Tested against many items. Forte is not giving any stats. Many are confusing the stat gains/losses with Combined Rating (like on dark enchants or mount insignia's), but when running actual numbers, forte is not giving any stats. Tested using a Ranger (both paragons). For instance, adding/removing a rank 14 dark enchantment - utility slot (has 162 combined rating, 270 forte), all stats change by exactly 162, the 270 forte does not change any of the listed forte stats.
Forte applies to the total percent, not the rating values.
@noworries#8859 So, I see Forte has replaced Hellfire Expertise on Warlock Hellbringer, losing us 20% Recharge Speed and two extra sources of Soul Spark generation. Have other DPS classes lost Class Mechanics to Forte as well? I only have a Warlock on PC, so am unable to check other classes at the moment, but if you or any other players could provide an answer that would be appreciated.
EDIT: Although it does appear that Spark generation is no longer tied to crit which is a good thing. I imagine we'll find out more about class specific changes once you guys have got most of the legwork done on overall combat changes
Feedback Forte stat distribution for paragon paths As it has been already mentioned in this thread Forte is kinda the same as the live system with the companion slots. You either win the good stats / slots or you lose. There will always be a "worst" class in regard of the stat distribution for Forte. This could be prevented by multiple ways.
1. Each role (dps / tank / heal) has the same 3 stats (for example Power, Crit, Acc for all DPS paragon paths) 2. Reduce the difference between roles by having 2 pre-selected stats and only 1 variable (like Defense and Deflect are set for each tank paragon path, the last one is variable for each) 3. Have 1 pre-selected stat and 2 variable (like Power is set for DPS, other 2 are choosable) 4. Make all 3 stats choosable (in Race creation or so)
To not make differences between classes and paragons i think is a must that forte gives the same to every paragon, just making a diference depending on the role. For example, for Dps distribute forte between all offensives stats and a bonus to base damage, Tanks all defensive stats and a bonus to stamina or HP, and healer all offensive and defensive stats and divinity regeneration. Something likes this looks more fair to not make some classes take "better" options than other only for the class you are playing.
Feedback Forte stat distribution for paragon paths As it has been already mentioned in this thread Forte is kinda the same as the live system with the companion slots. You either win the good stats / slots or you lose. There will always be a "worst" class in regard of the stat distribution for Forte. This could be prevented by multiple ways.
1. Each role (dps / tank / heal) has the same 3 stats (for example Power, Crit, Acc for all DPS paragon paths) 2. Reduce the difference between roles by having 2 pre-selected stats and only 1 variable (like Defense and Deflect are set for each tank paragon path, the last one is variable for each) 3. Have 1 pre-selected stat and 2 variable (like Power is set for DPS, other 2 are choosable) 4. Make all 3 stats choosable (in Race creation or so)
I really like the option 4, making them eligible by players. It could even be done like the 6 companion powers and the offhand modification. First one is the paragon class specific and depending on your paragon you have. Second one is offensive and you can choose from the offensive stats. Third one is defensive and you can choose from the defensive stats.
First slot is a fixed list by paragon. Second slot and Third slot are unlocked independently of each other using cubes of augmentation using the same interface as the offhand modification.
This way every player has a fixed pool to choose from, like with companion powers, and the freedom to choose like in offhand modifications.
I like this but i would take it even further
Currently it is very easy for a DPS to over cap on power, and a tank to overcap in defence (able to get my dps to 90% power and my tank to 90% defence no problem)
How about having it giving all role types 25% in a fixed stat, so DPS get 25% power, tanks 25% defence and healers 25% regen then the remaining 75% split into 1 offensive stat of your choice, 1 defensive stat of your choice and 1 universal stat of your choice ( basically 25% of anything, including utility stats like control/outgoing healing etc) In addition add divinity/soulthiny as a utility stat not effected by combined rating, but at least showing on the stat list
So you could still take the same things making a 50/25/25 split if you choose, but being able to drop 25% of the primary to pick something else would be a big deal
Deflect for arcanist? yeah that totally fills the theme.
I dont know why when everyone wants options you give us fixed stats for class. Same with the change to basic abilities to class. Less options = less fun
Also when changing loadout to other paragon you need to adjust more stats so maybe change an item you dont want to change.
And finally why anyone will want this stat when you can pick other stats from enchants? or you will force us with this stat in all the gear?
