As satisfying as the crazy stacking sect favours are, what is up with the crazy stacking sect favours? Is that going to stay or be changed? I have a feeling this has already been discussed extensively, so I guess I'm just really asking @Eoghan what's going to happen or not happen.
Stacking favors from different cults and sects has been possible for as long as cults and sects have existed (but required entities previously). We've discussed it up here a couple of times, and have decided that we are going to leave it as-is. You can only have one favor from each cult/sect.
As satisfying as the crazy stacking sect favours are, what is up with the crazy stacking sect favours? Is that going to stay or be changed? I have a feeling this has already been discussed extensively, so I guess I'm just really asking @Eoghan what's going to happen or not happen.
Stacking favors from different cults and sects has been possible for as long as cults and sects have existed (but required entities previously). We've discussed it up here a couple of times, and have decided that we are going to leave it as-is. You can only have one favor from each cult/sect.
Thanks for the answer, there. I definitely have mixed feelings. It's certainly kind of exciting to have two favours (so far the most I've seen our circle walking around with, although I'm sure 3 occasionally happens), and we obviously tend to do the inter-favouring for major fights (and I assume the other sides do as well). As long as it exists in that way, it's kind of like, if they have it, we'd better have it.
Hrm, why not? I mean, I think you guys have at least two sects/cults, why wouldn't you highfavour for an hour before a major skirmish? Especially now that Demonic is healthier on people now.
We can probably do without the whole Hit Totem -> Danaeus -> Tentacle into totem again -> Instant death thing. The gambit actually just outright kills a specific target (assuming the Wytch has an artifact totem) in team fights. I don't think a radical change is required, but something like a 5 second totem cooldown would do it, since Danaeus drops the target after four seconds. This change would preserve the original intent of totem, but make instakills with it impossible. A more extreme solution would be to make totems work like Ranger Wedge. You set it once, it hits, it has to be reset again.
EDIT: I also think changing this aspect of totems falls more into the realm of hotfix than classleads, considering it definitely seems like an oversight rather than a design decision, @Garryn.
‘Least I won’t have to carry it no more. You see how bloody heavy it is?’
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Let's be honest here. If the sides were flipped and we were using the totem that heavily Ahkan would have spent 4 hours and a thesaurus' worth of profanity calling us bad over Bellatores and Iniar would be working totems into every post he makes, ala Redemption.
I don't think that "Hey maybe I shouldn't be able to hit the same totem three times within three seconds" is a particularly outrageous request.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I'm going to be a jerk and ask why it was changed in the first place. I thought it was reasonable with a huge burst upfront and then you had to reprop if you took any aggressive action. What was the logic behind the change?
I actually cannot find any mention anywhere of why it was changed (to no longer drop on aggression (and this is making me sad)). Can anyone enlighten us?
Problem: Propping totems requires you to turn autocuring off to utilize in combat, and this is a terrible mechanic. It's much easier to increase the list of abilities than effect this skill to balance this out. This is even more relevant considering that totems no longer hit 30 people at a time Sol.1: You can talk, cure, def up while propping a totem. You cannot lose eq/bal or be prone - this will cause you to unprop the totem. Sol.2: Normal inhibitors break propping a totem. Paralysis, CC, metrazol, arm shrivel Sol.3: Forced movement will break propping totems Decision: Solution 2
As satisfying as the crazy stacking sect favours are, what is up with the crazy stacking sect favours? Is that going to stay or be changed? I have a feeling this has already been discussed extensively, so I guess I'm just really asking @Eoghan what's going to happen or not happen.
Stacking favors from different cults and sects has been possible for as long as cults and sects have existed (but required entities previously). We've discussed it up here a couple of times, and have decided that we are going to leave it as-is. You can only have one favor from each cult/sect.
So, I just want to bring this up for discussion one more time because I'm having some difficulty conceptualizing why this decision was made. @Jeremy would be useful to ping here too!
What is the intended effect of allowing highfavours to stack with each other supposed to be? The way it is now, you have two situations where I can imagine this coming into play:
A) One faction in the game has a larger number of players with more diverse interests, resulting in a spread of cults and sects because the playerbase can sustain it.
A group of people decide to game the mechanics to have access to huge, stacking buffs whenever desired.
