DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
This is a good point. It may not be an easy task for Zos to set an override. Especially since I cannot think of a mechanic in game that can change the GCD.
I see above that OP is comparing it to haste, but we do not have anything like that in ESO. This would lead one to think there is a high chance it is not an easy change. I think this is the first killer of the idea. The second being the idea is not needed and OP has not presented a need or justification for the idea.
Further I see OP says balance is not his/her/their problem. I spoke to balance in my first post. Balance is everyone's problem and should always be our first thought when suggesting changes. Always and OP's comments in this area suggest they want change for the sake of it, not for the benefit of the game.
DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
This is a good point. It may not be an easy task for Zos to set an override. Especially since I cannot think of a mechanic in game that can change the GCD.
I see above that OP is comparing it to haste, but we do not have anything like that in ESO. This would lead one to think there is a high chance it is not an easy change. I think this is the first killer of the idea. The second being the idea is not needed and OP has not presented a need or justification for the idea.
Further I see OP says balance is not his/her/their problem. I spoke to balance in my first post. Balance is everyone's problem and should always be our first thought when suggesting changes. Always and OP's comments in this area suggest they want change for the sake of it, not for the benefit of the game.
You do realize that there is a set called blood moon that does exactly that? it changes the gcd.
DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
This is a good point. It may not be an easy task for Zos to set an override. Especially since I cannot think of a mechanic in game that can change the GCD.
I see above that OP is comparing it to haste, but we do not have anything like that in ESO. This would lead one to think there is a high chance it is not an easy change. I think this is the first killer of the idea. The second being the idea is not needed and OP has not presented a need or justification for the idea.
Further I see OP says balance is not his/her/their problem. I spoke to balance in my first post. Balance is everyone's problem and should always be our first thought when suggesting changes. Always and OP's comments in this area suggest they want change for the sake of it, not for the benefit of the game.
You seem to find a lot of excuses for things that you don;t even know, how would you know that it's hard to code it in the game? Especially when it's already done, you don't, as i said before, you just seem to be here on my post just for the sake of disagreement, and honestly, the only reason i bothered to respond, is not because of you, but because i want other people to see, what exactly this thread is about, and not what you think it is.
DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
This is a good point. It may not be an easy task for Zos to set an override. Especially since I cannot think of a mechanic in game that can change the GCD.
I see above that OP is comparing it to haste, but we do not have anything like that in ESO. This would lead one to think there is a high chance it is not an easy change. I think this is the first killer of the idea. The second being the idea is not needed and OP has not presented a need or justification for the idea.
Further I see OP says balance is not his/her/their problem. I spoke to balance in my first post. Balance is everyone's problem and should always be our first thought when suggesting changes. Always and OP's comments in this area suggest they want change for the sake of it, not for the benefit of the game.
You do realize that there is a set called blood moon that does exactly that? it changes the gcd.
Have you actually tested that or are you making an assumption from reading the tooltip?
That question is redundant as I already know the answer. If you look at the first link below, the person analyzed the set and as for the real answer, it only affects your melee light attack speed, not your attack speed in general.
So you are incorrect that it affects the GCD. Making false assumptions is not a good way to theorycraft or provide suggestions for changes.
https://fextralife.com/blood-moon-eso-sets-guide-werewolf-unleashed/
Basically, it only affects doing light attack after light attack. It does not even benefit if weaving light attacks into skills.DocFrost72 wrote: »How do you propose to balance DKs breaking the GCD?
This is a good point. It may not be an easy task for Zos to set an override. Especially since I cannot think of a mechanic in game that can change the GCD.
I see above that OP is comparing it to haste, but we do not have anything like that in ESO. This would lead one to think there is a high chance it is not an easy change. I think this is the first killer of the idea. The second being the idea is not needed and OP has not presented a need or justification for the idea.
Further I see OP says balance is not his/her/their problem. I spoke to balance in my first post. Balance is everyone's problem and should always be our first thought when suggesting changes. Always and OP's comments in this area suggest they want change for the sake of it, not for the benefit of the game.
You seem to find a lot of excuses for things that you don;t even know, how would you know that it's hard to code it in the game? Especially when it's already done, you don't, as i said before, you just seem to be here on my post just for the sake of disagreement, and honestly, the only reason i bothered to respond, is not because of you, but because i want other people to see, what exactly this thread is about, and not what you think it is.