Don't arcane shields deflect? Also if you don't want the stats, don't slot Forte in Utilities.
What are you talking about? arcane shield? it gives 30% of your total hp as shield, it has nothing to do with deflect....
You were talking about the theme, wizards use wards and arcane shields to deflect attacks instead of relying on their cloth armor to absorb like a fighter would use their plate armor.
I think it was very obvious that I mean the theme of arcanist in this game, not in other dungeons and dragons game,... deflect is totally useless for a class that only can be dps, and a ranged one. If you cant understand that... well
You want your answer?
With the new system, both Deflect chance and Severity can reach a potential Max of 90%
Now obviously that's not going to happen as stacking specifically for that would be foolish but since you're so concerned about the amount of damage you take; and make no mistake, damage is an inevitability; it's better to essentially take no damage at all than to rely on mitigation alone.
Deflect is literally MORE valuable to a squishy Class, something well known to anyone who plays D&D.
Like most people do here, I support the idea of letting us choosing the stats from forte. You say we will be able to make different builds based on which stats we are gonna choose, but if we cant choose forte stats, we are forced to make a build that forte boosts, or the other builds we make wont be as effective as the other one.
Please stop locking down choices and let players decide how they want to build. Otherwise it will be same with the companion slots since mod16, where some classes got stuck with defensive companion slots even they were DPS.
why do we have useless stat for healing in the healer forte? i mean accurancy and combat advantage, we don't do damage, or will they be useful to our role? i can't talk about other healers but i'd rather have 2 defece stat than a useless attack stat (i'm a devout btw) . forte is the main source of 'other source' in the total percentage, meaning we will be pratically in a 50% cap in those that are outside of forte; please correct me if i'm wrong i found pretty hard to manage my stat, but if the rating have a cap at 50% what other source do we have to increase our critical chance or defense?
@noworries#8859 Hello, could you please explain us how exactly the Forte % stat works on the other stats percentages? What happens if we max Forte %?
Cheers
Let's say a Vanguard has 50% Forte. The stat distribution is like the following:
Vanguard Defense | Deflect | Accuracy
The stats effected by Forte are Defense (by 50%), Deflect (by 25%) and Accuracy (by 25%). 50% of Forte = Value that is added directly onto your Defense rating so +25%. 25% of Forte = Value that is added to Deflect and Accuracy which is +12.5%
All other stats like Crit or Power are untouched by Forte.
so let's say vou have 40% Defense by default, Forte would add another 25% which would lead to 65% defense that your character will have. Same calculation is done with Deflect and Accuracy by adding a flat 12.5% on top of your default value.
If you max out Forte to 90%, the first state would be increased by 45%, the 2nd and 3rd stat by 22.5%.
So why different stats between paragon paths? If you cap your...whatever stat on 1 paragon and then switch over to the other paragon only to now have it uncapped, that doesnt seem like good design
regarding Forte I do hope you will take in to consideration to give players much needed flexibility in choosing their forte stats while choosing their paragon. Flexibility in choosing a stat gives us oportunity to build our character as we see fit and gives us the flexibility to adjust to new items that will come along the way. I love the idea that depending on the class power, defense and regen is a mandatory stat but give us a chance to choose 1 defensive and 1 offensive stat. Giving us the choice on how to build our character makes us more involved and makes us play the game even more.
I do not think we will go forward with people choosing their Forte stats. Besides not being setup for that type of system at all, one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
In regards to the argument that being at range means deflect/deflect severity don't matter as defensive stats. That isn't really true. If you get hit at all, deflect, deflect severity, critical avoidance all play a roll. If you don't ever get hit at all then no defensive stat ever matters.
In terms of Awareness. First to make sure we're all viewing Combat Advantage the same way, I wanted to make sure people know it isn't if a critter is behind you. It is if two critters are on opposite sides of you. Meaning if there is a group of critters you're fighting and they fan out to attack, they can end up on your left and right side and trigger combat advantage.
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
For healers we can look into putting critical strike/sev on the offensive stat.
Wanted to pass along that info and those thoughts for the discussion of Forte.
one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
But some classes/paragons are now left with a less effective stat. I look at this differently, I look at paragon vs same paragon e.g. assassin vs assassin instead of looking at class vs different class like what you're comparing. With the way forte currently is every assassin (or any paragon) is gonna have the exact same cookie cutter build as another assassin. for example If you give us a choice in forte some assassins might run accuracy forte with bilethorn/dread enchantment, but if they were running vorpal enchantment they might run crit strike forte. Yes it might make different classes run similar stats, but it could also add some variety when looking at 2 different players of the same paragon, not everyone is going to follow the meta.
