I wrote this in another thread, and thought it may serve better as its own thread - possibly catching a DEV's eye... (Cough
@strumslinger Cough)...
Based on my YEARS of playing this game, from open beta, to now. I have observed the best and worst this game has to offer and have talked to many others as well about the things that seem to "ruin" the game for us... This would be my top ten list that would increase the QoL of this game SO much, I would imagine immediate results as far as player base # and company sales....
I admit most of these are written with PVP intended...
1) Fix paladins:
- No more AP gain while daily (bubble) is active.
- Echos of light no longer procs off auras/tab ability
- Binding Oath's CD now starts AFTER the effect ends, the CD is cut in half as a result of this change.
2) Fix DCs
- Capstone is over performing what it should be, until this is fixed we will implement a 30 second ICD on the ability for this to proc. It will still store all the healing, just cannot proc more than 2x per minute (once per 30 seconds).
3) Matchmaking:
- Character sheets will now have a new line item added: 'Maximum Gearscore Achived'. This will keep track of your highest item level achieved as well as your current item level. ELO has been removed from matchmaking and in its place we will now insert this new "max Ilevel Achieved" stat. We hope this will better balance PVP matches.
4) LOL Set
- Now no longer is affected by damage bonuses. Will deal flat weapon damage upon each crit AND the weapon damage itself will no longer crit.
5) Ring of (Ambush?) (Stealth Ring).
- While stealthed, this now drains your stamina. Once you run out of stamina it will un-stealth you.
6) SH PVP:
- Now is a 15 vs 15 gametype. Companions will no longer affect you while in SHPVP.
- We have added NPC "reinforcements" that will try to recapture nodes on your own side of the field. (They will not attack nodes behind enemy lines, only attack captures nodes on your own side). This is to aid in the recapture of your home nodes.
7) Endless Consumption:
- No longer triples your heals, instead this feat has been changed to award 5% more lifesteal chance.
8) Node Re-Capture:
- The progress made capturing a node cannot be "reset" if the number of enemies equals the number of attackers on the node. For instance, if you capture a node halfway, then an enemy player stands on the node, you will KEEP the "halfway" capture until you are either outnumbered on the node, or capture it yourself. You cannot 'lose progression" with an equal number of players.
9) Shocking Execution
- Base damage doubled. This ability no longer pierces DR. Instead we have added this to the ability: "When attacking a player under 35% HP, this ability deals DOUBLE damage". This ability should now properly be an execution and not as good against full HP players.
10) Daily Use:
- All dailies will now have a 30 second CD on them. You can still gain AP, just not use the SAME daily 2x in succession more than 30 seconds apart. This will prevent the over-use of dailies as well as add value to both daily slots on your bar.
Comments
just jumped in to tell you that you've my full support here.
We are always looking for new models --- Borderline Fashiondolls ---
we all know a rework for all and everything is unrealsitic, so this would have a big effect by some small improvements
I am all for some changes to the GWF and have written about it MANY times, Im actually tired of doing it now. I will say that 2 of these 10 pretty drastically affect the GWF class:
1) Endless Nerf - reduces survivability A LOT. Endless is a 1/3 chance to triple you lifesteal. So in a sense it doubles it. Going to a flat 5% chance will be a pretty major hit to the "tankiness" of this class.
2) LOL nerf - GWF arguably benefits the most from this since its not uncommon to see 7k-15k procs in PVP. In PVE Ive seen REALLY crazy numbers since we have a bajillion damage bonuses that get us to crazy levels. SO nerfing LOL is going to be a huge hit to our PVE damage, as well as our PVP damage which then ALSO reduces our lifesteal (less outgoing dmg = less incoming lifesteal) so I think GWFs will still be on the strong side, but they will also be more easily able to be killed and should be more inline for PVE damage as well.
Im NOT saying thats enough. but I am saying if we give a list too long and change too many things at once, we may go overboard (like mod 4 did to GWFs) and Id like to see how things shake out after some of these pretty major changes before taking it further!
Endless is funny, isn't it, when we look to make sure that we have enough enemy around an area to ensure sure we will survive (only in this game is not enough enemy a problem).
Its all just gone too far extreme. The damage, the healing, the tankiness, the stealth, etc etc. The game has fallen a LONG way from the glory days of mod 0 and mod 1....
I agree on lifesteal. I feel MORE tanky in places like GG where I can count on 1 non-tenacity player who I can wack with a BIG IBS and heal myself to full HP in the matter of 1 second. its kinda unfair actually that fighting more than 1 player makes a GWF tankier LOL!
