nemi
Noobie
Posts: 10
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Post by nemi on Mar 8, 2015 9:22:48 GMT -5
Not a complaint, just an observation. My rogue uses her Tacvi dagger in her main hand and epic in offhand because the other has more damage thus a higher backstab. We had a warrior sword drop in Tacvi for our group last night. It has twice the damage as the rogue poker with one more delay. I understand the way backstab damage factors and why Sony developed faster rogue weapons with lower damage because of it. I am just thinking that on this server it may want to be pumped up a bit like everything else? As a rogue I'm supposed to be the DPS right? Aryx`
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Post by Finwen on Mar 8, 2015 10:03:15 GMT -5
This reminds me of the old knight vs warrior weapon argument on live. Warriors wanted to be able to use knight weapons due to their higher dmg even with increased delay due to haste bringing down the weapons dly. The argument for them not being able to use them was that warriors could DW and knights could not. This isn't the exact same situation but some of those principles may apply.
I haven't grouped with enough rogues at end game to comment if this is needed to boost their dps or not. Both classes are highly reliant on adps (Panther & Bard), along with weapon procs, just like all melee.
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Post by hi2ukindsir on Mar 8, 2015 12:41:24 GMT -5
Not a complaint, just an observation. My rogue uses her Tacvi dagger in her main hand and epic in offhand because the other has more damage thus a higher backstab. We had a warrior sword drop in Tacvi for our group last night. It has twice the damage as the rogue poker with one more delay. I understand the way backstab damage factors and why Sony developed faster rogue weapons with lower damage because of it. I am just thinking that on this server it may want to be pumped up a bit like everything else? As a rogue I'm supposed to be the DPS right? Aryx` I'm starting to see this trend, and it's a little disappointing for me personally. I understand the need for warriors to feel like more than a meat shield, but it feels unbalanced right now. I have a tacvi/txevu geared monk and bard (with tacvi weapons), and both are less DPS than my txevu/quarkens warrior. If I can't tank or DPS like my warrior, why bother with other melee? I'm not saying nerf warriors, or am I suggesting OP other melee, but the current class balance doesn't keep true with class roles at all. Just my opinion. Still love the server and appreciate all the hard work GMs do.
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Post by Tynnonium on Mar 8, 2015 14:25:49 GMT -5
I actually think bards are quite nice, Strung. They're not meant to be able to tank or be a significant source of DPS; however, they are meant to be a utility class benefitting the group and bards do that quite well here. Significant overhaste + proc song makes a HUGE different in groups / raid content, so I think bards are fine. Zephyr has said he's trying to find a way to balance monks without nerfing other classes, so there's some hope there Out of curiosity, have you parsed your rogue DPS yet Aryx? It's not super important how much damage is on the weapon in comparison to tank weapons because the rogue mechanics for DPS are just significantly different. I would suggest doing parses with similarly geared rogs and wars to see exactly what the difference is. It's a little preemptive to believe things are out of balance due to the damage on a weapon alone.
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Post by hi2ukindsir on Mar 8, 2015 19:05:54 GMT -5
Warriors weren't intended to be a source of dps either. And unfortunately with the way gear / stats work here, bards utility is extremely limited. The proc song is the only thing keeping them from being useless. Even with the proc song my bards solo dps is less than the warriors, and my weapons are double the dmg.
Again, not trying to complain, just hoping to find a balance that doesn't push people into the war/heal combo.
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Post by Tynnonium on Mar 8, 2015 19:53:36 GMT -5
I'm trying to find one with you bud. But in a server set up to be soloable, you can't really expect every character to serve more than one purpose. War/Shm is preferred here because each of those classes serve two purposes: Tank/Dps and Heal/Utility DPS. When you start looking at class purposes it gets difficult to start changing classes without taking away from an other class. The major problem with wars here (imo) is that Quarkens exist, but it's a bit too late to take quarkens away. War survivability drops significantly without quarkens until you're near max Tacvi geared, but I find myself using Quarkens for the spikey DPS encounters when I don't have more than one healer anyways.
But on that same note: It's designed to be a solo server, mostly. Without Quarkens, war soloability also takes a significant drop. (For the non raid geared/max AA War)
But ultimately I think the real thing to do here is to make a suggestion, Strung. What would you have done if you could have anything done? (Post suggestions in that thread that Maelik created earlier).
