Dmg Mods
Shadowkiller Seth
Balancing the Dmg Mods..
MagmaRed
Great suggestion. Next time, try explaining.
/signed for the OP to post some info
/signed for the OP to post some info
Ferret Deathsquad
::blink Blink:: AND????
What would you liked balanced and why?
Inquiring minds would like to know.
What would you liked balanced and why?
Inquiring minds would like to know.
Taisayacho
/second on Magma's suggestion.
ShadowsRequiem
whats not balanced about them?
natural_Causes
Please explain
MirkoTeran
Best suggestion ever. I really liked the 2nd paragraph. Keep up the good work.
Now, really, please edit your post and explain what you want balanced.
Now, really, please edit your post and explain what you want balanced.
miskav
/signed for typing out more then one line of text.
Thank you.
Thank you.
Shadowkiller Seth
ty for the backup..
my english is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up so i thougt.. u would know what i mean..
ill try to explain it..with a comparison
15^50=15 vs hexed foes.. imo is the second condition (the condition that the foe is hexed) much harder to reach..
and so on.. i hope u understand what i mean..
15%^50Health--> okay most of the time you are above 50% so its okay..
20%v50Health--> thats just for some seconds usefull.. so it should be buffed..
20% while hexed--> heavily depends on the enemy but 20% are okay..
15% while in stance--> u are not all the time in stance..so its too weak imo
15% -10 Armor (while att)--> just 15% more dmg for -10 Armor?
15% vs hexed--> should simply be buffed..
my english is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up so i thougt.. u would know what i mean..
ill try to explain it..with a comparison
15^50=15 vs hexed foes.. imo is the second condition (the condition that the foe is hexed) much harder to reach..
and so on.. i hope u understand what i mean..
15%^50Health--> okay most of the time you are above 50% so its okay..
20%v50Health--> thats just for some seconds usefull.. so it should be buffed..
20% while hexed--> heavily depends on the enemy but 20% are okay..
15% while in stance--> u are not all the time in stance..so its too weak imo
15% -10 Armor (while att)--> just 15% more dmg for -10 Armor?
15% vs hexed--> should simply be buffed..
Orange Milk
Yeah, there are just so few ways to put a hex on a foe it's just silly the way that is SOOO imbalanced.
/end sarcasm
20%v50 - IS buffed, it has 5% more DMG
15% in a Stance - with the addition of Dwarven Battle Stance and Dwarven Stability 15% in a Stance is very usefull in PvE land.
15%-10 Armor while attacking - hmmmm, add Brawlers insigninas and it's basically 15% always with no downside, other than wheretever you had as an insignia before. Plus it's only while attacking for the -10.
15% vs Hexed - yeah Im not going to add up the total amount of hexes there are in this game to say that this Dmg mod is just fine.
/end sarcasm
20%v50 - IS buffed, it has 5% more DMG
15% in a Stance - with the addition of Dwarven Battle Stance and Dwarven Stability 15% in a Stance is very usefull in PvE land.
15%-10 Armor while attacking - hmmmm, add Brawlers insigninas and it's basically 15% always with no downside, other than wheretever you had as an insignia before. Plus it's only while attacking for the -10.
15% vs Hexed - yeah Im not going to add up the total amount of hexes there are in this game to say that this Dmg mod is just fine.
Shadowkiller Seth
Quote:
Originally Posted by Orange Milk
Yeah, there are just so few ways to put a hex on a foe it's just silly the way that is SOOO imbalanced.
/end sarcasm /signed for elaborate even more please |
and with balance dmg mods i meant that there is no imbalanced one.. there are just too many weak ones..
Taisayacho
The point of them all being different is for each type to adapt to a different style of gameplay, imo. For example, take a vs Hexed weapon if you're playing with an SS or something, an Enchanted one if you have a monk who's going to enchant you a lot, or an orders. Simple? Not unbalanced, imo.
Shadowkiller Seth
Quote:
Originally Posted by Taisayacho
The point of them all being different is for each type to adapt to a different style of gameplay, imo. For example, take a vs Hexed weapon if you're playing with an SS or something, an Enchanted one if you have a monk who's going to enchant you a lot, or an orders. Simple? Not unbalanced, imo.