I do not think we will go forward with people choosing their Forte stats. Besides not being setup for that type of system at all, one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
In regards to the argument that being at range means deflect/deflect severity don't matter as defensive stats. That isn't really true. If you get hit at all, deflect, deflect severity, critical avoidance all play a roll. If you don't ever get hit at all then no defensive stat ever matters.
In terms of Awareness. First to make sure we're all viewing Combat Advantage the same way, I wanted to make sure people know it isn't if a critter is behind you. It is if two critters are on opposite sides of you. Meaning if there is a group of critters you're fighting and they fan out to attack, they can end up on your left and right side and trigger combat advantage.
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
For healers we can look into putting critical strike/sev on the offensive stat.
Wanted to pass along that info and those thoughts for the discussion of Forte.
I get that it might not be possible to choose but at least look at what stats are being given. For example, way too much power for dps. Its one of the big problems with the upcoming mod, everyone has too much power already. If forte gave another useful stat instead of so much power than maybe all the power giving itens/comps/mounts/etc we have would not be so worthless anymore. 25% over 4 stats. or 25% for power and 50% for another.
@noworries#8859 Hello, could you please explain us how exactly the Forte % stat works on the other stats percentages? What happens if we max Forte %?
Cheers
Let's say a Vanguard has 50% Forte. The stat distribution is like the following:
Vanguard Defense | Deflect | Accuracy
The stats effected by Forte are Defense (by 50%), Deflect (by 25%) and Accuracy (by 25%). 50% of Forte = Value that is added directly onto your Defense rating so +25%. 25% of Forte = Value that is added to Deflect and Accuracy which is +12.5%
All other stats like Crit or Power are untouched by Forte.
so let's say vou have 40% Defense by default, Forte would add another 25% which would lead to 65% defense that your character will have. Same calculation is done with Deflect and Accuracy by adding a flat 12.5% on top of your default value.
If you max out Forte to 90%, the first state would be increased by 45%, the 2nd and 3rd stat by 22.5%.
@hastati96 , ty so much for your explanation. Have you found other sources of forte, besides Insignias, dark enchantments and Charisma?
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
What is the designed Combat Advantage bonus for critters then?
I do not think we will go forward with people choosing their Forte stats. Besides not being setup for that type of system at all, one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
In regards to the argument that being at range means deflect/deflect severity don't matter as defensive stats. That isn't really true. If you get hit at all, deflect, deflect severity, critical avoidance all play a roll. If you don't ever get hit at all then no defensive stat ever matters.
In terms of Awareness. First to make sure we're all viewing Combat Advantage the same way, I wanted to make sure people know it isn't if a critter is behind you. It is if two critters are on opposite sides of you. Meaning if there is a group of critters you're fighting and they fan out to attack, they can end up on your left and right side and trigger combat advantage.
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
For healers we can look into putting critical strike/sev on the offensive stat.
Wanted to pass along that info and those thoughts for the discussion of Forte.
Yup, sure, make combat advantage be at every side of our char, because the awareness stat is useless and we have to give it some use, great idea .... notice the irony
And about all getting all the same stat at forte ... notice that its like that because are the best for everyone, so forcing people to some stat that are not as good as others... is frustrating
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
I get the reasoning, but I don't like the implementation of permanent boss CA because it forces Awareness as a stat.
The reason Awareness was so useless was because because it was a function of paying attention and the design of most fights.
If mobs can get CA on you, just move around such that the mobs are no longer flanking you, or just kill them faster. In the most recent boss fights, the arena is literally a giant room with the boss, with no adds in sight.
But if you just make bosses have permanent CA on at all times, Awareness becomes a forced stat like how Defense is on live: "stack Awareness or permanently take 1.9x damage from the boss" is pretty similar to "stack 90,000 Defense in Zariel's Challenge or get one shot by everything in there".
It also diminishes any reason to stack Deflect: Given that players aren't supposed to stack everything, why bother stacking the luck based Deflect that requiring two stats to stack, when you can just go with the single stat Awareness and reduce enemy damage constantly?