Overall, thanks for the post here. Hopefully if we get enough traffic, itll catch the eye of a DEV or someone and we MAY get 1-2 things on this list!
+1 to ayroux's pvp fixes.
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
"10) Daily Use:
- All dailies will now have a 30 second CD on them. You can still gain AP, just not use the SAME daily 2x in succession more than 30 seconds apart. This will prevent the over-use of dailies as well as add value to both daily slots on your bar. "
if you intent this only for pvp fine.
For pve your suggestion will create problem to GFs.
Gfs base dr with a T2 set is around 28-31% even with ward rings.
For comparison OP reaches 36-41% with T2.
Gfs in Swordmaster path rely on Steel Defense feat to be able to tank and have KV on.
With out Steel defense,that comes through daily activation and lasts only 6 secs at rank4,GFs tanking will be no more than scared turtling in every direction trying to stay alive.
And i don't talk abot new Gfs.
Even 3+ k IL GFs will have problem.Please keep this on mind
For pvp?Fine?For PVE?Not
So generalizations are not good.
If you see a problem you face it head on,you don't generalize cause you want to be good with all.This is not fairness and politeness it is the opposite.
It is not my fault that in high PVP TRs spam 3 SEs in 15 secs.It is the devs fault that gave them that power during mod5 tr rework.
Why should i pay as A GF??Where is my fault?Is my fault that GMC made pallies able to keep their bubble perma on while was the same person that nerfed GFs AP gain,cause some GFs were abusing SoS in pvp?
To the essense: about tankiness and skill.GF spot in pve wise:
We can talk in an ideal MMO world or we can talk about what happening now.
GFs are already in a very difficult spot PVE wise.Our DPS is sub par,out tankiness is sub par.Out buffs are adequate but are going to be nerfed soon ,cause ShientixDebux,Clonkyo and 2 others SWs and one GWF get hit in pvp.
(Funny thing your guildie(?) zeusom that throwed mud in the GF nerf threads,claiming gfs hit too hard-with no log-open a new one in Baracks saying that ITF was ninja nerfed and that is not good.True story 10/10.)
GF tankiness was severely nerfed in mod6 rework.You think i am trolling.No bro and i can prove it.
1)Base dr of a Gf wearing Purified black ice alone in mod5 was 48% DR.
base dr of a GF wearing a T2.5 set -elven-now is 30%.
It was a deliberate decision of the devs to make open space for paladin.In comparison GF got some (20%) damage buffs.on encounters.The base weapon buff hapened to all classes and everytime i hear about "GFs got massive damage buffs" it makes me sad cause it is a flat lie.
2)To reduce GF survivability Devs nerfed-wrong word-obliterated regenaration.I mean they nuked it.Mean while Life Steal was reworked .But the new items and boons introduced to the game,made LS in current state far more potent than in mod5.
Hence we are back again when high DPS classes can solo T2s.Gfs are benefitted less by LS since their number of hits per time is far lower.
Now have that in mind....Ayroux that plays a GWF.GWF does not rely its survival and pve performance on dailies.It relies on unstoppable uptime and fast att wills.So from a GWF point of view nothing will change.
From a Gf pint of view?
Macjae take your GF alt to an elol run with no DC in party .KV on.As is in current meta.You think you can tank scorpions with out steel defense?
Well you might can but it will take a lot of time ,very good eye hand coordination and high IL.Not all people have your enchants you know.
Mean while a GWF might fall asleep on his keyboard.And an OP is checking facebook simultaneously while tanking.Binding oath and templar's wrath are enough.Not even DivOp.Is that fair to you?
If they introduce new harder content ,Gfs will be back in mod6 beggining.No steel defense=dead Gfs.
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Sorry for my long post.
For pvp do what you want.For pve leave dailies alone,in pvp/pve face the problem where it is .Trs SEs and Ops Divine Protector.
Im not going to get into a "GF needs balance" discussion here. Im not sure if you added the ~8% DR you get from Armor Specialization into your DR comparisons however it doesnt matter.
The GF needs love thats for sure but I will guarantee you they will NOT get love until you remove the crutch of your class. Do they need some changes? Yes. But lets remove the clutter first and THEN take a step back and look at balance. Without OPs being able to spam their dailies as much (since no AP gain during bubble)
Part of your entire primise "take a GF into a no DC party" This is the whole point! That shouldn't be happening! Good PVE content should require a healer and a tank.
there are other issues with PVE as well, but this isnt the thread for that. Paladins would be nerfed, and probably unable to go a dungeon without a healer as well. So GFs would be in the same boat.
