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Indestructible specialization underpowered for a decade.

Discussion in 'Game Design Discussion' started by Indestructible, May 27, 2017.

  1. Indestructible

    Indestructible Goblin Warrior

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    @Umberto and staff. The melee specialization "Indestructible" has been severely underpowered for almost 10 years now. Destroyer has its place, it's time to make "Indestructible" viable and open up more play styles.

    Some suggestions:

    1-Give +physical resistances in addition to the +magic resist so this spec will be able to take more hits in melee vs melee combat and will have a role in group combat. Hybrids already get +3 physical resist from Stoneskin, shitting on BOTH Destroyer and Indestructible melee specializations.

    2-Give a flat % overall damage reduction similar to archery's mana shield function.

    3-Give increased health regeneration rate.

    4-Give life leech on successful melee hits.

    Those are just some suggestions, but "Indestructible" needs to be made viable.

    Thank You
     
    Fengor, Swing, Crunchbert and 2 others like this.
  2. mrW

    mrW Black Knight
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    Add some stamina efficiency in there
     
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  3. Nat

    Nat Shadow Knight
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    I think it'd be cool if they could wear chain/leather chest/pants in the shirt and pants slot.
     
  4. Scrubby Bear

    Scrubby Bear Eodrin
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    Indestructible just needs some physical protections and it would be great. It would then slightly edge destroyer and mage in melee vs melee exchanges if done right.
     
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  5. DarkGhost25

    DarkGhost25 Black Knight
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    Physical protections are needed but most importantly you should not need to have your melee weapon out, how often do you really have someone shooting you with spells while your swinging at them? In group fights it's a lot better but in a 1v1 encounter it does practically nothing.
     
  6. merkmerk73

    merkmerk73 Earth Elemental

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    I mean let's be real here and admit that 'hybrid' aka 'do everything in the game' is a bit silly

    But yes I agree indestructible needs some love
     
  7. Scrubby Bear

    Scrubby Bear Eodrin
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    Really, all it needs is physical protections to be great. It can stay the same in every other way.
    And yes it does need to be melee only. Otherwise it would stack with mage hunter and mage killer which would be incredibly OP.
     
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  8. Jonah_Veil

    Jonah_Veil Chosen of Khamset
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    uh?
     
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  9. DarkGhost25

    DarkGhost25 Black Knight
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    It would be better to make it "ON" at all times and simply remove mage hunter, mage killer has no no synergy with it, perhaps you meant mana shield? If you have to be in melee range what's better, 7 magic protections or +40% damage?
     
  10. Jonah_Veil

    Jonah_Veil Chosen of Khamset
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    wrong thread is whats the issue I think.
     
  11. Indestructible

    Indestructible Goblin Warrior

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    Agreed. A simple and easy implementation that won't change much with overall balance, it will make this spec actually viable as a beefy melee spec with magic locked out.
     
  12. breakqop

    breakqop Crypt Guard

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  13. Garou Lintermittent

    Garou Lintermittent Goblin Shaman
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    I fully agree with the OP's position. The fact is, you generally shouldn't have your melee weapon out when you're getting blasted with magic.

    However, I think the whole balance based around flat numbers is getting tight around the collar. At some point, it becomes a number's game of who has the most optimized combination of specialization + gear to win pvp encounters where the skill level is very even on each side. I believe we can do better than that.

    What I'm about to suggest, (there are several ways this problem could be solved design wise, this is just one possible avenue) would be a slight rework of one pvp mechanic, namely, blocking.

    So instead of being a binary thing (Can block or is disabled), the parry disables would instead lower the percentage of damage that gets circumvented while blocking.
    - Damage blocked by everybody while using a shield would be lowered to 75%
    - Equipping Indestructible would raise that to 85%
    - Parry disables would lower that by a good margin
    - Spells that do acid damage would apply stackable debuffs that lower that percentage (impale wouldn't apply it, several ticks spells would only apply one)

    In addition to that, Indestructible users would get new abilities to play with, which could be:
    - Everytime an Indestructible player blocks damage, it goes into a buffer that takes into consideration all the damage you've taken in the last three hits.
    - The Indestructible player gets three abilities that are on a shared cooldown, which have their effect increased by that damage buffer.
    - One would grant a temporary shield that absorbs a good portion of incoming damage and lasts a few seconds.
    - One would restore a portion of the blocking percentage that's reduced by debuffs.
    - One could be an offensive, AOE attack that does some reasonnable amount of knock force on people caught in the vicinity.

    What that would accomplish: This would allow for more decision making on the part of the Indestructible in any given situation, but would still allow counterplay from the enemy(ies)'s part to minimize his abilities's effects. (using a low damage field AOE in between powerful attacks to lower how much damage he has in his buffer, reapplying parry debuffs after the player has removed it, breaking line of sight and healing when the player is using his shield, etc.)

    This change would probably imply that some things be adjusted, like the melee parry disable for instance, or Destroyers getting some new abilities to play with as well, but that's a story for another post.