If you want Awareness to play a bigger role, add more interplay with the bosses getting CA besides "have it on everyone at all times so you're forced to take Awareness to not die."
Some examples would be:
Include more relevant adds in boss fights while also restricting player space to move around.
I was actually thinking of Infernal Citadel boss 3, where those bomb cars can give the boss CA on the tank during Overcook( (the heal check). It *hurts* when the boss has CA on you for that, so if the adds do something like that in all boss fights, I'd say Awareness would be more useful as a stat.
Failing to do some mechanics will give the boss CA on you, such as getting hit by Daunting Light in Zariel or getting hit by Disintegration Waves in Tower
Making the boss' basic attacks grant CA versus whoever they damage
Making certain mechanics force CA during their effect, like during Heatwave/Sunfall of Tower
Adding in more buffs to some classes (ex: Clerics, Warlocks, and Paladins) such that they can increase player Awareness for a few seconds
Adding in debuffs on certain classes (ex: Fighter, Barbarian, Paladin) that can reduce enemy CA for a few seconds
I do not think we will go forward with people choosing their Forte stats. Besides not being setup for that type of system at all, one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
In regards to the argument that being at range means deflect/deflect severity don't matter as defensive stats. That isn't really true. If you get hit at all, deflect, deflect severity, critical avoidance all play a roll. If you don't ever get hit at all then no defensive stat ever matters.
In terms of Awareness. First to make sure we're all viewing Combat Advantage the same way, I wanted to make sure people know it isn't if a critter is behind you. It is if two critters are on opposite sides of you. Meaning if there is a group of critters you're fighting and they fan out to attack, they can end up on your left and right side and trigger combat advantage.
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
For healers we can look into putting critical strike/sev on the offensive stat.
Wanted to pass along that info and those thoughts for the discussion of Forte.
I understand wanting to instill some variety. But the second half of the message, 'making big single bosses have combat awareness on at all times' is what undermines the first half, 'I do not think we will go forward with people choosing their Forte stats'.
If you design a boss, or all bosses, in such a way that they effectively negate one of the offensive stats given by a paragon path's Forte, you are essentially knocking them out of that content. Every dps will cap power plus one, and only one, other stat. Forte is what decides which can be capped. Giving bosses massive awareness effectively removes Whisperknife, Arcanist, and Hellbringer from queues because their secondary offensive Forte stat becomes useless.
I recognize that a boss with high awareness is just a consideration at this point, but this kind of plan is our main concern. If we can't choose our Forte, we are at your mercy. Players will always look for a best path. You can't prevent people from min/maxing. But you can provide sufficient diversity that people will feel free to explore different paths. Restricting choice is not how to promote freedom to explore.
ETA: I see now that when you said 'combat awareness' you may have meant combat advantage. I took it as awareness. Whatever you actually intended, my point remains: When we can't select our forte, we risk being ruled out of content that is built to effectively eliminate our secondary offensive stat.
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited December 2020
The problem with the Forte stat lottery is still that the stats do not have the same value.
For example, Accuracy is more valuable point for point vs the critical two. (they only equal-ish at severity capped, meaning investing in two stats over 1)
So we get classes that without any change, just with combined, are more effective than others if their forte is into accuracy vs those that have critical chance or severity.
one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths.
I always thought you already did it by making different variants of same gear piece giving different stats depending on which class this variant of gear piece for. Also, let's say I'm playing Thaumaturge but I want to use CA build instead of crit. How can I replace my crit with CA? I can't. I can take away dark enchantments from utility slots but I can't replace them with something giving me CA instead of crit.
A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
If it works all time on everyone regardless how they stand and who they're facing then what the difference between this and a simple increasing the boss damage on X percents? You're just making Defense #2 which everyone will either have to cap if the damage will be high enough or just ignore if it won't.
How about to stop making weird things like forcing Awareness work NOT how it supposed and described to work and instead make a boss fight more like on Lomm or old dungeons like Dread Vault where a handling of mobs spawns was an important part of a fight, actually a fun part of fight which also gave players some room for creativity how to handle these packs.
Also you always can just remove Awareness if you don't really want to change anything.
"We're not going to let players choose their forte benefits because we want players to have more choices in builds." = "We want you to have less choices so that you have more choices."
I promise I'm not trying to read this in bad faith, but this is what it's going to look like to people. If you're dead set on not allowing choice of forte, you'll need a better reasoning.