I think the above example debunks what you say here. I do not have to make excuses since I am pointing out how things actually work, not providing false information as you are. I will not even get into your comment about the coding of this since your basis for that comment is debunked as everything else has been.
It is great people think of ideas and present them here but you need to understand you are asking for critical replies to those ideas. it is improper to complain and best to make sure your information is correct.
Our guy here doesn't consider 0.7 gcd on la a gcd, so yea, are you trying your best to cause misunderstandings?
Do i have to spell it out for you words for words? If they already made it possible to change the gcd of light attacks, what would make it much harder to change the gcd of abilities, for dk execute for example?
Again, if you try to misconstrue, my argument i will respond, but man, you are trying your best at being annoying.
Our guy here doesn't consider 0.7 gcd on la a gcd, so yea, are you trying your best to cause misunderstandings?
Do i have to spell it out for you words for words? If they already made it possible to change the gcd of light attacks, what would make it much harder to change the gcd of abilities, for dk execute for example?
Again, if you try to misconstrue, my argument i will respond, but man, you are trying your best at being annoying.
Do I need to spell it out for you word for word.
It is totally irrelevant that it speeds up light attacks as that only helps with doing light attack after light attack. It is basically the same as an old weapon trait was that no one used because it was so bad.
It certainly does not speed up the GCD of skills as you falsely suggested it did and nothing has ever been in the game that shortened the GCD.
That destroys your whole idea that the mechanics for your suggestion are already in game. You can keep falsely stating that I misconstrue your "argument" that is based on false claims but anyone who actually reads what you post here knows you do not know what you are talking about.
Edit: I am done with this thread unless you actually come up with something that makes sense and you demonstrate actual basic knowledge of the related mechanics which you have not doe so far.
Have a good day.
For example, on dk, you could make it so Under 25 % you could cast your abilities faster, like instead of 1 sec every 0.7, at a reduced cost. Just a thought.
Ok, When did i suggest that it changes the gcd of abilities? i *** dare you to find that quote.
How do i propose to balance it? Not my problem, this is just a suggestion.
DocFrost72 wrote: »How do i propose to balance it? Not my problem, this is just a suggestion.
If an idea is not taking balance into consideration then it is not a fully thought out idea. Besides the facts I pointed out that there does not appear to be a system in game to speed up the GCD for skills let alone make DoTs tick faster.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
DocFrost72 wrote: »
For example, on dk, you could make it so Under 25 % you could cast your abilities faster, like instead of 1 sec every 0.7, at a reduced cost. Just a thought.Ok, When did i suggest that it changes the gcd of abilities? i *** dare you to find that quote.
Im just saying that that would be both a strange, possibly difficult to manage buff that would also staggeringly increase dps. In ten seconds you can fire off eleven abilities with standard GCD. With your proposed change you could fire off 15.28 (let's round down to 14), or roughly a 40% damage increase if using nothing but a spammable.
My primary concern is that you are suggesting something that will drastically alter the rules of the game, and additionally empower one specific class a great deal. You don't have to convince me of anything, much less that this is a good idea. If you want someone to agree though, discourse is a good place to start. Discourse rarely involves such statements asHow do i propose to balance it? Not my problem, this is just a suggestion.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Maybe i should have been more precise on that, i was talking about damage abilities specifically to be honest because that's what i usually play with.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Maybe i should have been more precise on that, i was talking about damage abilities specifically to be honest because that's what i usually play with.
I know you were. That doesn't change anything I just typed. Like I said you fundamentally don't understand what this would do.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Maybe i should have been more precise on that, i was talking about damage abilities specifically to be honest because that's what i usually play with.
I know you were. That doesn't change anything I just typed. Like I said you fundamentally don't understand what this would do.
Good point.
Idk, iv'e already talked about what you said in that post on how to circumvent that.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Maybe i should have been more precise on that, i was talking about damage abilities specifically to be honest because that's what i usually play with.
I know you were. That doesn't change anything I just typed. Like I said you fundamentally don't understand what this would do.
Good point.
Idk, iv'e already talked about what you said in that post on how to circumvent that.