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nemi
Noobie
Posts: 10
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Post by nemi on Mar 9, 2015 10:20:55 GMT -5
any suggestions what to use to parse DPS? I would be curious to do that on the same mob VS the war I group with who has the Tacvi sword and that club. perhaps it looks better than I think it does just from the sheer number of hits. I will approach it with optimism. Aryx
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Post by thorpa on Mar 9, 2015 10:59:55 GMT -5
Not a complaint, just an observation. My rogue uses her Tacvi dagger in her main hand and epic in offhand because the other has more damage thus a higher backstab. We had a warrior sword drop in Tacvi for our group last night. It has twice the damage as the rogue poker with one more delay. I understand the way backstab damage factors and why Sony developed faster rogue weapons with lower damage because of it. I am just thinking that on this server it may want to be pumped up a bit like everything else? As a rogue I'm supposed to be the DPS right? Aryx` I'm starting to see this trend, and it's a little disappointing for me personally. I understand the need for warriors to feel like more than a meat shield, but it feels unbalanced right now. I have a tacvi/txevu geared monk and bard (with tacvi weapons), and both are less DPS than my txevu/quarkens warrior. If I can't tank or DPS like my warrior, why bother with other melee? I'm not saying nerf warriors, or am I suggesting OP other melee, but the current class balance doesn't keep true with class roles at all. Just my opinion. Still love the server and appreciate all the hard work GMs do. This is EXACTLY where I was going with the original post.
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Post by zephyr on Mar 9, 2015 12:20:01 GMT -5
Weve figured out a way to make all the other classes tank the raid bosses better without nerfing anyone. I dont have time for the next 8 days to work on the server, so Pryme and Atrayas will be testing the idea.
We are going to fix the other classes. I totally agree rogues should be doing more DPS, monks should be dodging better than any class, etc. By April you shouldnt require a warrior to tank the raid mobs if youre well geared.
edit: If youre a rogue, are you using poisons? They are required to get decent DPS.
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Post by loonie on Mar 9, 2015 17:16:33 GMT -5
Weve figured out a way to make all the other classes tank the raid bosses better without nerfing anyone. I dont have time for the next 8 days to work on the server, so Pryme and Atrayas will be testing the idea. We are going to fix the other classes. I totally agree rogues should be doing more DPS, monks should be dodging better than any class, etc. By April you shouldnt require a warrior to tank the raid mobs if youre well geared. edit: If youre a rogue, are you using poisons? They are required to get decent DPS. With my rogue, I do use poisons. What I suspect could be a likely significant issue rogues face is getting procing augs for their piercers. Both the Greedy Goblin purchased Fragment of Time and Bite of the Serpent are unusable in piercers (but Rogue usable). My rogue is currently running around duel wielding Tacvi daggers along with the backstab damage aug off Tunat but most of my proc augs are the ones I purchased in Crescent Reach. Obviously, I could switch out my offhand to a 1hs or something to incorporate those other augs...heh, but guess Ive always been a purist in thinking Rogues should be duel wielding piercers darn it. Just letting Rogues put the procing augs that everybody else has in our piercers would be a nice step in the right direction imho. (unless this is a intentional that rogues can not put these augs in piercers).
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Post by Tynnonium on Mar 9, 2015 22:08:13 GMT -5
Loonie, check the patch notes for today and the greedy fob
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Post by zephyr on Mar 26, 2015 19:53:58 GMT -5
Augs should start to be rogue usable. Im also tweaking them some more this weekend in addition to the backstab hate change last patch.
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Post by Gamoril on Mar 27, 2015 0:39:35 GMT -5
Do you guys have any suggestions to make other classes more viable without nerfing anything? Not sure how to go about it. If I boost DPS of casters, group content will be too easy without rebalancing all of that. If I make casters tank better (and I did significantly raise their mitigation and AC softcaps), there wont be much reason to play plate classes. Rangers I thought were fairly balanced and using discs can tank raid bosses from what I tested, rogues need a boost to backstab damage and thats coming through augs - no real way to make them any better due to class dynamics, theyll never be able to tank and dps. Monks got a boost and I need some more feedback there - Im considering setting a different heroic agi softcap for monks so they avoid more damage compared to plate tanks. Speaking only for classes I have played around with: Shadowknight - Lifetap (both cast and proced from self-buffs) heals seem to be pretty weak. Not sure how they work with the heal amount stat but casting a high level lifetap should be more beneficial than waiting for a weapon to proc IMHO. - Decrepit Skin is ineffective against hard hitters and seems to be broken at the moment. It's a great buff on live and I'd love to see it fixed and tuned for Imperium. Paladin - Main problem seems to be agro however, I don't play one, my RL friend does. Is there a way to give them more agro? Perhaps adjust the hate on stuns or similar? Cleric - Perhaps an increase on the amount of charges for Ward of Reprisal to allow for more self healing if the cleric is tanking. - Higher heal amount from Blood of the Martyr. Druid - Better pet? - Better heals? I haven't really taken the druid all the way to end game but I struggled playing mine. Rogue - Increase effectiveness of "tanking" discs. - Increase effectiveness of Chaotic Stab (frontal backstab) AA. Shaman - Super squishy. Maybe more avoidance? - Better pet? Just some ideas, please don't flame me! I haven't really put enough time into other classes to make reasonable suggestions for them.