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Orange Milk
15^50 is like the +30hp mod
It works the best in most of the places.
+7 vs elemtal Dmg is a great buff in the right place, but +30 works in those situations too.
15% vs Hexed works with certain builds better than any other dmg mod, 15^50 works in all builds.
Lack of storage space plus lack of creative builds (UB) and laziness of lacking to spec for the "optimal" equiptment means 15^50 is the generic leading DMG mod
It works the best in most of the places.
+7 vs elemtal Dmg is a great buff in the right place, but +30 works in those situations too.
15% vs Hexed works with certain builds better than any other dmg mod, 15^50 works in all builds.
Lack of storage space plus lack of creative builds (UB) and laziness of lacking to spec for the "optimal" equiptment means 15^50 is the generic leading DMG mod
Shayne Hawke
Damage mods have been pretty much consistent since the beginning of GW. If they were really imba, I'm pretty sure more people would have complained about them by now, and they would have been changed.
/notsigned
/notsigned
MisterB
I use 15% in stance all the time on my warrior(PvE), and it's very effective. I'm in a stance over 95% of the time. The damage mods are all balanced fine. The only exception to balance would be the handful of unconditional 15% weapons rotting away in unused accounts.
/notsigned, damage mods are fine
/notsigned, damage mods are fine
natural_Causes
/notsigned
It has worked since the beginning, why change it?
It has worked since the beginning, why change it?
MithranArkanere
What do you mean? That you are balancing them and inform us about that?
That they should be balanced?
Yes, I know that the inscription system should be made worldwide and the 15% unconditional inherent modifiers should vanish, for good, but it's that won't be 'balance'. Just an update and a bugfix.
That they should be balanced?
Yes, I know that the inscription system should be made worldwide and the 15% unconditional inherent modifiers should vanish, for good, but it's that won't be 'balance'. Just an update and a bugfix.
the kurzick eater
over 9000%^50 would be nice.
/idunnowhaturtalkingbout
/idunnowhaturtalkingbout
Trylo
personally i use the 15% stance almost all the time, because it is based on only you using a stance, not hoping a hex will stick, or that you will always have 50%+ health, and the one time i really want to be doing damage is when i have an IAS up...
and remember you can always switch weapons to make the most of each occasion
and remember you can always switch weapons to make the most of each occasion
MagmaRed
Each mod has its own use. Some are better than others depending on your build, and some are best used as a secondary weapon to switch to as needed.
15^50 is used most because most Monks (hench/hero included) heal you when your health is at or below 50%. Since you should always have +50% health, this means you do the extra damage all the time.
15^enchanted is extremely valuable to characters using enchanted all the time. Shadow Form Assassins, Dervishes, Mending Wammos, etc. all have enchants on when attacking, so they do more damage with that mod, and do not need to worry about damage dropping if their health does. Also great for teams using a Bonder.
15^stance is good for most Warrior and Ranger builds. Frenzy can be used all the time, and when you want to stop using it to remove the double damage clause, you use another stance. Biggest problem with a stance, is it can be removed. In my experience, most people think of stances as defensive, but there are MANY offensive stances to help boost damage.
15vHexed is good for builds relying on hexes. Assassins use quite a few hexes, but several secondaries provide useful hexes as well. It also works when your team is heavy on hexes. Situational for sure, but it has uses.
20^hexed has uses too. Facing a team of hex heavy enemies, this allows you to do MORE damage than a 15% mod. Makes the enemies use of hexes come back to haunt them.
20<50 is one used for a weapon swap. When you are taking damage, and the Monks are keeping you alive, but not at full health, this allows you to dish out more damage. This is a tough one to use, but if you can use it right, it is very effective.
Nothing needs to be changed. All the damage mods have a use. You may not find a use for each one, but that doens't mean someone else doesn't. I personally never use some of them, but I know people who do.
/unsigned
15^50 is used most because most Monks (hench/hero included) heal you when your health is at or below 50%. Since you should always have +50% health, this means you do the extra damage all the time.
