Interesting post continue popping at the forums just to be deleted in several mins after
I was happy to catch it and copy, here is (with my comments):
Did you know ...
.. that SHs/Shamans have two of the best racial tactics in game? Both
the auto-detaunt tactic and the run away tactic make them a lot harder
to catch or kill, yet there is nothing comparable on Order side.
Yep, was always like that at official WAR
.. that SHs get a base line 10s 30% speed increase with only 45s
cooldown? You think that is neat? It's getting better: It does not break
while he is using abilities. Any other charge does break. To get
something similar on the SW you need to spend mastery points, need to
give up a tactic slot, need to switch stance and it is only 20% for 5s.
Looks balanced, right?
Same here. But speedboost for SWs never was at Live tho
.. that SHs have an ability called Red Tipped Arrer that not only
interrupts the target but also damages it and removes a bubble effect
and damages the target if a bubble got removed and is ranged and is
instant. Anything like that on Order side? Nope.
Well, Slayers have bubble removers with damage, but, obv., in melee range. Giving it to ranger is plain stupid, agree.
.. that SHs have an ability to reduce the range of the target to 75%, instant. Anything like that on Order side? Nope.
Newly added at ROR abylity, it wasn't at Live. Before SWs has it too, but it was reworked to add. damage toggler.
.. that SHs have a ranged pet that gets 150% contribution from the
herders main stat, making it the hardest hitting pet in game. No other
pet has 150% contribution.
True.
.. that SHs get a 4pt tactic to increase the auto attack speed of the
herder AND the pet. The WL get the auto attack tactic at 8pt and it is
without any bonus for the pet. Again more points for less.
True.
.. that SHs didn't have a ranged knock down or a base line pounce. Now
they have. SW and WL stuff got mirror to SH but nothing back. Nice job!
Definetely nice, yeah :D
.. that SHs have 5 instant ranged damage abilities in their quick
shooting build. One of them is the finisher from big shooting. You dont
get that as SW and you can't spec deep skirmish and get the finisher
from scout.
Well, SW and SH in ranged trees are pretty mirrored, no?
.. that SHs can create a new pet whenever their pet dies. Not so for
WLs. They have to wait for cooldown before they can call their lion
again.
Yes, but all pets has their own job, so it's not the best thing to call i.e. Horned instead of Spiked, also, they can't be called on the move.
.. that SHs have the best M4 with 2400 instant area damage on 100ft
range. All Order M4 are weaker. There is no better moral to push into
tank walls.
Right, also SHs has own morale pump.
.. that SHs with Big Bouncin spec can use 4 speed boosts to get away:
Run Away!, Outta My Way, Flee and Potion. Good luck catching them.
Right. Outta My Way even after nerf is still fkn strong, this was obviously fucking OP skill for entire year or even more, but biased admins didn't gave a single fuck about that.
.. that SHs can interrupt your cast when they switch to squig armor. You gonna lose them as target. Another nice advantage.
Wow, that is new, they changed something? Before, popping to Squig armor ain't broke target
.. that SWs used to be able to fire broadhead arrows from assault
stance. It got removed. Devs probably thought it was too overpowered.
The SH stuff seems to be fine though.
Right, absolutely biased move, no idea why they did that.
.. that SWs have an ability called Steady Aim that gives 25% more crit
damage but adds 1s to all build up times, also to instant abilities. If
you want to lose DPS then this is a great ability. Beside that it's
useless. Does Destro have any ability that is completely useless like
this one? I don't know any.
Right, have no idea who in his mind will use that.
.. that SHs have a moral 1 ability called Squigbeast to boost the damage
of their pet for 15s that can be combined with the free base line squig
frency, making the pet hit for insane amounts and the best M1 in game.
Does the WL have that? No base line frency, no Squigbeast. Did you know
that Squigbeast was a moral 3 on live? Make your own conclusions why it
is a M1 here.
Another example of unnecessary changes.
.. that Shamans are actually better than Archmages in DPS? Want a dot
that steals int from the target? Want a Gork Sezs Stop moral? Want a
damage type resi debuff on puddle? Want Ere we go damage add for the
whole group? Want the better racial tactics? Want a small character that
can hide better? Want the better version of Khaine's Touch that also
debuffs toughness? All on the Shaman. But hey, AMs get a crappy dot
tactic instead called Centuries Of Training that nobody uses. DPS
Shamans do more damage than DPS AMs. Don't believe people telling you
otherwise. Do your own research and ask some high DPS AMs. Just compare
Touch of Gork with Khaine's Touch. There is absolutely no reason for the
shamans tactic having an additional tough debuff. How can you argue
that as balanced? It isn't...
