because they affect different things doesn't mean we can't assess which is better than the other. 2% Parry is mathematically significant, the auto attack crit is not.
Last edited by thymos; Jan 27 2023 at 08:28 PM.
Endorsed. If we can trait to get 2 or 3 Marks, why not let us have all 3 Bro toggles too. They would necessarily have to cancel each other out, of course.
So you're eliminating one trait effect because it's unnecessarily random, then adding a new trait effect that only triggers on...wait for it...random crits?
Rest of the changes sound good.
Arda Shrugged : Elendilmir (RIP) -> Arkenstone -> Anor (RIP) -> Landroval -> Treebeard
While we're not planning to rework Revealing Mark right now, it will be getting its potency halved for Red/Yellow captains, so it doesn't have so much value relative to the other mark skills. We don't want to encourage morale stacking, but we'll have to disincentivize morale stacking in a more systemic way than changing just this skill.
Again, I do agree with you here. That said, a lot of game numbers are sort of meaningless when you evaluate the system in abstract. If everyone has 10% less health, that doesn't really solve any issues facing either players or designers, so for the time being we don't plan on upending that precedent. The fact that all 10% of that value are locked up in captains, and only captains, has the potential to be an issue, however. And while that issue would be solved by removing Motivate, it could also be solved by allowing one or more other classes to provide a (mutually exclusive) motivate-ish buff.