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[Rapport TL] Warrior Report - 1.62
Warriors are a generally solid class who can be static and unexciting. Warriors are fully dependant on the sometimes lackluster melee system, and have no special abilities or spells. Thus all melee concerns are naturally warriors concerns. These include style issues and general tank issues in both RvR and PvE.
Fun Factor/Defining Ability - A warrior-unique ability is greatly desired. Warriors lack a class-defining ability and remain simplistic, the very definition of cookie-cutter. Many suggestions exist; generally, any ability to relieve the tedium of hack-and-slash would be most welcome.
Melee Triad - There are three ways to fight in melee, and each has a bonus associated with it:
Dual-wield: 50% penalty to block (including Engage)
2-Handed: 50% penalty to parry
1-Handed/Shield: no effect
When fighting dual-wielding classes with high evade, warriors suffer a block penalty, and can give no penalty in return to evade - an issue which becomes very obvious when fighting assassins. Engage suffers the same penalty, vastly reducing its worth. I highly disagree with a need for this triad given the state of melee defense in RvR. If it must remain, one-handed weapons need a 50% reduction to a target's evade, bring some balance to both.
The style system was designed for PvE. Many are absolutely useless for RvR. Numerous style issues exist and the system in general needs an overhaul. Chain-style damage and bleed damage scaling needs to be reevaluated. Taunt is detailed in 'other issues'. Detaunt, which increases defense in exchange for damage, should have no endurance cost. Reactionary styles are difficult to use in chaotic RvR (more details below). An automatic system for style selection would fix this: /blockstyle, etc. Overall style effects, damage scaling, and bonuses should be reworked so as to retain PvE functionality and enhance RvR utility.
Heavy Tanks in RvR - The role of heavy tanks differs greatly between RvR and PvE. Many of the skills learned in 50 levels of PvE are unneccesary in RvR - the agro management which protected casters and healers via taunt and protect. In RvR, the role of heavy tanks blends with that of light tanks. See 'other issues' for suggestions on making RvR tanking closer to PvE tanking, thus giving heavy tanks a true and familiar role and filling gaps in caster defense.
Thrown Weapons - Although they fulfill their purpose as a means to pull from range, warriors would like thrown to be more effective in RvR. The spec has little effect on damage. Together with the fact that there are no thrown 'styles', no benefits of speccing, and +thrown being removed from items where found, this spec should be made untrainable, to prevent new players from ruining their character.
Hammer - The level 50 style has several issues - poor damage, no to-hit bonus, high defense penalty, third in a block chain. Hammer also needs a decent anytime style other than the taunt.
Sword - The taunt has no to-hit bonus, making tanking difficult. Sif's Revenge repeats the bleed effect from earlier in the chain - they do not stack, and do little damage. Rush has no to-hit bonus. Polar Rift has a high endurance cost compared to other anytime styles.
Axe - Valkyrie's Shield has no to-hit bonus, and being a base reactive style it should. The pillage chain should scale higher in damage to be competitive with the taunt.
Shield - Shield styles lack a to-hit bonus. At least for Brutalize, the 50 shield style, there should be a small to-hit bonus. Although warriors can use a tower shield, it is often more beneficial to use a small shield for endurance conservation and attack speed. An equalizing of endurance use or speed is needed to keep large shields as a true advantage. Warriors would also like to be able to delve DPS and Speed information from shields.
Block/Parry Bug - This bug plagued the combat system for quite some time, and was fixed in 1.62. The way this bug was fixed brought 'interesting' side effects to PvE, and has not completely fixed RvR. Healers are counted as attackers while healing, etc. I still urge that PvE and RvR be handled differently when it comes to counting attackers.
Endurance Regen - The modification to shaman endurance regen has affected warrior performance in RvR. The reduced availability of endurance regen has made style costs and sprinting more painful and put Midgard tanks at an endurance disadvantage in combat with other realms. Fixing the Tireless realm ability would reduce dependance on endurance regen spells and bring some balance to the realms' endurance regen abilities.
Protect - Used for agro management in PvE, this has no effect in RvR. Lower resist or interrupt rates of the Protected player in RvR.
Taunt - An essential skill in PvE, melee taunts lose all benefit in RvR. Alter a taunted player's selected target in RvR only, to target the taunter.
Keep Defense - Warriors have no role in keep defense. They suffer from a lack of an effective ranged attack, and few options for melee players inside a keep.
Realm Abilities - Many realm abilities have well documented bugs and fixes are overdue. Doombringer, Prevent Flight, Tireless, Mastery of Arms, etc
Defense and Reaction Styles - In RvR, situations to react to (block, parry) occur infrequently, offer lower than 10% of the time. This is due to a list of issues including the melee triad, group bonuses to hit, defensive arcs, and target choice. It leads to a dismal return on defensive specs and a horrid rate of reaction style use in RvR. This problem is not faced by those with Advanced Evade due to its 360 degree arc and lack of melee triad penalties, equipment and spec requirements. I recommend that the arc of normal block/parry be increased, and an 'advanced block/parry' ability added to appropriate heavy tanks.
Epic Armor - Warrior epic armor lacks thrust resist. Chain is also 10% weak to thrust.
Alpha & Oméga
Serait il possible d'avoir une traduction ?
Car moi et l'anglais...
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