Are you trolling or are you going to add something constructive to the conversation?
yeah, if you as a leader, want all vts and impales coordinated, you need to be clear in instructions and execution. If someone's not doing something right, you fix it. If someone is doing something right, you applaud it. That's your job. as a leader. If you accept that as a pug leader people will not listen to you, then guess what is going to happen...they're not going to listen to you. But then to blame it on them is a sham. you're the leader, the blame lies with you. The fix also lies with you.
Last edited by mrfigglesworth; Apr 22 2014 at 02:35 PM.
I read the quote this way.
"I'm a good leader, i lead go raid but when #### happen mid fight, you can't coordinate VTs with my group"
to what i answer:
"You can, you have to be focused on that. and as a good leader, you have to keep these coordinations simple (so that braindead people can still do it under pressure) by the following of little raid rules that you explain when people enter your raid"
Do not i understand something else ?
Instead of nerfing either side, consider adding more % morale bonus to freep BFPs. This would indirectly nerf freep healing, yet still buff the freeps. If I'm critting for almost 30k on TS and WLs are doing the same with quitters, then the healing:morale ratio is broken.
To then compensate for the freep buff, I recommend that Curse of Melancholic heart be given to spiders instead of defilers in some way or another, some kind of "consumes crippled" heal debuff added to a warg's swipe or scratch and snip ~20%, and maybe some kind of stackable heal debuff on a BA's lesser used skill like strong pull ~5% stacks up to 5 times for x seconds. Red champ, red minstrel, burglar, and lore masters could then use something as well.
Please remember those who play on Brandywine and Landroval - not all servers have the same PvMP population that you do. On Riddermark the last freep raid I saw out was shortly after u13 went live - they died very quickly. All these dream scenarios of stacking debuffs/cappies with particular armour sets simply will not happen and that level of co-ordination just does not exist on low population servers.
Most of the action is 1v1/GvG which is unbalanced as of 13.0
On the original topic - creep spike damage is too high. The fact that Turbine increased creep damage while reducing freep mitigations (after de-buff) is beyond me.
Shumzuda R11 Blackarrow - Shumheals R6 Defiler - Shumzud R6 Warg Beardhug R9 Champion - Majeika R8 LM - Chuffnel Burglar
Not all those who wander are lost.
Debuff all healing in the moors by 30%, someone mentioned they thought defiler's could pop out 5k hps, so with this debuff it would go down to 3,500. Then take the average mini heal, at the current state (with 25% crit chance) and you may be getting around 4,500, now your down to 3,150 hps. Take the average freep health, around 17k-18k, we will say 18k since there are tons of heavies out lately. Anywhere from 50k-60k would be the creep average. (Based on my server)
Using these numbers, and the "average" damage over time for a reaver (not just one spike) freeps would have upwards of 1-2 seconds of "LIFE". Creeps would be around the same time. These values are not off of spike damage like I said, but average over an entire fight. But with BA's VT hitting upwards of 7k-9k, and reavers Impale critting, the time may be cut in half, so now freeps may be around .5 - 1.5 seconds life time added. In the "heat of the battle" every second counts, and that little time can help even the fight.
Using the numbers I put up above, if you add roughly 2k to all freep health pools when entering into the moors, you are raising the average freep health pool to around 20k, and theoretically nerfing Impale and VT at the same time, bringing VT crit to around 5k-7k. This drops the spike damage of both, and allows more time for healers to do there jobs.
Personally, I think both these problems should be fixed, I also think defiler DOT's should be nerfed by about 20%, but that can wait. By doing these two things, you are increasing the average fight by a good amount of time, but also not hurting overall dps. But making RvR or GvG fights more about skill, and not spike dps or spike healing.
The problem with the moors lately is things are happening to fast, Turbine believes that balance is taking away away half a health pool in a single hit and fully healing a health pool is good for the game. Instead fights should revolve around what is going on, what skills are used, HOW they are used, the overall communication of the group, terrain, and the individual players in every group. Spike damage and Spike heals has unbalanced the game.
First-age LIs add very little. There is no big jump in potential between FAs and SAs. Even with an FA, my DPS has dropped significantly since u13 because of changes to how tactical mastery is calculated. Changes in virtue setups aren't going to make you hit harder. The setup changes that's are going are people trying to get some mits back, and sacrificing other things, like DPS, to do so.
maybe they are just focusing better since they have to actually try now but creeps are going splodey and fights are getting better.
dont the new 1st ages have much higher top end dps stat?
Last edited by germcell; Apr 28 2014 at 12:31 PM.
yep. considering the loss from stats to physical mastery as well as mits improvement, I lost more than the gain from my First Age swords. It's about a 4% bump. IIrc, it's from 242 to 252 which is a 3.9% increase in dps. It's not so bad in raids when i choose to go glass cannon more, but when i go solo/duo I REALLY lose a lot of mastery and crit.
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