FYI, my first class that I mained for nearly 4 modules was a GF. I havnt played one recently but I know the ins and outs of the class VERY well. As @macjae pointed out, you can do a daily every 15 seconds which provides you 6 seconds of immunity. Thats pretty solid. If the class NEEDS more than that, they should adjust it. But they wont if you keep your ability to daily spam and perma invulnerable. Dailies were NEVER intended to be used so much. Back modules 1-4 even, dailies were much less frequent and a MUCH bigger deal. Now all the AP generation and DCs, mounts, etc its really stupid how often we get them, some classes can use them MORE than encounters. Its clearly a problem and needs to be fixed.
Will GFs require attention? Possibly. But it wont happen until we clear the mess up first.
Then state that this proposal is for PVp only.Problem solved.
"Im not sure if you added the ~8% DR you get from Armor Specialization "
Armor specialization is 15% if i remember correctly that is 3,8%.
"until you remove the crutch of your class."
Which is?
"But they wont if you keep your ability to daily spam and perma invulnerable. Dailies were NEVER intended to be used so much"
Since mod6 this worked.in mod6 rework they took dailies into consideration.And before.Neck AP arti gear?You easily forget.
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I am not going to hijack your thread i have no intent to,i could care less for pvp.
PVE wise the change you propose is illogical not well thought and unbalanced.
Please,leave pve out of your proposals.
Go test out armor spec. for GWFs 3/3 is 8%DR. Doesnt show on character sheet, and for GFs its more. Its not a flat % like you claim LOL!
The crutch atm is daily spamming = 6 seconds invulnerability.
Not sure what you mean here, but I was never a fan of the AP gain neck. They should change those to an increase % AP gain not a flat "gain X AP every 3 seconds" - which is PART of this problem in the first place!!! AP generation is crazy now.
http://nwcalc.com/index.html#/gf?b=23ci:k6rwk5:8dep:5tb7d,1000000:1000000:1000000:1000000&h=0&p=ivn
"Armor Specialization"
increases the effectiveness of AC and Defense by 5/10/15%.Am i missing something?
My base dr on character sheer is 30,5% if add 15% is 35% plus anyway.
You are a GWF you shouldn't speak about crunches at first place.Crunch the GF??Lol
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Look, i don't want any confrontation ,i don't want any nerf for any class ,i don't care for pvp i don't want to hijack your thread.
You made a proposal based on your experience on high pvp (1% of popualtion).
That proposal hurts badly my class as other classes in pve (DCs).Since you made a forum thread and urgent the devs to look onto it,and since you are an influential poster i just had to state my thoughts.
Your proposal PVE wise is rushed,not well thought ,unbalanced,biased and destructive for some classes.(While your class GWF,a class that currently demands high skill and expertise, while have minimum impact with out daily).
9 out of 10 of your proposals were great,10th creates a problem in pve.Nothing personal.
Enjoy your thread.
I never spoke about "crunches" I spoke about crutches lol. Lets just be done here as its going nowhere. This is not intended as a class balance thread. We could go on ALL DAY about X class this or Y class that. Its pointless.
Dailies are not just a problem for OP-s (though it makes them OP, hehe). Permaspamming daily is not very good imo. Just look at those snail, burning set, DC artifakt comboes.
I would like to see Dailies becoming some high-end power again, not 4th-5th encounter. I would make them 1 min cooldown, and rework them, increase their power.
For example: CW Ice strom: adds prone effect instead of push. IS area becomes ice terrain-like for 6 seconds, damage over time. Ice knife: prones for longer duration based on chill stacks, adds bonus damage based on chill/arcane stacks, etc. GWF: Spinning Stike: adds deflect, run speed, control resist, bleed damage. Slam: Increased damage, along with debuffs, slow, chance to prone etc. Savage advance: Adds aoe damage upon impact.
Also adjust DC artifakt: decreases 1 min cd on dailies by 5-10-15-20 seconds. Add 1-2 min cooldown to burning set. Add cooldown, or something to snail.
One thing I disagree with, they dont cause MORE problems because of bandaid fixes, they release new stuff that is bugged.
Stuff they fix usually doesnt have any backlash or future issues.