You cannot circumvent the fact that you would get more actions per minute, which would effect every single player action.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.
Maybe i should have been more precise on that, i was talking about damage abilities specifically to be honest because that's what i usually play with.
I know you were. That doesn't change anything I just typed. Like I said you fundamentally don't understand what this would do.
Good point.
Idk, iv'e already talked about what you said in that post on how to circumvent that.
You cannot circumvent the fact that you would get more actions per minute, which would effect every single player action.
Yes, but that's the whole point of it, more action per minute, that's the desired result.
It's not something to circumvent.
Executes are supposed to increase your effectiveness against enemies below a certain threshold. Reducing the GCD doesn't work for an execute, because it would effect everything as long as the Dragon Knight was fighting an enemy in execute range. A better execute would be to increase the amount of damage DoTs do within the threshold. They could also increase the damage of all attacks by X% for each negative effect on an enemy, with a maximum of Y%, under 25%. Both of those would complement what the Dragon Knight is, and fit within this game's systems.
Good point, it cold be solved if the change would work only if you are targeting someone that is under 25%, afterall, necro execute would have the same exact problem, and i'm sure that zos already thought of this.
The problem i have with the damage increases like what you suggested there, is that they don;t change the gameplay in any way, it's not really any fun, you just do the same at a higher damage, but with reduced gcd, basically haste, you do your rotation faster which is noticeable.
For your suggestion in the OP it would not be appropriate that the GCD be sped up when targeting someone under 25% health if there are other targets with higher health being hit by the skills. Fiery Breath and it's morphs are great examples of why this would be a problem
With the Necromaner passive Death Knell that increases critical strike chance against targets below a certain health it does not have the same issue as it only affects damage hitting the target that meets the specification.
His suggestion of a passive that would increase the damage to low health targets probably has a greater chance of happening. It lacks the pitfalls that have been made clear in this thread including the possibility new systems would have to be added to compensate.
Things like this are why posting ideas is great. The critical review of the idea helps iron out issues and bring possible ideas to light, regardless if it is welcome or not.
I agree with you on one thing, it does have a greater chance to happen purely for the fact that it's easier to implement, but it's also less fun.
The point was that you would get reduced gcd and cost only if you are targeting someone below 25%, this would add a very interesting mechanic, both in aoe and st, but you would not get the buff even if enemies around you were at 25 % if you do not target them, otherwise ofc it would be broken op in add fights, basically it's like necro exe, but instead of crit you get a faster rotation.
We already have things like reverse slice, they don't magically apply the execute if you has someone around you that is below 50 % as long as you attack a target that is above that threshold, this would be the same principle.
I can see why it would be not as easy to implement, but honestly, it would definitely be much more interesting.
I don't think you fully understand what this would do to combat. Speeding up the GCD would be utterly broken. Just because something is fun doesn't mean it belongs in the game.
So, there are a few things that come to mind, mainly aoe dots like blockade of fire, the main problem i see is that if you cast it on someone that is below 25 % in a aoe situation you will do way more aoe damage than anyone else, there are a few ways to circumvent this that come to mind right now.
1: aoe dots gcd is reduced during execute, but you don't tick faster, this would be the easiest solution
2: they do tick faster, but only on the target you specifically used it on, this would be much harder to implement and they probably will not.
For direct damage aoe abilities like steel tornado, you either don;t apply the changes to gcd, or you apply them, and give players another layer of complexity when deciding specifically which enemy to target, but with the changes to steel tornado, that supposedly we would have in elsweyr, i can;t really see this being op, even if the changes apply.
Number crunching is the least problematic, because you just have to test, there is no complexity, just finding the right number, like every other ability in the game.
It's not that hard to see the possible problems this could bring, but the fact is that there are always ways around it to make in not as strong or stronger as you need, your point could be applied to basically anything when it comes to balance to be honest.
I don;t think you fully understand what "insert name" could do to the game, you could kill people or npcs much faster if it's not balanced, yes, i know right, badly balanced skills passives etc, could be broken op, who knew....
So you don't.
This wouldn't just effect damage. This effects everything. You would get more actions per minute, which would effect your healing, ability to CC, ability to apply continuous pressure. This would change the entire flow of combat for one class. Nothing else in the game has this large of an impact.