5000% Load screen debuff
Just disable proc sets in pvp (mainly monster sets), nerf destro ultimate, some minor class balance, fix all the crashing and maybe offer some better rewards for pvp and there pvp for the most part is fixed....
would like to see some love to the Sorc class but eh
psychotic13 wrote: »Lol all shields scale from health? Fool
psychotic13 wrote: »Lol all shields scale from health? Fool
now, if all shields scaled off health (possibly with skills/passives which boost that for brief periods) and dodge/block also scaling off health (no stam cost but % dodge success and % block damage determined by max health from say 20% to 50% + skill/passive bonuses) that could get interesting. Add in an armor trait to boost shield% and change the blocking one to % etc.
Say basic design shield strength is at 20% health, dodge chance is at 20% and block damage reduction is 20% - all at 0 health.
Say every point in health raises these percents by 1. So in theory at 64 health the base shield is 84% of health, the base dodge chance is 84% and the base block reduction is 84%.
Now obviously these wouldn't be final numbers but you have the idea.
Increased cost on burst healing. You might as well just totally remove the role of PVP healer.
Your whole list is just basically things that make it hard for you to kill a person or a complaint about what is killing you the most so you want to have it removed. But, I guess I might as well jump on the band wagon and see if I can make things better for myself as well.
-I'm a ranged dps so I think DK wings is way overpowered. How am I suppose to kill them if they can reflect everything back at me. Being hit by my own dark flare really hurts.
-I can't stand it when I get a NB below 50% health and he cloaks and runs away. I think they should not be able to cloak when they are below 50% health.
-Bow getting increased speed after a dodge roll or any other increase in speed is not fair because I hate running after people. I want them to just stand there and die.
-And the most hated thing of all is the whole line of sight thing. If I have you tab targetted I should be able to shoot through rocks, walls, and trees to hit you.
psychotic13 wrote: »Lol all shields scale from health? Fool
now, if all shields scaled off health (possibly with skills/passives which boost that for brief periods) and dodge/block also scaling off health (no stam cost but % dodge success and % block damage determined by max health from say 20% to 50% + skill/passive bonuses) that could get interesting. Add in an armor trait to boost shield% and change the blocking one to % etc.
Say basic design shield strength is at 20% health, dodge chance is at 20% and block damage reduction is 20% - all at 0 health.
Say every point in health raises these percents by 1. So in theory at 64 health the base shield is 84% of health, the base dodge chance is 84% and the base block reduction is 84%.
Now obviously these wouldn't be final numbers but you have the idea.
And if they cast shuffle? 104% dodge chance? Nice, what could be wrong with that.
Making all defenses RNG based is only gonna make things worse. The whole point is to remove RNG from the fights not put more into them. And yes a build with 100% dodge chance with ur version is going to be the most broken build ever created. We are literally talking about a build that cannot be killed cause it will be possible to spam rolls without losing any stamina. And even if u have 60 points into hp u can still put everything else into dmg and have more than enough dmg to kill people. Your sustain will be irrelevant cause u can just roll forever till u get ur resources back. Same applies for ur block version. Permablock that costs no stamina and mitigates 100% of the dmg. Lmao. Thats more broken than the permaroll build. Even proc set meta requires more skill than that.psychotic13 wrote: »Lol all shields scale from health? Fool
now, if all shields scaled off health (possibly with skills/passives which boost that for brief periods) and dodge/block also scaling off health (no stam cost but % dodge success and % block damage determined by max health from say 20% to 50% + skill/passive bonuses) that could get interesting. Add in an armor trait to boost shield% and change the blocking one to % etc.
Say basic design shield strength is at 20% health, dodge chance is at 20% and block damage reduction is 20% - all at 0 health.
Say every point in health raises these percents by 1. So in theory at 64 health the base shield is 84% of health, the base dodge chance is 84% and the base block reduction is 84%.
Now obviously these wouldn't be final numbers but you have the idea.
And if they cast shuffle? 104% dodge chance? Nice, what could be wrong with that.