(And personally, I liked seeing Divinity Recharge for Healer Clerics/Paladins, that was a good idea.)
Call me El, she/her only. Currently Professions-only until the next combat change fixes this mess.
So shielding a boss attack(i need to direclty face the attack for that) will make me take CA damage, just because the boss will have combat awareness all the time?
"one of the goals of Forte is to make it so everyone doesn't end up with the same stat layouts and to give some differences to the classes/paragon paths."
Oh, you mean like in mod 15 when we actually had the freedom to customize our characters with a basic tree and three others? Nah, i know it's not.. The freedom to be "different" in the game is with the Appearance tab (which is really dope tbh). Other than that you won't see that much "differences" cuz this doesn't change the fact that you still need to max your core stats, and the "differences" will be as right now: either your stats are bad/need work or you are end game. Or are you guys talking about the difference that there is in healing, shields, tanking and dps? I feel this change will shift once more the balance but oh well, that is something that always has been there. Other than that, i don't see "different" builds cuz even at dungeons i can see ppl saying "dude, you should change ____ for ____ and blablabla", and don't forget builds online. We don't have the freedom to experience cuz there is already a "this is the best build". The best changes i see are from new player to veteran where you need to change powers and all as you get more items. Or maybe a rotation for X dung.
Combat advantage to a soulweaver is like grilled meat to a vegetarian. You do realize that we have *bad word* dmg powers, right? Only two times i use dps powers/at-wills and its only cuz im forced to in LoMM. Other than that I just run around with a full healing rotation. Unless you guys are cooking ANOTHER rework for soulweaver.
Disclaimer: I am not blaming you nor anyone for this (even tho it sounds kinda harsh), after all, the changes just hitted the preview server and there are a looooot of things that need to be taken into account like items that gives flat power and the classic essence defiler that was never fixed from weapons. Plus, there isn't a date for this so i guess it will take a long time, meaning ppl will have time to get ready for any nerf that is comming.
The meta it's just a guideline. And guidelines are boring.
Soulweaver: The Lovely Red Minstrel: The Rose Troubadour
@rjc9000 is right. Giving this to bosses makes capping Awareness absolutely mandatory. To me it's very much an all-or-nothing strategy. This is why, in my opinion, the way dungeons worked prior to Mod 6 was fundamentally better. Dungeons then had more adds, which meant that wizards had a distinct role, which was to control them. In this system, Awareness would only be a factor if the wizard wasn't doing his job. It promotes group synergy and doesn't put it all on the tank.
Sorry I couldn't make the stream. I have been suffering with allergies from hell. After a couple of Benadryls my eyes are still on fire.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I agree that letting us set all Forte stats would make no sense. Were that the case, we know exactly what would happen: the community would settle on a meta and everyone would follow suit. That's why I advocate for setting just one of them, or alternately adding a fourth one that we could set.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited December 2020
I would like to suggest, a "compromise" between open selection which has it's own issues, lack of trade offs, and per the post has implementation problems, and the current fixed per paragon thing, that will always make someone not happy with the choice they get, either it's not optimal, creates loser classes, doesn't fit play style, doesn't match with the gear and so on.
Seems to me that technically forte bonus works like sort of a feat that creates multipliers to other stats (very simple).
So how about this, create several Forte groups, they can be of couple of stats or more. And allow a selection of the Forte group. Each can come with some less welcomed stats, or all can be aimed towards actual specializations, that's up to the designers to chose. It leaves the option to add more of them in the future, and all the currently implemented can be used.
Ideas can be, Forte distributions for: healers, dps with more focused, dps with more spread, dps with focus on crit, more tanky dps, control oriented dps, tank with deflect, tank with awareness, "balanced" that spread little to all major stats. etc.. (just ideas)
They can even balance around more focused stats have less bonus overall, while more stats give a bit more, similar to one stats vs triple enchants. Three stat forte can be 50,25,25, totals to 100% while a 5 stat forte can be 25 20 20 20 20 totaling to 105% Or the other way, more stats you spread, less total you get (it's late and I didn't really think what's better or worse)
For example, and the names and actual stats distributions are just for the example, a player can choose any one distribution, but only one, regardless of the role or paragon. The names are only to convey the idea here.
The groups are predetermined and hardcoded, but allow selection as a spec, and players can vary per PvP / PvE, play style, and what not.
