Well, you could say that… but the changes he did to casting effectively removed the limit on spell speed. Add in removing lag from others in upcumming patches (muting spells) I would not put it far off for the best mages to get 3/sec.
You are verry much simplifying it. I know mages spent weeks with hours of testing per day to get a spell cast shortcut going off reliably.
There was never a limit except for a two server checks changed into 1 server check.
(The real limit is how much lines you need to draw a spell + how long it takes for the server to accept your cast)
You are forgetting spelltracking going client side
Those are the lines drawn. 1 frame per line on the client side.
my opinion is to increase the ranger dps to make it equal damage as a mage and scoundrel insted of lowering the mage dps
Just going to say this. There is always going to be stronger and weaker classes, That’s natural for any MMORPG. “Balancing” Or just normalising all the dps of the classes is just going to be boring and most likely a pain the ass to do.
Also remove scaling.
So, another thing to consider with classes is the effectiveness/consistency/reliability of tilesets for each class. For mage, it’s on command. For Shaman, it’s almost always on command and cooldown. For ranger, it’s on command while reliant on cooldowns. Everything else is either negligible (ex. warrior) or random (ex. musket/scoundrel). Tilesets can add up to an additional 15% (30%?) to a player’s DPS (if I’m not mistaken) which factors into the balance between classes immensely.
What I propose is fixing the tileset system for the classes in which it doesn’t work or is finicky. This would likely require tiles to be changed for the following… (p.s. I am only super familiar with mage tiles so if there are things in here that are already present just ignore that )
- Ranger: On charge(not when charge shot hits), status application(Hunter’s mark/poison), and notched special arrow.
- Musket: Remove the tiles that are randomly flowing in from the turret. Give the turret it’s own entity to apply tiles to so that it doesn’t clutter the musket tiles.
- Warrior: As far as I know, this is fine seeing as each swing per second/combo gives a tile?
- Paladin: “Pally is fine had no problem making reliable tiles for em”
- Scoundrel: Whenever a card is grabbed from the deck, whenever it is used or burned(burned I think is there?), and for applying a status(weakness, showing off, poison).
- Mage: Fine where it’s at
- Bard: I have no freaking clue xD
- Shaman: Fine where it’s at from what I’ve seen.
Thoughts? Additions to any of the classes?
Pally is fine had no problem making reliable tiles for em
Ill show you the cap in game. The server seems to force a cap. The rest is down to min-maxing spell rotation to ensure a constant 30% damage increase uptime on tilesets and ALWAYS using triplicity on CD basically…
Well Generally, Rangers could do with 2 changes that I think would fix this:
- Make it so that tilesets can be procced somehow for that 30% rather than intermittent tileset damage.
- give other ways to increase damage… Some double speed mode… Right now firing one shot per second is probably too easy for rangers… maybe increase that speed by 1.5 with some talent.
I’ve been saying this since weak points were added, add a tile for hitting them
Still want to see a video of that server forced cap
If there is any kind of cap it’s beyond 2 spells per second because that is what mages are already doing and what is making them OP.
Ranger
- The base damage of Ranger shots has been increased by approximately 15%.
- The damage bonus of Ranger globes has been increased from 14% to 15% per globe.
- The damage of Ranger’s Power Shot has been increased by approximately 10%.
@Landru lets go in a dungeon and test this when we get the chance.
its about 2.3 but I hope this rebalance for rangers will do the job.
We will share more logs once we test it to help and see if it still feels ‘off’.
I am not sure that scoundrels needed a nerf in potential maximum damage but actually what you’ve done here is made it so that more skill is required to hit higher numbers (which is great). We will let you know what numbers this produces in dungeons too.
I am glad it was moved from base shot damage because that was what was being used to RIP people too fast in PvP.
After testing this in dungeons. The problems we came to is that:
- The damage that is doable by the top ranger still seems to be around 20-50% less than the top rune mages (obviously situational) whilst the average runemage and the average ranger can compete head to head.
- The skill cap on rangers feels too low. There is not enough emphasis on damage increase from weak spots which currently is what dictates the skill cap.
Just to be clear, I believe this result was based on testing the acknowledged highest-DPS Mage in the game against one of the best Rangers. For 99% of players I think the DPS should be around the same now.
As for that top 1%, the gulf between even a top-5% Mage and a top-1% Mage is just really, really high right now. I’m not sure it’s possible to balance the game allowing that big of a gap, honestly. I’m not sure what the solution is there (diminishing returns of some kind?) but when we have Mages breaking the 2 spells/second barrier, compared to even a “really good mage” doing around 1-1.2 spells/second, that’s going to result in a balancing problem. I want to keep that really high skill cap on Mages, and allow people to keep eeking out those additional gains, but we may have to figure out how to do it such that those additional gains only add like 5% or 10% to your DPS, not 30%+, because that’s really skewing the numbers.
I will say, though, that I am interested to see how Raid fights play out in all this. I believe this test was done on the dungeon boss where you literally just get to stand there as a DPS and deal straight damage to the boss most of the time (no required movement or anything). Not that we shouldn’t balance there too, just that I’m curious to see if some DPS classes shine in some situations versus others.
At any rate, thanks for the feedback, and if you have additional results/information you’d like to share, please feel free to do so. We’re planning to do some additional tuning ahead of the Raid launch for Scoundrels as well (I believe the general consensus is they may have gotten to a good place in PvP but are now over-nerfed in PvE).
…just so you know most of us held of on dps to give boss mechanics a chance to appear.
I don’t understand why the top 1% needs a nerf after they have put so much work into becoming the top 1%. Maybe someone can show me why the class actually needs a nerf, but as far as I see it, mage is the hardest class in the game, so it should already be stronger than the rest at low skill levels at least by a little, but if you are able to get really good at it then you should be well above the rest.
no, just because it’s hard, doesn’t mean it should be stronger. that’s not how games should be balanced
The raid logs were/have not been used to assess balance just yet.