Well right now dodge has a 100% chance.
So not much really.
let me be very clear...
currently you execute a dodge and spend stamina and 100% you succeed for the half second or whatever so at dodging stuff.
in this paradigm, you execute dodge and spend no stamina and have a 20%+healthpts chance to dodge each attack for the same half second or whatever.
Currently, you execute block and if hit you spend stamina and cut all damage by 50% for the half second or so whatever.
In this paradigm, you execute block and if hit spend no stamina and cut all damage by 20%+healthpts for the halfsecond or whatever.
Again, not even close to suggesting these numbers are finals... but it does as number of things that have been called for by others in one mechanic
1 - makes health a vital componen t for defense for both magica and stamina taking over their primary defenses.
2 - takes doge/block out of stamina, out of the offense pool for stamina builds to let stamina and magica play more evenly in their offense pool.
3 - Along with making SET DAMAGE (for sets which spawn damage their own damage effects) scale off the character's mag/damage stats (like any spell/skill would - not just the cp/qual level of the set) it tries to provide some spread between the stats in most builds.
So, yeah, someone could build a perma-dodge set with 64 in health and shuffle or evasions or whatever giving them dodge rolls for 104% but so what? They got crap damage coming out of that build.
Right now they can stack stamina the offense stat and dodge roll for 100% and still have hurtful attacks even if just hvy and light and ult.
In either design you CAN beuild a char to maximize the potential but in this version since it keys off health you cannot maximize bot the defense dodge/block and get the significant offense.
Making all defenses RNG based is only gonna make things worse. The whole point is to remove RNG from the fights not put more into them. And yes a build with 100% dodge chance with ur version is going to be the most broken build ever created. We are literally talking about a build that cannot be killed cause it will be possible to spam rolls without losing any stamina. And even if u have 60 points into hp u can still put everything else into dmg and have more than enough dmg to kill people. Your sustain will be irrelevant cause u can just roll forever till u get ur resources back. Same applies for ur block version. Permablock that costs no stamina and mitigates 100% of the dmg. Lmao. Thats more broken than the permaroll build. Even proc set meta requires more skill than that.psychotic13 wrote: »Lol all shields scale from health? Fool
now, if all shields scaled off health (possibly with skills/passives which boost that for brief periods) and dodge/block also scaling off health (no stam cost but % dodge success and % block damage determined by max health from say 20% to 50% + skill/passive bonuses) that could get interesting. Add in an armor trait to boost shield% and change the blocking one to % etc.
Say basic design shield strength is at 20% health, dodge chance is at 20% and block damage reduction is 20% - all at 0 health.
Say every point in health raises these percents by 1. So in theory at 64 health the base shield is 84% of health, the base dodge chance is 84% and the base block reduction is 84%.
Now obviously these wouldn't be final numbers but you have the idea.
And if they cast shuffle? 104% dodge chance? Nice, what could be wrong with that.
Well right now dodge has a 100% chance.
So not much really.
let me be very clear...
currently you execute a dodge and spend stamina and 100% you succeed for the half second or whatever so at dodging stuff.
in this paradigm, you execute dodge and spend no stamina and have a 20%+healthpts chance to dodge each attack for the same half second or whatever.
Currently, you execute block and if hit you spend stamina and cut all damage by 50% for the half second or so whatever.
In this paradigm, you execute block and if hit spend no stamina and cut all damage by 20%+healthpts for the halfsecond or whatever.
Again, not even close to suggesting these numbers are finals... but it does as number of things that have been called for by others in one mechanic
1 - makes health a vital componen t for defense for both magica and stamina taking over their primary defenses.
2 - takes doge/block out of stamina, out of the offense pool for stamina builds to let stamina and magica play more evenly in their offense pool.
3 - Along with making SET DAMAGE (for sets which spawn damage their own damage effects) scale off the character's mag/damage stats (like any spell/skill would - not just the cp/qual level of the set) it tries to provide some spread between the stats in most builds.