With the all ROR changes DPS-Shams became strong AF
.. that Maras have a tactic that ignores 50% of the targets armor when
using an ability that requires a mutation - so almost all of their
abilities? Nice, right? Sorry, not available on WL. On top of that Maras
have abilities to ignore armor, debuff armor, debuff wounds and stuff
like a flat damage boost of further 25% for 10s depending on their spec.
Pretty nuts and they are still asking for more damage, lol.
Well, was like that at Live, where Maras were fucking OP too
.. that Maras have a stance with a 25% chance to proc a hot and shrug
off armor penetration? Melee DPS with hot? Only on Destro side. Neither
the WL nor the SW get that.
Same as above.
.. that Maras have a tactic that allows them you keep their aoe detaunt 100% up, making them even more tanky.
Same as above. Also, tactic slots are limited still...
.. that Maras get an easy to use instant aoe knock down. Where is that on Order side?
Same as above.
.. that Maras can use their pull right away, even while charging. On
Order? The damn slow WL pet has to reach the target first without
getting killed or slowed or rooted or stunned. And when the pet dies he
has to wait for cooldown and loses other stuff bound to having a pet.
Maras just use their pull again when it fails. On top of this Destro has
a second pull on choppas. How fair is that? Every pull into the melee
blob is basically a free kill. Lot's of free kills for Destro just
because of two freaking overpowered pull abilities. If that isn't
enough, Maras can use their cheesy aoe knock down right after the pull.
Give me a break!
Yeah, WLs pull is not the same as Mara's one...
.. that Maras pull can only be blocked by parry? Since they are usually
using it when someone is running away and parry doesn't work from behind
the pull is basically undefendable. Pretty nice, ey? Any other ranged
ability can be dodged or disrupted.
At Live thir pull has used Int stat and could be disrupted. Here they
changed it to use Str stat and pull could be parried or blocked only.
.. that Chosen are pretty much the same as Knights, only that Chosen do more damage.
And have self morale pump.
.. that BGs have the strongest tank moral 1 in game. 300 HP and 50 AP
for EACH hex, curse, ailment they remove. It's a free 100% heal when
they are in the front line with lots of stuff on them.
Well, this mostly usable in small scaled, tbf
.. that BOs have an ability called You Wot!?!! that gives them 10% more
damage, increases armor and resistances by 30% and 15% better defenses
with no pre-requirements that can be kept up most of the time? You might
think that SMs get that as well, right? Nope, they don't and while most
of the debuffs got nerfed to flat amounts the BO get 30 PERCENT more of
their current armor and resis, which is insane.
Right, for ganking BOs this is bread and butter. SM didn't have anything similar.
.. that BOs/BGs have a channel to increase their block chance by 50%.
This is a life saver and very powerful ability which is not available on
any Order tank.
Remind me how I tanked BBBS at my BO in RUIN gear lol with only that skill.
.. that Zealots have a 4pt tactic to reduce armor and lower resistances.
The RP mirror tactic is 8pt and has no resi debuff. Twice the cost for
half the effect. DPS Zealots can debuff their damage with that. DPS RPs
are not able to debuff their damage.
IIRC that was at Live too.
.. that Choppas have an ability that does AOE damage, pulls random
enemies from 40ft range with interrupting them and increases their speed
by 20%, all with one button press? Yes you can play this class by
pressing only like 2 or 3 buttons and will outperform most Order
classes. You guessed it: Not available on Order side.
Never was at Live and yes, this is annoying af.
.. that Choppas can increase the auto attack speed of the whole group by 35% for 20s every minute. Not available on Order side.
Yep.
.. that Sorcs have around 30% more single target damage than BWs? Their
Impending Doom and Gloombust have the debuffable spirit damage type.
Perfect for a high dps rotation. For BWs Nova and Sear have a different
damage type that cannot be debuffed by the BW. Sorcs are still playable
in ranked scenarios. BWs are not. The damage is too low.
Since Live...
.. that Sorcs have a moral 2 that can reduce the incoming damage for the whole group by 20% for 20s. Nope, BWs don't get that.
Well, Engis has it :) Who will take Engi to his party - another question...
.. that the biggest weakness of 2h WPs is to get close to kiting
targets. Guess what, not so for DoKs, they have a good chance to snare
you from range with their aura. Beside that DoK is the far better DPS
with dual wield which gets 10% parry on top for free.
WPs should have 10% block and parry strikethrough with their 2h, but year ago it was bugged and didn't worked. Pretty sure, it's the same atm.
.. that WEs can hit you for up to more than 500 with throw dagger from
range. Why? Their kisses have a chance to proc from every attack. For
WHs? Nope, their "kisses" only proc on execution and therefore also not
from Snap Shots. WHs also have no Witchbrew which also procs on throwing
daggers. There are also no 1.5 weapons for WHs which would be good to
get more procs. WEs have the better damage output. It's not even close.
