Change to Master Damage

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Sarryn
Posts: 568
Joined: Wed Jul 01, 2015 7:30 pm

Re: Change to Master Damage

Post by Sarryn » Sun Jun 06, 2021 6:05 pm

Don't be drama queens. Give it some time before you throw in your towels etc. I've thought this would be a pretty good idea myself. Curious to see how it works out. Evening the damage playing field isn't a bad idea imo. Bonuses are just crutches anyways. I know this affects this char less then others. I also hardly play this char and don't care. Warriors could use a little love. Let's find a happy balance for them. Not the 1 man smob crew balance cause that was utter dung. Maybe attack without actually pracing it. So it only goes off by level instead of pracs? Still a risk to use it as it's zerk. I think that's a fair compromise. I don't know if that's a thing given that people can still then prac attack? Not sure there. But if it can be made so that doesn't increase the attack just gained with levels I think that's pretty decent? I'd have to do/see testing as I can't remember the rate an unpraced 51 war went off but. Compromise if it's less then what attack allows?

Chill out people the sky's not falling

Thore
Posts: 443
Joined: Sun Mar 22, 2015 2:06 am

Re: Change to Master Damage

Post by Thore » Sun Jun 06, 2021 6:22 pm

Sarryn wrote:
Sun Jun 06, 2021 6:05 pm
Maybe attack without actually pracing it. So it only goes off by level instead of pracs? Still a risk to use it as it's zerk. I think that's a fair compromise. I don't know if that's a thing given that people can still then prac attack? Not sure there. But if it can be made so that doesn't increase the attack just gained with levels I think that's pretty decent? I'd have to do/see testing as I can't remember the rate an unpraced 51 war went off but. Compromise if it's less then what attack allows
While "attack" in some formal definitely help, I've said it before and I'll say it again and again. I don't think it's the best designed bonus - it's winmore. It basically equates to master damage. Boring. Calculateable damage. Where's the fun in that? Fun is inv peek (though useless), auto track (busted, except if tracks are bugged, only good well-designed class bonus ATM), [Blademaster] tag, strictly RP. Geeze is that all, really? Backstab is sorta fun.. for the rogue. Yikes, lame classes now that I think about it! Look at other games...

isabel
Posts: 1778
Joined: Wed Aug 31, 2016 5:19 am

Re: Change to Master Damage

Post by isabel » Sun Jun 06, 2021 6:27 pm

Should not underestimate how great autotrack is - it's a great defensive and offensive bonus, almost a budget zone sense. Much harder for people to sneak up on you, pretty great for catching peolpe off guard, and seeing who may have beat you to chokes as you run.

Think at least some of the issue raised is because the master damage thing compounded with warr changes.

In tiself, master damage change along with chanie hp cap has been something players asked for for a while.

Atienne
Posts: 406
Joined: Fri Oct 14, 2016 12:25 am

Re: Change to Master Damage

Post by Atienne » Mon Jun 07, 2021 12:23 pm

Fought a 1v1 against a clanned trolloc today. I felt like the damage was fine. I am rank eight, though. It's certainly more consistent. I do miss having extra damage on charge, but that's the breaks.

My only concern is for remorts, though. Despite all the complaining about them, mostly from people who don't have one, I still think they could get thrown a bone. Even if it's just something small. Going through all that effort and losing the extra damage stinks. Maybe if remorts would just get +dmg equal to their rank. In before "YOU WANT TO GIVE RAZHAK +8 DMG?!" Cap it at +5 dmg. Sorry Razhak, you're too OP! ;) Reasoning for this being OK? You gotta get 1,500 QPs and 750 altqps to remort. Remorts get lowered scalp rewards. Someone who is a Rank 5 remort had to do that plus get another 1,000 QPs at reduced rates. The difference between non-remort Rank 8 QPs and Rank 5 remort QPs is about 14 heads. Not even counting the alt qps aspect of it. It's a lot of time and work.

Other idea: they could get group fade where the number of PC trollocs they can take with them is tied to rank. Rank minus one with a minimum of one would be the formula. Rank 1 and 2 could take one PC with them. Rank 3 could take 2, and so on. Lightside has gate, and with arguably less effort than fading. It compliments the idea of the class being a group leader, and encourages them to lead more PCs around.

Or maybe attack with swords at say, rank four, and get rid of master damage entirely for fades? Figure out some way that practicing a ton of attack skill will not make it go off more often. Just set it at a flat chance to get a second combat round. Maybe 5% while wimpy, 10% while normal, 15% while brave, 20% while berserk. That way it isn't too OP when you're going for max defense. It would be a nice compliment against multibash when everyone compares fades to warders.
Sarryn wrote:
Sun Jun 06, 2021 6:05 pm
Don't be drama queens. Give it some time before you throw in your towels etc.
...
Chill out people the sky's not falling
Sage words. Listen to this one, friends.
Last edited by Atienne on Mon Jun 07, 2021 12:57 pm, edited 2 times in total.