So, yeah, someone could build a perma-dodge set with 64 in health and shuffle or evasions or whatever giving them dodge rolls for 104% but so what? They got crap damage coming out of that build.
Right now they can stack stamina the offense stat and dodge roll for 100% and still have hurtful attacks even if just hvy and light and ult.
In either design you CAN beuild a char to maximize the potential but in this version since it keys off health you cannot maximize bot the defense dodge/block and get the significant offense.
If you want to bring diversity back where people dont just put everything into one resource you dont have to do extreme changes to mechanics. All you have to do is put softcaps in battlespirit.
Making all defenses RNG based is only gonna make things worse. The whole point is to remove RNG from the fights not put more into them. And yes a build with 100% dodge chance with ur version is going to be the most broken build ever created. We are literally talking about a build that cannot be killed cause it will be possible to spam rolls without losing any stamina. And even if u have 60 points into hp u can still put everything else into dmg and have more than enough dmg to kill people. Your sustain will be irrelevant cause u can just roll forever till u get ur resources back. Same applies for ur block version. Permablock that costs no stamina and mitigates 100% of the dmg. Lmao. Thats more broken than the permaroll build. Even proc set meta requires more skill than that.psychotic13 wrote: »Lol all shields scale from health? Fool
now, if all shields scaled off health (possibly with skills/passives which boost that for brief periods) and dodge/block also scaling off health (no stam cost but % dodge success and % block damage determined by max health from say 20% to 50% + skill/passive bonuses) that could get interesting. Add in an armor trait to boost shield% and change the blocking one to % etc.
Say basic design shield strength is at 20% health, dodge chance is at 20% and block damage reduction is 20% - all at 0 health.
Say every point in health raises these percents by 1. So in theory at 64 health the base shield is 84% of health, the base dodge chance is 84% and the base block reduction is 84%.
Now obviously these wouldn't be final numbers but you have the idea.
And if they cast shuffle? 104% dodge chance? Nice, what could be wrong with that.
Well right now dodge has a 100% chance.
So not much really.
let me be very clear...
currently you execute a dodge and spend stamina and 100% you succeed for the half second or whatever so at dodging stuff.
in this paradigm, you execute dodge and spend no stamina and have a 20%+healthpts chance to dodge each attack for the same half second or whatever.
Currently, you execute block and if hit you spend stamina and cut all damage by 50% for the half second or so whatever.
In this paradigm, you execute block and if hit spend no stamina and cut all damage by 20%+healthpts for the halfsecond or whatever.
Again, not even close to suggesting these numbers are finals... but it does as number of things that have been called for by others in one mechanic
1 - makes health a vital componen t for defense for both magica and stamina taking over their primary defenses.
2 - takes doge/block out of stamina, out of the offense pool for stamina builds to let stamina and magica play more evenly in their offense pool.
3 - Along with making SET DAMAGE (for sets which spawn damage their own damage effects) scale off the character's mag/damage stats (like any spell/skill would - not just the cp/qual level of the set) it tries to provide some spread between the stats in most builds.
So, yeah, someone could build a perma-dodge set with 64 in health and shuffle or evasions or whatever giving them dodge rolls for 104% but so what? They got crap damage coming out of that build.
Right now they can stack stamina the offense stat and dodge roll for 100% and still have hurtful attacks even if just hvy and light and ult.
In either design you CAN beuild a char to maximize the potential but in this version since it keys off health you cannot maximize bot the defense dodge/block and get the significant offense.
If you want to bring diversity back where people dont just put everything into one resource you dont have to do extreme changes to mechanics. All you have to do is put softcaps in battlespirit.
Just to be clear, you are saying threads and claims of perma block now snd perma roll dodge now are wrong cuz that doesnt exist now in the game where the stat that feeds those also buffs physical, disease, poison etc damage?
As fore more rng, the dodge rng is one you can get bavk to 109% if you build to it, it just doesnt come day one while maxing damage.
Block of course is already rng at 50% with some ways to improve it again with t getting along just fine as you maximize dmg.