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Discussion in 'Design Discussions' started by kilrain, Jun 3, 2019.
Do we really want to buff the press W meta? Because that's what this is.
Damage in this game is already fucked, front shots with r90 in a infernal bag is already doing tons and now want back damage, imo if you wanted to do 40% again you would need to buff bone armour or something because its impossible to stay alive once you loose the engagement with full damage splash and now want an extra 40% back damage?
And honestly only the top tier low ping players would really want %40 increase, you don't see dog shit mcgee wanting to get stickied full to dead
No need to really increase back damage unless you nerf heavy protections. I think buffing transfers a fair bit (20%) would be more worth while than anything else you can do to increase TTK.
I see a lot of 20 ping players (no offense) pushing for this back damage increase.
If you do this, you need to increase the effect encumbrance has on transfer magnitude.
Buffing heal others and shit is just going to make zerging more powerful.
But we need new bone armor tiers regardless with better protections and higher cost
Make magic armor scale just as much as destroyer armor in cost/effectiveness
I'm about to make 2 compilation videos where i collect ppl being hit by eye rot and an other one for old mounts.
That will mainly be made for those who dont play or for those who think eye rot should be buffed for some reason.
The old mount comp will be made to convince the devs that we must go back to that.
100% agree. I argued for new bone set tiers when I first discussed new armors for RoA so we could make 4-5 playstyles instead of keeping it essentially two (which the new ones pretty much will do).
Crazy that i've liked 2 smurf posts in this thread and 1 dim mok post.
40 percent works both ways.
Destros what? 87 staff hit atm? Goes up to 90? Big whop.
Agree though, destros too tanky for too much dps output atm.
On pts they are supposed to lose like 2-3 magic prot so they shouldn’t be as tanky
I'm still for it being 30 or 40%. Went desto, went too deep in a big fight today of like 20+ each side. Legit straight lined out being pelted with bolts and should have died but tiny brain here doesn't care because it doesn't have real big consequences. I got pelted with like 6 bolts in the back at 60% hp in like 3 seconds and I just didn't feel in danger to turn around to parry. I'd have died for my carelessness at 40% probably.
Again, I will ask what problem is being fixed by changing back hit damage?
Problems with combat (live not PTS) is that mage can't do enough damage to full heavy armor to matter.
TKK is a bit low for new players
Kiting is difficult for mage vs heavy even for veteran players
Why do we have these issues?
Self buffs removed
Armor protections increased? (not positive on this one)
Kiting abilities nerfed (eye rot, blind, pungent)
paper doll lock removed from client
No telling what other changes are contributing as well.
Taking existing combat, what are the issues?
Honestly, the starting point of any evaluation needs to start with minimum TTK with each armor set to determine what is even possible. Once this show build vs build is theoretically viable we can look at balancing strategies like kiting abilities.
Braindead gameplay enabling overpowered gearcrutching and nerfing anti-zerg mechanics.
5000% I think people who have their backs turned should die instantly.
I believe we should put it at 30% (middle ground) and test from there. If it’s too low we can adjust to 40%, if it feels too high we can lower to 20%, or if it works we can leave it as is.
I would have said bring back 40% but with armor changes we need to balance all over again.
Mage killer and destroyer were originally bandaid fixes to the balance issue back in the day, but it appears we as a community have accept the classes, so if that’s the case can we add a support class already?
Now I know you're mad at me
Just reposting my sentiments from the matter previously discussed in an alrdy existant thread about it.
What is the reason people want back damage increased? The argument that "people cant run" is pretty weak, considering all this rewards is the top tier players who already constantly kill less skilled players. Why would you decrease TTK? I understand that people running away is an issue but increasing back damage is not the answer to that problem.
TTK is only decreased if you give your back.
A lot of people are pretty tired of this braindead full infernal meta. 20% is not a high enough punishment for running away.
In that case it would seem the Full infernal is the issue, not back damage.
Full infernal zergs are the issue, for sure.
In no way should a fight be determined solely on numbers. Game has been dumbed down enough without the back damage nerf.
nah when u sticky someone with 4 backhits and they are turning to face hit you and get a ww out it completely negates everything you did
- quick swaps, reduced back damage, and daggers have almost completely killed styles and transitioning lol.