In my opinion, neither of these situations should be conferring a mechanical advantage. Having favours stack with highfavours and truefavours is fine, because it's reasonably accessible equally to all groups and there is an established upper limit to stats. However, highfavours scale as all stats do, and result in cumulative increases in both damage output and damage soaking, which is a massive benefit in the already heavily team-oriented environment. It should not be feasible for one side to gain a bigger advantage simply because they either already have more players or are more willing to game the system.
Allowing players to stack buffs is something the game has explicitly deviated from over the years, beginning with the effects of affinity and the death of runedancers, and continuing to this day where things like undeath, runes, blessings specifically do not carry over. Why are highfavours an exception?
If you want there to be an advantage to having multiple highfavours, I would propose to simply have them tick down exclusively, similar to how experience bonuses currently work. Your reward for earning the favour of two sects is increased uptime on your benefits, not double dipping.
Personally I think that my rolling around with +4 to all stats from Benevolence+Stormsfavour+Conquestfavour+Huntfavor is 100% completely and totally balanced and fair and also awesome.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I mean, goddamn. Who could look at a stat-line like that and think that it was imbalanced?
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Why is knight damage so wildly high? Knights are already much tankier than the majority of other classes. Why are the apparently designed, to do more damage than anyone else with zero prep?
He's in -fast- statpack. Maybe he has some gauntlets, he has one favour that I see. Maybe a ritual I can't see. When he hit me, the ONLY problem with my character, was missing health.
-I wasn't bleeding
-I had no afflictions
-I was at 66.78% health
In fact, unless he customized them, that isn't even an artifact sword. I assume its two swords, as proc's happened twice. Proc's have a cooldown on purpose, why are you allowed to wield two swords to bypass this? DK's do this to me constantly, with basically nothing in the way of artifacts. I have every defensive artifact to help against this situation, except a ring of cold resist.
Septus does 200+ damage per dsl to me on Templar. In fast.
So my question again is, why is knight damage...well honestly, why is it broken? It changes the game to a high degree, so high that most magick combatants have straight up quit, or asked what the point in fighting is. It's a valid question. Yes, we do have a knight. Yes, we could say everyone has to switch to knight. But why is THAT the only answer? Its a terrible, bad answer. Combat shouldn't be skewed this badly.
Mage and Druid BOTH just got their damage nerfed, because it was deemed too "easy" or too high. They did less then Knights do now. I don't understand the design concept behind it.
Syntax: ENHANCE <weapon> WITH NEGATING Condition: Knight's or target's health under 65% Cooldown: 10 seconds This enhancement will clear the cooldowns of all other enhancements on its target.
What happens is the procs all fire and the negate proc clears the cooldowns of the procs so that the next slash procs them all over again. It's complete and utter **** and it's hilariously overpowered. It's completely and totally balanced, but Faithroot HAS to nerf Devotion Flare damage because Templars are way too good. In fact, Templars are so good that Soulquench could really use a buff.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Just to correct a few points in the above post: I play athletic (that isn't to say the damage isn't excessive, but for the sake of accuracy). It is very hard to gauge what is and isn't crazy damage due to the huge favour stacking going on currently.
The situation in your log is not two swords, its a case of the negating enhancement (AB BRUTALITY NEGATING).
I've said this before, but its worth reiterating: reave momentum really, really needs to reset on switching targets.
The damage that knights can currently put out is pretty obscene and definitely deserves looking at. However, I doubt we'll make much progress on that if situations are consistently misrepresented.
-I wasn't bleeding
-I had no afflictions
-I was at 66.78% health
As the weapon strikes you, it burns your flesh painfully.
This can't proc unless you're bleeding for 40ish health.
Your faith increases as Aakrin falls by your hand.
As to that, I highly recommend putting your bleeding into your prompt, it really helps when you're going back over a fight.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Does the bandages absorbing bleeding mean you're still bleeding for the purpose of proc'ing that stuff? I went over the log a dozen times, it doesn't show a single actual point of bleeding done.
But even if I was bleeding, the damage on knights is WAY too high. It negates the point of having any other class except summoner or monk, which are still viable due to the amazing range abilities.
Also, how the heck did negating make it past concept?
At this point in time, it's fair to say you have to have at minimum 2 knights in your team or you're behind the eight ball. Also negating is ridiculous when firing on a single dsl. It maybe could be considered to reset cooldowns for the next attack, but definitely not in the same dsl. I can do 85% of my own health in a single dsl at approx 90 - 110 bleed.
