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Septus ✭✭✭✭✭


Last Active
Member, Beta Testers
  • Re: Classleads: Summer 2k17

    For some thoughts on bleeding:

    This is something I've fought about a fair bit when trying to make longswords less bad against good curing. My conclusion basically comes down to this: classes without either (1) dryblood to complement haemophilia or (2) excessively high bleeding values just are not good at bleeding against artefacted targets. This is because imperian bleed classes are very much attrition rather than burst, which means a single roll of the di on the nightshade eat can be a full progress reset, and because kill sequences tend to be fairly long, the reallistic chance of that lucky haemophilia cure happening is extremely high.

    This is partially because of how bleeding works with being able to instantly clot it all away as well, but that's a far mor far reaching change and fairly necessary just because of teams. This is also why dk's position is so tenuous - teeth somewhat works because the values are too high, but if they weren't high they'd be in just as subpar a position as templar (and arguably they still have the same issues, it just comes down to how much artefact weight the target can throw at the problem). Its also why rg actually does its job fairly well (though rg suffers from many of the other issues). Naturally, runeflares obviously help.

    I would personally recommend avoiding bleeding for berserker. The successful bleed class formula hasn't really been nailed down yet for the classes its already used by, adding another one into the mix is probably not going to work out. Impatience could work, though personally I feel one of the biggest issues berserker suffers is that outside of its endgame there's not much going on - there's no mid fight pressure etc. The target can basically go full throttle the whole fight until the execution phase where they just have to play safe for a few seconds. That execution phase is actually pretty good, its just in a vacuum so is trivial to deal with.

    Its not a coincidence that most people play the classes that can kill outside of their closers if the target plays poorly. I think if this part of berserker can be improved it would see much more adoption.

  • Re: Classleads: Summer 2k17

    To be honest I think the comparrison is irrelevant anyway. Assassin and shaman play very differently (assassin is arguably far more of an attrition aff class whereas shaman is a lot more bursty). It probably doesn't matter a huge amount as one being op (or not as the case may be) doesn't inherently mean the other is or isn't.

    They're both incredibly strong classes. I don't think anyone is going to contest that fact.

  • Re: Classleads: Summer 2k17

    Naruj and I actually disagree on the bard issue - and that's fine (I'm pretty sure it was our most argued thing last time we were both active for classleads). Its also one of the big problems with the envoy style systems: players will always have conflicting opinions about what constitutes balance or a good class. None of those players need to necessarily be wrong, but then you have people pulling in different directions which isn't conducive to consistent progress or a consistent vision for the game.
    AodanJeremy SaundersNarujSarrius
  • Re: Current Sale

    Honestly I don't think the 15s damage immunity thing would bother me at all. If someone drops it against me one v one my reaction will be walk out of the room, count to ten and walk back in. They've got one shot at it and at high tier you execute your kill multiple times anyway, so one more wouldn't bother me overly much. My prediction is most people would mistime it anyway. It'll matter, absolutely. But I don't think it'll be significant in the grand scheme of things. For teams it'll just be one of those things leaders will need to watch out for when focussing down targets, resist the desire to flip their desk and immediately switch.

    Though the cooldown needs to be on the person and not the tome, or someone will just buy like five and that would be bad.

  • Re: Classleads: Summer 2k17


    Removing classleads from the hands of the players is the only reallistic way you will get an entirely unbiased classleads process. Unfortunately, the players are also best placed to know the legitimate issues with mechanics in a game with the typical population of the ire muds, so its a bit of a catch 22. The problem with having a small group making balance calls basically comes down to longterm competency decay. You'll probably start out with a fantastic group (or the system wouldn't have gone in), but after a year or two and you've lost some of those people to inactivity or whatever else, there's a good chance their replacements will be less qualified/more biased/etc. You then probably start taking recommendations from these people for the next replacements, and get more people of a similar disposition. Basically, it goes downhill fast after a while.

    I wish I had an answer though, sadly I don't.