15^enchanted is extremely valuable to characters using enchanted all the time. Shadow Form Assassins, Dervishes, Mending Wammos, etc. all have enchants on when attacking, so they do more damage with that mod, and do not need to worry about damage dropping if their health does. Also great for teams using a Bonder.
15^stance is good for most Warrior and Ranger builds. Frenzy can be used all the time, and when you want to stop using it to remove the double damage clause, you use another stance. Biggest problem with a stance, is it can be removed. In my experience, most people think of stances as defensive, but there are MANY offensive stances to help boost damage.
15vHexed is good for builds relying on hexes. Assassins use quite a few hexes, but several secondaries provide useful hexes as well. It also works when your team is heavy on hexes. Situational for sure, but it has uses.
20^hexed has uses too. Facing a team of hex heavy enemies, this allows you to do MORE damage than a 15% mod. Makes the enemies use of hexes come back to haunt them.
20<50 is one used for a weapon swap. When you are taking damage, and the Monks are keeping you alive, but not at full health, this allows you to dish out more damage. This is a tough one to use, but if you can use it right, it is very effective.
Nothing needs to be changed. All the damage mods have a use. You may not find a use for each one, but that doens't mean someone else doesn't. I personally never use some of them, but I know people who do.
/unsigned
Thizzle
Quote:
Originally Posted by Shadowkiller Seth
ty for the backup..
my english is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up so i thougt.. u would know what i mean.. ill try to explain it..with a comparison 15^50=15 vs hexed foes.. imo is the second condition (the condition that the foe is hexed) much harder to reach.. and so on.. i hope u understand what i mean.. 15%^50Health--> okay most of the time you are above 50% so its okay.. 20%v50Health--> thats just for some seconds usefull.. so it should be buffed.. 20% while hexed--> heavily depends on the enemy but 20% are okay.. 15% while in stance--> u are not all the time in stance..so its too weak imo 15% -10 Armor (while att)--> just 15% more dmg for -10 Armor? 15% vs hexed--> should simply be buffed.. |
the savage nornbear
warriors are (should) always be in a stance
dervishes are (should) always be enchanted
rangers arent for doing damage
sins use +5 energy (debatable)
warriors have a gajillion armor -10 armor isnt a big deal
hexing an enemy is not that hard
dervishes are (should) always be enchanted
rangers arent for doing damage
sins use +5 energy (debatable)
warriors have a gajillion armor -10 armor isnt a big deal
hexing an enemy is not that hard
Shadowkiller Seth
.. so tell me why are there so called crap mods?.. hm .. strange..
MirkoTeran
Quote:
Originally Posted by Shadowkiller Seth
.. so tell me why are there so called crap mods?..
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Shadowkiller Seth
Quote:
Originally Posted by MirkoTeran
For about the same reason 20/20 and -5/20 are called perfect mods.
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You didnt answer my question..
HawkofStorms
Yeah he did because 20/20 and -5/20 are mathematically bad.
Mods are only "crap" if you use them in the wrong build. If you are always enchanted or always in a stance or facing a hex heavy team, the crap mods are the good ones.
Mods are only "crap" if you use them in the wrong build. If you are always enchanted or always in a stance or facing a hex heavy team, the crap mods are the good ones.
pumpkin pie
Quote:
Originally Posted by Shadowkiller Seth
ty for the backup..
my english is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed up so i thougt.. u would know what i mean.. ill try to explain it..with a comparison 15^50=15 vs hexed foes.. imo is the second condition (the condition that the foe is hexed) much harder to reach.. and so on.. i hope u understand what i mean.. 15%^50Health--> okay most of the time you are above 50% so its okay.. 20%v50Health--> thats just for some seconds usefull.. so it should be buffed.. 20% while hexed--> heavily depends on the enemy but 20% are okay.. 15% while in stance--> u are not all the time in stance..so its too weak imo 15% -10 Armor (while att)--> just 15% more dmg for -10 Armor? 15% vs hexed--> should simply be buffed.. |