Septimus_Magna wrote: »There should be a more defined balance between sustain (regen/cost reduction) and damage.
Right now its too easy to get decent sustain from racials and CPs that most stats are specced into dmg.
karakondzula wrote: »
karakondzula wrote: »
Thanks for posting, great thoughts OP. I wish the developers would adopt a real design philosophy regarding their class system. They make so many amateur decisions when it comes to class design. Your first point is a glaring example - gaining damage output and healing/shielding/sustain all together by stacking one stat is such garbage design.
I have always been a proponent of a system without classes, or at least a system that allows you to change classes. Especially in this game where class balance is barely even on the developer radar. Seriously, if you aren't going to even try to make the system good, just get rid of it.
Do you think the problem is that there just aren't enough developers working on this facet of the game?
Flameheart wrote: »As a PvEer I can't see any issue with damage/resource stacking and therefore specialization for a role.
In addition my experience in PvP is, that some people might still not stack enough damage to get a selfhealing player down in a reasonable amount of time, despite the healing and shielding nerf or still have issues to deliver the damage to beat certain PvE encounters.
If the TOs intention is to add some crude changes to the game again, which have major impact for PvE, so my answer is just a fat NO, sorry.
I might agree somewhat to the "too easy to sustain" argument, but I wouldn't call my 800/900 magicka reg in PvE a lot. The fights in PvE I know, are still runs on the blade's egde concerning magicka. You will notice it immediately if the other DD is lousy at his job and/or a support buff (Siphon Soul or Elemental Drain or Necrotic Orbs) isn't delivered. In PvE you won't use any reg food, you use stat food.
karakondzula wrote: »2. Armor penetration/Spell penetration. Armor and spell res is caped at 50% DR and that pretty low comparing it to other games. There is no reason for armor penetration to even exist with such low hard cap. Players stacking armor are already gimped in damage and resources. Maybe if cap is raised to 80% DR, armor/spell pen would be reasonable thing.
karakondzula wrote: »2. Armor penetration/Spell penetration. Armor and spell res is caped at 50% DR and that pretty low comparing it to other games. There is no reason for armor penetration to even exist with such low hard cap. Players stacking armor are already gimped in damage and resources. Maybe if cap is raised to 80% DR, armor/spell pen would be reasonable thing.
That would not change much, because even today armor can exceed cap to protect against penetration.
Let's say the DR cap is raised to 80%. I as attacker can reduce this down to 50%. Result: target has 50% damage resistance.
Current situation: DR cap is 50%, however penetration is calculated before the cap is applied. So, if i attack the same guy from the above example, he has 80% DR, which my penetration reduces to 50%, and this is finally capped at the max DR(50%) - end result the same as above.
karakondzula wrote: »2. Armor penetration/Spell penetration. Armor and spell res is caped at 50% DR and that pretty low comparing it to other games. There is no reason for armor penetration to even exist with such low hard cap. Players stacking armor are already gimped in damage and resources. Maybe if cap is raised to 80% DR, armor/spell pen would be reasonable thing.
That would not change much, because even today armor can exceed cap to protect against penetration.
Let's say the DR cap is raised to 80%. I as attacker can reduce this down to 50%. Result: target has 50% damage resistance.
Current situation: DR cap is 50%, however penetration is calculated before the cap is applied. So, if i attack the same guy from the above example, he has 80% DR, which my penetration reduces to 50%, and this is finally capped at the max DR(50%) - end result the same as above.
The big difference is that
- a build with more Penetration will ALWAYS have the benefit of that: higher DPS and often also higher self Heal from abilities like Puncturing Sweep, Swallow Soul, Surge, etc.
- a build with higher than 50% Armor Resistance has ONLY the benefit when attacked by a high Penetration enemy, and NEVER from another kind of high DPS build
karakondzula wrote: »2. Armor penetration/Spell penetration. Armor and spell res is caped at 50% DR and that pretty low comparing it to other games. There is no reason for armor penetration to even exist with such low hard cap. Players stacking armor are already gimped in damage and resources. Maybe if cap is raised to 80% DR, armor/spell pen would be reasonable thing.
That would not change much, because even today armor can exceed cap to protect against penetration.
Let's say the DR cap is raised to 80%. I as attacker can reduce this down to 50%. Result: target has 50% damage resistance.
Current situation: DR cap is 50%, however penetration is calculated before the cap is applied. So, if i attack the same guy from the above example, he has 80% DR, which my penetration reduces to 50%, and this is finally capped at the max DR(50%) - end result the same as above.