Visually it can be something like this:
Selected part of the spec, one option out of the possibilities. It will also create thematic cohesion with players can chose some specialization for their character.
Edit: In other words: Having a number of presets and picking one of those.
Comments
EDIT: Although it does appear that Spark generation is no longer tied to crit which is a good thing. I imagine we'll find out more about class specific changes once you guys have got most of the legwork done on overall combat changes
As it has been already mentioned in this thread Forte is kinda the same as the live system with the companion slots. You either win the good stats / slots or you lose. There will always be a "worst" class in regard of the stat distribution for Forte. This could be prevented by multiple ways.
1. Each role (dps / tank / heal) has the same 3 stats (for example Power, Crit, Acc for all DPS paragon paths)
2. Reduce the difference between roles by having 2 pre-selected stats and only 1 variable (like Defense and Deflect are set for each tank paragon path, the last one is variable for each)
3. Have 1 pre-selected stat and 2 variable (like Power is set for DPS, other 2 are choosable)
4. Make all 3 stats choosable (in Race creation or so)
For example, for Dps distribute forte between all offensives stats and a bonus to base damage, Tanks all defensive stats and a bonus to stamina or HP, and healer all offensive and defensive stats and divinity regeneration.
Something likes this looks more fair to not make some classes take "better" options than other only for the class you are playing.
Currently it is very easy for a DPS to over cap on power, and a tank to overcap in defence (able to get my dps to 90% power and my tank to 90% defence no problem)
How about having it giving all role types 25% in a fixed stat, so DPS get 25% power, tanks 25% defence and healers 25% regen
then the remaining 75% split into 1 offensive stat of your choice, 1 defensive stat of your choice and 1 universal stat of your choice ( basically 25% of anything, including utility stats like control/outgoing healing etc)
In addition add divinity/soulthiny as a utility stat not effected by combined rating, but at least showing on the stat list
So you could still take the same things making a 50/25/25 split if you choose, but being able to drop 25% of the primary to pick something else would be a big deal
With the new system, both Deflect chance and Severity can reach a potential Max of 90%
Now obviously that's not going to happen as stacking specifically for that would be foolish but since you're so concerned about the amount of damage you take; and make no mistake, damage is an inevitability; it's better to essentially take no damage at all than to rely on mitigation alone.
Deflect is literally MORE valuable to a squishy Class, something well known to anyone who plays D&D.
Please stop locking down choices and let players decide how they want to build. Otherwise it will be same with the companion slots since mod16, where some classes got stuck with defensive companion slots even they were DPS.
Devout Divinity Regen | Accuracy | Deflect
Oathkeeper Divnity Regen | Accuracy | Awareness
why do we have useless stat for healing in the healer forte? i mean accurancy and combat advantage, we don't do damage, or will they be useful to our role? i can't talk about other healers but i'd rather have 2 defece stat than a useless attack stat (i'm a devout btw) .
forte is the main source of 'other source' in the total percentage, meaning we will be pratically in a 50% cap in those that are outside of forte; please correct me if i'm wrong i found pretty hard to manage my stat, but if the rating have a cap at 50% what other source do we have to increase our critical chance or defense?
Hello, could you please explain us how exactly the Forte % stat works on the other stats percentages?
What happens if we max Forte %?
Cheers
Let's say a Vanguard has 50% Forte. The stat distribution is like the following:
Vanguard Defense | Deflect | Accuracy
The stats effected by Forte are Defense (by 50%), Deflect (by 25%) and Accuracy (by 25%).
50% of Forte = Value that is added directly onto your Defense rating so +25%.
25% of Forte = Value that is added to Deflect and Accuracy which is +12.5%
All other stats like Crit or Power are untouched by Forte.
so let's say vou have 40% Defense by default, Forte would add another 25% which would lead to 65% defense that your character will have. Same calculation is done with Deflect and Accuracy by adding a flat 12.5% on top of your default value.
If you max out Forte to 90%, the first state would be increased by 45%, the 2nd and 3rd stat by 22.5%.
regarding Forte I do hope you will take in to consideration to give players much needed flexibility in choosing their forte stats while choosing their paragon. Flexibility in choosing a stat gives us oportunity to build our character as we see fit and gives us the flexibility to adjust to new items that will come along the way. I love the idea that depending on the class power, defense and regen is a mandatory stat but give us a chance to choose 1 defensive and 1 offensive stat.