You can see that in ranked scenarios where they do very well while WHs
perform poorly.
WEs are strong AF, never seen similar WHs here.
.. that WEs got an additional gap closer that allows them to pounce on
the target from stealth AND give them a snare? Nobody asked for that and
WE/WH already got an incredible gap closer "vanish" and they still gave
WE one more. Sure, lets eliminate the only weakness of the class, which
is getting kited.
Another dumb decision. Why? Nobody could answer.
.. that WEs didn't have ranged finisher in the beginning, only WHs had
that with their pistols. Now they have that too which makes no sense for
a melee class with daggers to hit you from range. What did WHs get in
return? You guessed it: nothing, while the WEs kept all their advantages
with the better abilities and higher DPS.
That was one of the 1st changes on WEs here.
.. that WEs can become proccing nightmares. With their 1.5s weapons (WH
can't have) they proc: kisses, witchbrew, DoK aura, Sorc buff, Shaman
Ere We Go and weapon proc - depending on the group setup. In WoW the
procrate depends on weapon speed. Not so in RoR - faster hits, more
procs. Destro has got more and faster hits (WE faster weapons vs WH, DoK
dual wield vs 2h WP, Mara dual wield with mutation swings vs 2h WL) and
thus has in general a lot more procs of that kind. WEs with kisses and
witchbrew make it even more imbalanced.
Right.
.. that Magus only have to go for int and crit to increase their damage.
Engis are facing high armor targets and need ballistic, weaponskill and
crit. No possible to cap bal and ws. The Magus magic damage is in
general way higher due to debuff and lower magic resistances.
2-3 years ago there was disrupt paradise - disrupts were very common even with capped Int. Now it's not. Also, Magus has crit tactics in the every trees, and they ain't related to your turret proximity.
.. that Destro has 4 dual wielding classes and Order only 2. Dual wield
gives free 10% parry, more procs and allows the same talis in both
weapons. It is cleary better than the Order 2h versions.
Well, blame Mythics for this.
.. that Destro has 2 pure caster classes and Order only 1. Pretty handy in a heavy armor meta.
Same as above.
.. that they keep nerfing ranged in general or Order ranged classes in
particular and at the same time make melees even stronger. Last nerf was
for Engi/Magus. The nerf before was for SWs. BW is already nerfed into
the ground. 2h tanks guard got buffed at the same time. Now which side
has tons of ranged and which side has tons of melees? Order always had
more ranged and Destro more melees. These days Order range is teethless
and Destro melees stronger than ever.
Always were like that: Destro tanks just looks fucking cool, not even talking about their abylities. Order tanks looks like poop. To force Order players roll tanks in the same numbers as Destro has, they need to made them ridiciously OP and they will never do that.
.. that Destro have the better kiting classes (run away of shamans/SHs)
AND have also the better classes to stop players from kiting (mara
pull/charge, choppa pull/charge/gtdc speedbuff, WE speed/pounce, Shaman
Gork Sez Stop, SH speed/pounce/ranged knock down, DoK with snare proc
for whole group, and so forth). This absolutely makes no sense. When one
side has the better kiting classes THE OTHER side should get the better
counter to it. Yet it is all on Destro side.
Shit humans who only cry about poor Destro constantly wined about non-CD WLs jumps. And with that they got just fucking ton kite-related abylities. Order has only one extra - on melee-SW. SW!
.. that Order is only getting wins in scenarios or cities because of
Slayers. Try playing without Slayers and you will see how bad the Order
classes really are.
Well, not only. Organized WBs with proper classes always were > pugs. The problem is, Destro has much more variety atm.
.. that list could be a lot longer, but I guess you got the point,
right? Every Order class is basically a weaker version of its Destro
mirror class. From this point on you can do your own comparisson and
analysis but the result will be the same.
.. that this is not a conspiracy. Everything can be easily proven. Go
check out yourself and don't believe the destro lobbyists here. They are
telling you a lot of lies, like "DPS AMs are far better than DPS
Shamans" - there is nothing about the DPS AM that is better, not even
their damage. Everything is actually worse on DPS AMs. So do your own
research and ask people ingame.
Happy playing this Destro biased game.
That they keep deleting this post and don't let you know or discuss it should tell you a lot about the people in charge.
Im telling you... WE is about to get the next buff... viewtopic.php?f=73&t=45276
Well, maybe ROR-devs ain't Destro biased - we will never know.
But.
The fact is they are doing insanely stupid changes, instead of tuning a BIT here and there, they are making HUGE changes just to watch on results.
The changes that will have an obvious result even while coding!
And even then: you've seen results, time to tune again and maybe back? Yes, but anything what is good ofr Order reverts back in a week max, while same for Destro could live for years (like Outta My Way)!
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