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Post by Genesis on Mar 27, 2015 4:47:55 GMT -5
I am the friend Gamoril is talking about, the Paladin is Konba.
When playing with him, he basically has to auto attack on his SK and do nothing else or he pulls agro. We are similarly geared, I am chain casting group heals, stuns and Flash of Light and mobs just do not want to stick to me.
Given how Decript Skin is broken at the moment, I've been trying to tank using Ward of Tunare because it's more effective in the content we're in, but one spell and the mobs just turn to Gamoril. With the sub-par DPS of Paladins, the group heal proc is about the only thing Konba is good for at the moment, which is frustrating. It's fine when I'm just boxing PAL/SHM but in a group, as far as I'm concerned, tanks should be able to hold agro off anyone equally geared or below, with the possible exception of a Warrior trying to pull agro. SK's get a really solid AOE hate spell, Paladins don't seem to get anything similar. Can we turn one of the stuns (which are useless in late game content with all mobs being immune to them) into an AOE anger spell or something? I don't want to fall into the trap of playing a Warrior like everyone else just because they are better at the moment.
As for other classes, I dunno about Magicians but I haven't noticed my pet getting any better with gear improvements (I suppose this applies to Necromancers and Beastlords too, and to a lesser degree every other class with a pet). They are OP at lower levels, the pet is generally above player DPS until later in the levels but it seems that once I hit the Elementals, the pet just... sucked. They do ok damage I guess, nothing spectacular compared to some classes, and they are easy to play, but the pet eats dirt way too easily. I imagine in Gates that stray AOE's or rampages will just smash the pet about pretty quickly, and with the way gear scaling doesn't affect pets, their DPS will steadily fall behind.
My solution is to make items that drop in each tier of content that summon pet weapons that have increasing power as you go through the tiers. So in the Elementals you could loot an item that would summon a pet weapon with x stats. In Time you could loot one that summons a slightly better weapon. In Tipt or Vxed you could loot a new one. Obviously this poses the problem that some people might equip low level pets with them and it would just be crazy but perhaps you guys know of a way to code it so pets can only equip the weapons once they reach a certain level, or that the stats of the items scale with level even for pets. I'm not sure on that one. This way you could tweak the pet attack speed, primary stats, mods, damage output, AC, HP and all that jazz and allow pet classes to grow more powerful without making pets godlike as soon as you hit 75. Would give me more incentive to play my Mages again anyway.
Just a thought.
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Post by zephyr on Mar 27, 2015 5:56:59 GMT -5
The issue with Paladins is they depend on spell aggro - which is drastically reduced since casters do so much more damage. If I raise it, casters will get murdered even faster.
Ill look at adding hate to Paladins specifically today.
Regarding mages, the issue with pets is balancing them vs solo content vs raid content. I made them nearly AE proof, but they will get ramped to death. I can restrict items per level to pets as far as I know. I dont care if people choose to twink (play it like you want), so Ill look at mage pet weapons. Im also testing a custom pet focuses as well that I can restrict to the level of the caster.
edit: I do not want to raise SK lifetaps more than they are - theyre really a solo tool and I didnt want SKs tapping as well as Necros. They can already tank almost all of the content. Decrepit Skin is being worked on.
Druids I think are pretty good if you gear them well - they are the most gear dependent caster. Ill still look at them after this next patch.
Clerics I thought were fine. I cant give them much more DPS as theyre nearly invincible as is.
Rogues got buffed again this patch at high levels, and I havent seen any play since I made the changes to backstab. I need to parse one out before I make more changes. Right now you shouldnt need chaotic backstab unless youre the only character engaging the mob.
Shaman pets are already buffed pretty high - I think the focus items will fix that issue. Theyre squishy, but if you stack AC augs they arent that bad. The AC caps are nearly equal between plate and chain/casters.
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