Giving us the choice on how to build our character makes us more involved and makes us play the game even more.
Thank you.
In regards to the argument that being at range means deflect/deflect severity don't matter as defensive stats. That isn't really true. If you get hit at all, deflect, deflect severity, critical avoidance all play a roll. If you don't ever get hit at all then no defensive stat ever matters.
In terms of Awareness. First to make sure we're all viewing Combat Advantage the same way, I wanted to make sure people know it isn't if a critter is behind you. It is if two critters are on opposite sides of you. Meaning if there is a group of critters you're fighting and they fan out to attack, they can end up on your left and right side and trigger combat advantage.
I suspect a much bigger focus is that awareness doesn't play a roll in boss fights most of the time. That is a very valid point and one we've been discussing in the design team because it does make awareness a stat that is a lot less important than the others. A change we're going to try out is making big single bosses have combat awareness on at all times. It makes sense thematically for these big critters as a dragon is a massive beast, and someone like Halaster is an extremely powerful, near diety, wizard floating in the air above you. It also goes a long way for taking a stat that most want to dump and instead makes it have a solid purpose in the game.
For healers we can look into putting critical strike/sev on the offensive stat.
Wanted to pass along that info and those thoughts for the discussion of Forte.
Have you found other sources of forte, besides Insignias, dark enchantments and Charisma?
And about all getting all the same stat at forte ... notice that its like that because are the best for everyone, so forcing people to some stat that are not as good as others... is frustrating
The reason Awareness was so useless was because because it was a function of paying attention and the design of most fights.
If mobs can get CA on you, just move around such that the mobs are no longer flanking you, or just kill them faster.
In the most recent boss fights, the arena is literally a giant room with the boss, with no adds in sight.
But if you just make bosses have permanent CA on at all times, Awareness becomes a forced stat like how Defense is on live: "stack Awareness or permanently take 1.9x damage from the boss" is pretty similar to "stack 90,000 Defense in Zariel's Challenge or get one shot by everything in there".
It also diminishes any reason to stack Deflect: Given that players aren't supposed to stack everything, why bother stacking the luck based Deflect that requiring two stats to stack, when you can just go with the single stat Awareness and reduce enemy damage constantly?
If you want Awareness to play a bigger role, add more interplay with the bosses getting CA besides "have it on everyone at all times so you're forced to take Awareness to not die."
Some examples would be:
I was actually thinking of Infernal Citadel boss 3, where those bomb cars can give the boss CA on the tank during Overcook( (the heal check). It *hurts* when the boss has CA on you for that, so if the adds do something like that in all boss fights, I'd say Awareness would be more useful as a stat.
If you design a boss, or all bosses, in such a way that they effectively negate one of the offensive stats given by a paragon path's Forte, you are essentially knocking them out of that content. Every dps will cap power plus one, and only one, other stat. Forte is what decides which can be capped. Giving bosses massive awareness effectively removes Whisperknife, Arcanist, and Hellbringer from queues because their secondary offensive Forte stat becomes useless.
I recognize that a boss with high awareness is just a consideration at this point, but this kind of plan is our main concern. If we can't choose our Forte, we are at your mercy. Players will always look for a best path. You can't prevent people from min/maxing. But you can provide sufficient diversity that people will feel free to explore different paths. Restricting choice is not how to promote freedom to explore.
ETA:
I see now that when you said 'combat awareness' you may have meant combat advantage. I took it as awareness. Whatever you actually intended, my point remains: When we can't select our forte, we risk being ruled out of content that is built to effectively eliminate our secondary offensive stat.
For example, Accuracy is more valuable point for point vs the critical two. (they only equal-ish at severity capped, meaning investing in two stats over 1)
So we get classes that without any change, just with combined, are more effective than others if their forte is into accuracy vs those that have critical chance or severity.
How about to stop making weird things like forcing Awareness work NOT how it supposed and described to work and instead make a boss fight more like on Lomm or old dungeons like Dread Vault where a handling of mobs spawns was an important part of a fight, actually a fun part of fight which also gave players some room for creativity how to handle these packs.
Also you always can just remove Awareness if you don't really want to change anything.
=
"We want you to have less choices so that you have more choices."
