Runemage Triplicity Talent Rework

The situation I provided was if runemage as a whole got tuned to 19=50k dps then if speed=dmg
Then yes Id want them to do 35kish dps. But if tuning ti balance classes with diminishing and in this hyptheorical situation 19=50k yes the diminishing returns must be insane.

no, i understand entirely what you meant. i know you aren’t okay with being even close to the ‘scrubs’ who dont dont spend as much time as you. This is exactly what they are intending to do. That’s literally the point of using progressive and not flat.

Once every class has a hard cap (for balancing purposes), they can then work on adjusting the skill floor and skill cap to make it A. easier to get into the class and B. more rewarding to get better at the class. It all starts with balance though. you need numbers to base your encounters on. it cant just go to infinity.

That’s because in a pvp game, they are no longer balancing around static content, they are balancing around other players. A great player is going to beat a bad player in pvp every time and in pvp, that’s exactly what is intended to happen. They dont even need to have significantly higher dps to beat the bad players (note that lots of mmos have normalized gear in pvp for this purpose).

In PVE, however, you can no longer just balance around ‘only the top 1% can clear content’ because PVE content is what keeps people in the game (not all, but most). It needs to be clearable by everyone (or at least be a goal for everyone to strive to).

again, going to the first part. This is exactly like billionaires saying ‘well those poor people dont spend as much effort as me and therefore should not get as much as me’

I just hear a lot of bull-shit and mages complaining that a reduction is beeing placed on one of there tallents.

@Archive please please stop with your made up math numbers, it’s just clogging everything. Also constant percentile reduction is not the standard of diminishing returns. The main damage is not affected, just the buff, so you will still be way above other mages if you cast more spells.

@J11 it’s a diminishing return on the extra damage from triplicity, it’s not a cap.

@Akh_Zino stop saying your amazeballs in every class. Yes you will see a reduction, but probably not a lot.

Can we please just see the actual nerf and numbers before going rageing?

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I meant the drop from 50k with 19 spells to 45k with 14 spells would be a very strong nerve for faster casters.

… The whole point id that Id rather have: the whole class nerfed or the triplicity as a whole nerfed. Its because its unportionate.

If you think what we are saying is bullshit, listen again. Id rather have a reduction on boost as a whole than diminishing return. Am I complaining about the fact that there is a reduction? Or am I complaining,about HOW there is a reduction?

All I see is bullshit from players who dont pull top dps and want to see runemage nerfed, and think its a great compromise to what I assume you see as “egoist” runemages.

we know you’d rather have that… but that wouldnt solve the issue of the top mages doing much much more than the mid mages (which is the point of this nerf)

See above.

If all we wanted was a runemage nerf, we would be asking for a flat nerf like you clearly would rather have(see above).

Its so they can make content.

Thats the real premise.

What about a flat dps increase where triplicity works for X spells instead of X seconds. The whole problem I find with triplicity specifically as a talent is that it is too much of a play with time to cast speed ratio. Which makes it a hard to balance talent for top and bottom damage.

Edit: Not only hard, but also an unfair advantage

Bullshit was mostly to other things in the thread.

The devs are putting a bit of a limit on the amount you can get out of every triplicity, because it is obviously doing way more damage then they first guessed. They could have said that it just works for X spells, and has a 15 sec Cool down, on top of the every 15 spells, but they don’t. It’s not a hard cap.

They still give you a advantage for beeing good, JUST adding diminishing returns and allowing you to keep getting more triplicity per fight the better mage you are.

Theres some underlying things here which you are using to try to conpromise. The devs have thought that the best runemages can get to 1.5 I believe. Meaning 13 in triplicity, which makes sense as thats about when I was doing the same damage as a shaman and Id assume ranger.

(If 1.5 cast speed was a cap)

I know I’ll do more damage than an average mage, but the issue I have is the fact that where a slower caster will have more reward than I will, meaning that the better you are the less reward you get.

I use numbers as thats the only way to give examples otherwise Im just going to end up trying to describe what I mean.

I will get less dmg boost the more I cast correct?
(Hence diminishing)
So if I cast 100 in triplicity will I hit 0% dmg boost? If I do why am I being unrewarded for being,able to cast that fast (extreme example).
Yes everyone faces the same diminishing rate, but because the faster we cast the more of that we will see.

They should keep in mind the difference of skill of players doing pve.
I for one perfer not to play a game where everything is essentially gear based, but there are many mmorpgs like that. So I’ll just acknolwedge ur view point, its valid, but isnt the game I want for orbus and the fact that orbus is the only current mmorpg on vr doesnt help that fact. (Meaning diversity of vr mmorpgs are lacking meaning there will be conflicting ideals for mmorpgs.)

Example for me would be Vindictus. Spear lann required the highest skill and did the best dps porportionate to how well they did if gear was the same.

I don’t want to see numbers. I work all day very hard with law, numbers, statistics and taxation.

I come to this game to relax and have fun with people I’ve met on the game.

What they’ve done was make was make this class weaker and more difficult as a consumer I simply do not want this.

Every spell you match will have the same damage. Additional spells have a lower and lower bonus on those spells. Diminishing returns tipicly never hit 0

So no, your stil better then a slower mage, it’s just not a linary increase.

Could be .005% right?

But I guess I’ll sit and wait, 5th spell starting sounds terrible, no one I know who practices runemage casts that slow. (People hit 11-13 by the time they’re done “learning”) which makes me worried for anyone who isn’t just new.

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Tipicly goes toward 0 but never hits it :wink:

Early diminish is probably better, with a slower diminish.

My position is very clear when I purchased the game it was pre-born I had a great time. Now it’s reborn had to adjust to several changes which I really don’t mind. Now they Are nefing one of the disciplines that is tedious and uncalled for.

If they want to change the game they should add more variety to the map and additional story lines.

You underestimate the costs of using 30 meter talents in shard dungeons (it is not just about the distance). It is better for specific boss fights, but boss fighting only makes up about 20% of your time in combat. For some reason everyone seems to keep only looking at dps numbers for boss fights to compare the classes which I still don’t understand. I have been using 30 meter talents on 3 or 4 of the raid bosses because it is clearly superior for those.

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lol. The devs needed to do this a while back and is still not enough.

In theoretical max damage there is no discussion about 30 meter being best or not. Trash and some bosses might be impractical, but it should still be more damage if executed right by the group.

I can’t believe this is even being discussed. You are taking away the hours and hours and hours of practice that it takes to even reach such a level of casting. Its like giving a trophee to all of the kids instead of just the Champions.

I truly hope that you all take the time to reconsider this because it is truly unfair to implement diminishing damage percentages to Triplicity when this was granted to the class they requires the highest skill ceiling. All other classes receive massive gains in damage simply from receiving gear while a Runemage only get more damage by putting in countless hours of work to perfect an art that few can perform.

This is truly despicable. There are truly other options ad simple as giving other classes reasons to practice more and perfect their craft.

It’s like a digital version of a socialised healthcare. Make Orbus Great Again.

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