Rhahr
Posts: 59
Joined: Sat Jun 16, 2018 3:45 pm

Re: Change to Master Damage

Post by Rhahr » Mon Jun 07, 2021 12:50 pm

Imagine thinking remorts need any more perks. Lets give warders an additional damage boost while bonded while we're at it :)

zankou
Posts: 120
Joined: Mon Oct 10, 2016 11:17 am

Re: Change to Master Damage

Post by zankou » Mon Jun 07, 2021 1:07 pm

Just keep remorts at the r7 damage. Losing something no matter how small in exchange for time and effort is the opposite of a fun game.

Rig
Posts: 2295
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Change to Master Damage

Post by Rig » Mon Jun 07, 2021 1:13 pm

Rhahr wrote:
Mon Jun 07, 2021 12:50 pm
Imagine thinking remorts need any more perks. Lets give warders an additional damage boost while bonded while we're at it :)
+1 :lol: :lol:

Kryyg
Posts: 409
Joined: Mon Jul 03, 2017 9:52 am

Re: Change to Master Damage

Post by Kryyg » Mon Jun 07, 2021 1:38 pm

I’m ok with the loss of damage. I am however not OK with Jestin becoming more and more powerful.

Also, Does this change mean master stab was downed biggly?

Drybones
Posts: 46
Joined: Sun Feb 07, 2021 1:36 pm

Re: Change to Master Damage

Post by Drybones » Mon Jun 07, 2021 1:53 pm

Asked Itesh about the master stab thing, and he said they have not changed the location where the extra damage enters the calculation. So, it should be the same as before (e.g., an extra flat damage to stab instead of a 2d5 or whatever master damage was)

Thore
Posts: 443
Joined: Sun Mar 22, 2015 2:06 am

Re: Change to Master Damage

Post by Thore » Mon Jun 07, 2021 4:15 pm

Atienne wrote:
Mon Jun 07, 2021 12:23 pm
Fought a 1v1 against a clanned trolloc today. I felt like the damage was fine. I am rank eight, though. It's certainly more consistent. I do miss having extra damage on charge, but that's the breaks.

My only concern is for remorts, though. Despite all the complaining about them, mostly from people who don't have one, I still think they could get thrown a bone. Even if it's just something small. Going through all that effort and losing the extra damage stinks. Maybe if remorts would just get +dmg equal to their rank. In before "YOU WANT TO GIVE RAZHAK +8 DMG?!" Cap it at +5 dmg. Sorry Razhak, you're too OP! ;) Reasoning for this being OK? You gotta get 1,500 QPs and 750 altqps to remort. Remorts get lowered scalp rewards. Someone who is a Rank 5 remort had to do that plus get another 1,000 QPs at reduced rates. The difference between non-remort Rank 8 QPs and Rank 5 remort QPs is about 14 heads. Not even counting the alt qps aspect of it. It's a lot of time and work.

Other idea: they could get group fade where the number of PC trollocs they can take with them is tied to rank. Rank minus one with a minimum of one would be the formula. Rank 1 and 2 could take one PC with them. Rank 3 could take 2, and so on. Lightside has gate, and with arguably less effort than fading. It compliments the idea of the class being a group leader, and encourages them to lead more PCs around.

Or maybe attack with swords at say, rank four, and get rid of master damage entirely for fades? Figure out some way that practicing a ton of attack skill will not make it go off more often. Just set it at a flat chance to get a second combat round. Maybe 5% while wimpy, 10% while normal, 15% while brave, 20% while berserk. That way it isn't too OP when you're going for max defense. It would be a nice compliment against multibash when everyone compares fades to warders.
Sarryn wrote:
Sun Jun 06, 2021 6:05 pm
Don't be drama queens. Give it some time before you throw in your towels etc.
...
Chill out people the sky's not falling
Sage words. Listen to this one, friends.
"Lightside has gate, and with arguably less effort than fading. It compliments the idea of the class being a group leader, and encourages them to lead more PCs around."

Having spoken to a fade recently in great detail about the skill, I'd say fade is much easier than gate, thought a bit, just a bit, less restrictive of WHERE you can fade. Having two FCs who have each at times used gate, I have the gate perspective, too. Fade is currently, IMO, pretty overpowered comparably. I'm all for group fade, but I think the skill needs some balancing first.

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