I promise I'm not trying to read this in bad faith, but this is what it's going to look like to people. If you're dead set on not allowing choice of forte, you'll need a better reasoning.
(And personally, I liked seeing Divinity Recharge for Healer Clerics/Paladins, that was a good idea.)
Did i understand that correct?
Oh, you mean like in mod 15 when we actually had the freedom to customize our characters with a basic tree and three others?
Nah, i know it's not.. The freedom to be "different" in the game is with the Appearance tab (which is really dope tbh). Other than that you won't see that much "differences" cuz this doesn't change the fact that you still need to max your core stats, and the "differences" will be as right now: either your stats are bad/need work or you are end game.
Or are you guys talking about the difference that there is in healing, shields, tanking and dps? I feel this change will shift once more the balance but oh well, that is something that always has been there.
Other than that, i don't see "different" builds cuz even at dungeons i can see ppl saying "dude, you should change ____ for ____ and blablabla", and don't forget builds online. We don't have the freedom to experience cuz there is already a "this is the best build".
The best changes i see are from new player to veteran where you need to change powers and all as you get more items. Or maybe a rotation for X dung.
Combat advantage to a soulweaver is like grilled meat to a vegetarian. You do realize that we have *bad word* dmg powers, right? Only two times i use dps powers/at-wills and its only cuz im forced to in LoMM. Other than that I just run around with a full healing rotation. Unless you guys are cooking ANOTHER rework for soulweaver.
Disclaimer: I am not blaming you nor anyone for this (even tho it sounds kinda harsh), after all, the changes just hitted the preview server and there are a looooot of things that need to be taken into account like items that gives flat power and the classic essence defiler that was never fixed from weapons.
Plus, there isn't a date for this so i guess it will take a long time, meaning ppl will have time to get ready for any nerf that is comming.
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
@rjc9000 is right. Giving this to bosses makes capping Awareness absolutely mandatory. To me it's very much an all-or-nothing strategy. This is why, in my opinion, the way dungeons worked prior to Mod 6 was fundamentally better. Dungeons then had more adds, which meant that wizards had a distinct role, which was to control them. In this system, Awareness would only be a factor if the wizard wasn't doing his job. It promotes group synergy and doesn't put it all on the tank.
Sorry I couldn't make the stream. I have been suffering with allergies from hell. After a couple of Benadryls my eyes are still on fire.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I agree that letting us set all Forte stats would make no sense. Were that the case, we know exactly what would happen: the community would settle on a meta and everyone would follow suit. That's why I advocate for setting just one of them, or alternately adding a fourth one that we could set.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Seems to me that technically forte bonus works like sort of a feat that creates multipliers to other stats (very simple).
So how about this, create several Forte groups, they can be of couple of stats or more. And allow a selection of the Forte group.
Each can come with some less welcomed stats, or all can be aimed towards actual specializations, that's up to the designers to chose. It leaves the option to add more of them in the future, and all the currently implemented can be used.
Ideas can be, Forte distributions for: healers, dps with more focused, dps with more spread, dps with focus on crit, more tanky dps, control oriented dps, tank with deflect, tank with awareness, "balanced" that spread little to all major stats. etc.. (just ideas)
They can even balance around more focused stats have less bonus overall, while more stats give a bit more, similar to one stats vs triple enchants. Three stat forte can be 50,25,25, totals to 100% while a 5 stat forte can be 25 20 20 20 20 totaling to 105%
Or the other way, more stats you spread, less total you get (it's late and I didn't really think what's better or worse)
For example, and the names and actual stats distributions are just for the example, a player can choose any one distribution, but only one, regardless of the role or paragon. The names are only to convey the idea here.
'Healer Forte':
Power: 30%
Outgoing Healing: 30%
Resource Regen thing: 30%
Defense: 10%
DPS Forte 1:
Power: 30%
Accuracy: 30%
Critical Strike: 20%
Deflect: 20%
Tanky Control:
Power: 20%
Control Bonus: 40%
Defense: 40%
Tanky:
Accuracy: 20%
Deflect: 40%
Defense: 40%
And so on.....
The groups are predetermined and hardcoded, but allow selection as a spec, and players can vary per PvP / PvE, play style, and what not.
Visually it can be something like this:
Selected part of the spec, one option out of the possibilities. It will also create thematic cohesion with players can chose some specialization for their character.
Edit: In other words: Having a number of presets and picking one of those.