Wall of text incoming, sorry im posting from mobile.
Quote:
Originally Posted by Frosk
Class: Warrior (Knight and Barbarian)
• Feint: It will be inserted into the Knight’s “Vanguard” discipline, replacing the skill “Intimidate”.
• Intimidate: It will be passed to the “Tactics” discipline, in the same position as “Kick”.
• Kick: It’ll be up in the first discipline position, in the place Feint used to be.
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I like these changes.
They encourage and buff
my lvl 50 barb playstyle (quite fun and dynamic) with Feint2 (now kick2 = buff) and ROTE with relying less on knocks, while at the same time discouraging the less dynamic kickfeint45 builds. It should result in less careless use of knocks and encourage slow(+dizzy) and similar combinations which are more fun to deal with (more escape routes for target + more interaction from barb needed).
Knight with 2 easy accessable knocks (Vanguard must have) fits well as deensive support class with lotsa tools.
Quote:
Originally Posted by Frosk
Class: Archer (Hunter and Marksman)
• Ambush: The range of this power will be reduced to 10 mts.
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To be honest, from Marks perspective i really like this change. It adds a new layer of range-play vs other range and shakes up tactics vs melee as you are now in roar range vs barb and a resist on ambush will now for sure mean impact).
vs Range:
It was in general 0-2 vs (20 lock)25 (vs 30) +, now there is 0-2 vs 10 vs 25 (vs 30) + .. while the main jukeing takes place in the lower brackets.
vs Melee:
This change is huge. It permutates lotsa tactics of range vs barbs, more grave for Hunter vs barb who now have only distracting shot left to immobilize on r25 (and its just a stun) so UM timing tactics are also greatly affected. Marks combos also get shaked up, but they got a lil more to delay or circumvent the impact (which now though will be a little less determined as theres just kick and ROTE 95% dont get to use correctly with current netode).
Quote:
Originally Posted by Frosk
• Stunning Fist: The “Cannot attack” effect will be replaced by the “Stun” effect.
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This is a tricky one, very very tricky one.. because its at the same time a remove of options and an additional tool to get on range vs melee. Bu a tricky tool.
See:
Being affected by stunning fist meant you could cast defensive spells i.e. UM, Spring, def increase(Ao1, Acro,Strat pos, Barrier, Caution), self Dispell, Self Heal... while at the same time you could move to a safe location (Tree, Rock, Fort). The fact it didnt cancel on damage could be used to get advantage by damaging.
Now we get another Stun, applicable thru confuse/vsDI. Nice to get range vs Barbs as they now cant follow us while they cant do damage. OK vs mages to take them out of fight, or to get on outrange them. However we cant use it to do damage, its a change to a more defensive CC, emergency cc and the big problem, in war we cant use it to save our allies from damage as 95% of the time the stun gets broken by accident or lack of skill/different tactical approach.
Another negative aspect is it completely disables another ones options. Its like an 8s pause-press - which is probably less fun for the receiving end.
This change also shakes through possible combinations and followups. Since stun cant stack on stun you need a filler to chain another cc ontop.
Hunters will probably go for confuse or hope for bad reactions.
(1)If you start with Distshot -> Stunfist, big no. UM/SOW can be cast instantly and Will domain is faster than Fist with AcDev.
(2)Distshot->normal+stunfist piggyback is risky as theres a window too.
Dist->ambush->stunfist.. very risky after ambush vs melee (kick). vs range same as
(3)Fist->ambush->distshot is less of a risk but hard to applicate. (You need r~2 out of camo)
->> best filler is confuse and will be even more needed now, esp. for Hunters.
Quote:
Originally Posted by Frosk
Class: Mage (Warlock and Conjurer)
• Will Domain: The range of this power will be reduced to 10 mts.
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Huge change, see Ambush comment. Nice dynamics but more risk for the mage vs melee, more interesting dynamics vs range though.
Quote:
Originally Posted by Frosk
Subclass: Marksman
• Burst of Wind: The damage effect of this skill is removed. Therefore, if the target is under the effects of “Divine Intervention”, it won’t be possible to cast it on him.
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That one kinda sucks subjectively. It got caught by the nerf bat since its the main cast spell on other casters and i.e. was used alot to prevent DId locks areas.Also it was one tool to get support shut down for a bit, Mind blank aside - it still helpd a good bunch of times to taktically take out once of the conj chain to open up vulnerabilities on the remaining ones.
However in war now, with the diffusin effect of the offensive beacon tactical single target cc in a group fight has been
SHUT DOWN anyways, so in RvR its not a huge deal regarding DI (sadly). However: The fact it could go thru DI is one part.
Now
CONFUSE gets a huge buff out of it.
1v1 this will get interesting and might get the hunter from camo the edge he needs in Hunter vs Marks. Well have to see how it works out in RvR.
Personally i dont like this change and probably makes me take 1 or 2 points out of it, we ll have to see that in war though.
Quote:
Originally Posted by Frosk
• Mana Regeneration: It will be slightly reduced in combat situations.
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Everyone knows that mana is no issue atm and thats kinda wrong. It nullifies manaburns/steals and takes away a layer of tactics, layer of consideration for tactics.So, Good change imo.
However, i still dont see the general direction for the balance vision.
Remind you: Removing CC options are boring, tactical play suffers alot (see Beacons..).
Eventually its the way to go for the masses who dont love the unique mix of chess+shooter, but those who stay and pay for longer wont be fine with pure hackn slash n damage. It might work out whne you get a steady flow of newcomers and, when dmg is the main theme, you might even end up with peeps who buy boxes to gain that damage, you might get those to pay but you lose the beauty Ro once had and get some niche for those who cant afford WoW or similar "Candy" games.
I hope you dont go that way. Back to the roots please, give us options and tools to sit and discuss hours what and how we can do this and that. Give us stuff we can make a proffession out of, not this limited degenerated gameplay. With the right coordination seemingly impossible fights shud have a chance to succeed! Give skill its place, it motivates to play and pay. Thanks and goodluck.