Does the bandages absorbing bleeding mean you're still bleeding for the purpose of proc'ing that stuff? I went over the log a dozen times, it doesn't show a single actual point of bleeding done.
Bandages do not absorb all of your bleeding, no. I can't really tell from the log snippet you posted, but if you are getting hit with lacerate and the longsword is serrated (which I am sure it is), it is not uncommon to wind up bleeding for 50, 80, or even over 100 (with bandages, depending how many times you have been hit) if you are not watching your bleeding and spamming clot. Autocuring's clotting isn't really that great, so the advice to put bleeding on your prompt is a good one so you can see it manually and clot manually when needed.
Also, Ozreas has an orb of supression, so you aren't going to see his worn artifacts.
Comments
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
EDIT: I also think changing this aspect of totems falls more into the realm of hotfix than classleads, considering it definitely seems like an oversight rather than a design decision, @Garryn.
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
Let's be honest here. If the sides were flipped and we were using the totem that heavily Ahkan would have spent 4 hours and a thesaurus' worth of profanity calling us bad over Bellatores and Iniar would be working totems into every post he makes, ala Redemption.
I don't think that "Hey maybe I shouldn't be able to hit the same totem three times within three seconds" is a particularly outrageous request.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Problem: Propping totems requires you to turn autocuring off to utilize in combat, and this is a terrible mechanic. It's much easier to increase the list of abilities than effect this skill to balance this out. This is even more relevant considering that totems no longer hit 30 people at a time
Sol.1: You can talk, cure, def up while propping a totem. You cannot lose eq/bal or be prone - this will cause you to unprop the totem.
Sol.2: Normal inhibitors break propping a totem. Paralysis, CC, metrazol, arm shrivel
Sol.3: Forced movement will break propping totems
Decision: Solution 2
What is the intended effect of allowing highfavours to stack with each other supposed to be? The way it is now, you have two situations where I can imagine this coming into play:
A) One faction in the game has a larger number of players with more diverse interests, resulting in a spread of cults and sects because the playerbase can sustain it.
A group of people decide to game the mechanics to have access to huge, stacking buffs whenever desired.
In my opinion, neither of these situations should be conferring a mechanical advantage. Having favours stack with highfavours and truefavours is fine, because it's reasonably accessible equally to all groups and there is an established upper limit to stats. However, highfavours scale as all stats do, and result in cumulative increases in both damage output and damage soaking, which is a massive benefit in the already heavily team-oriented environment. It should not be feasible for one side to gain a bigger advantage simply because they either already have more players or are more willing to game the system.
Allowing players to stack buffs is something the game has explicitly deviated from over the years, beginning with the effects of affinity and the death of runedancers, and continuing to this day where things like undeath, runes, blessings specifically do not carry over. Why are highfavours an exception?
If you want there to be an advantage to having multiple highfavours, I would propose to simply have them tick down exclusively, similar to how experience bonuses currently work. Your reward for earning the favour of two sects is increased uptime on your benefits, not double dipping.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Totally. I mean, your intelligence has almost doubled by way of favors alone, but we all know that's not actually true.
"A ghastly aura envelops you momentarily."
That line there is Negate.
Brutality - Negating
Syntax: ENHANCE <weapon> WITH NEGATING
Condition: Knight's or target's health under 65%
Cooldown: 10 seconds
This enhancement will clear the cooldowns of all other enhancements on its target.
What happens is the procs all fire and the negate proc clears the cooldowns of the procs so that the next slash procs them all over again. It's complete and utter **** and it's hilariously overpowered. It's completely and totally balanced, but Faithroot HAS to nerf Devotion Flare damage because Templars are way too good. In fact, Templars are so good that Soulquench could really use a buff.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Just to correct a few points in the above post:
I play athletic (that isn't to say the damage isn't excessive, but for the sake of accuracy). It is very hard to gauge what is and isn't crazy damage due to the huge favour stacking going on currently.
The situation in your log is not two swords, its a case of the negating enhancement (AB BRUTALITY NEGATING).
I've said this before, but its worth reiterating: reave momentum really, really needs to reset on switching targets.
As to that, I highly recommend putting your bleeding into your prompt, it really helps when you're going back over a fight.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."