Riposte changes and Proc Rates

I really don't post my opinion as it never really matters and I don't want the hate mail but here it goes regardless.

IMO, if you can't take a very well geared character to an older zone and slaughter the crap out of it, what is the point of spending all that time getting the gear in the first place? Isn't that the point? To progress your character? I think there was talk about balancing the game throughout the tiers so this can't happen but to me that is silly. Lots of changes have happened because it wasn't in the vision of the server but those things are what make a high tier character high tiered. Should someone in T2 gear be able to tank as well as someone with T13 gear? No, that is the point of spending hours upon hours of working to get the stuff that makes your character powerful.

I believe someone had mentioned in a different thread how on live people go back and kill older bosses solo. Granted this isn't live but it is a spin off. That is just what happens in this game and games similar. New content gets released, old stuff gets easier.... Maybe SoD wants to break that mold but I don't know if it will work.

I ended up in a group where someone was "exploiting" or taking advantage of this riposte issue with the scythe and I didn't realize it. Sure, it was silly that they could pull a huge chunk of rust, the cleric or whatever class they were definitely had to heal quite a bit though. I didn't think too much of it as it was just rust. My shaman can tank three or more mobs there on his own and he's not even a tank class.

Where is the line drawn? I guess you guys have it figured out but a lot of the player base doesn't agree with it and you are supposed to be providing this for them. If you don't have them you have nothing.

I'll probably never quit permanently but my playtime has dropped drastically. Not just because of the changes to the game but changes in my personal time and working tons of hours as well.

I loved this game, enjoyed the crap out of it and wish everyone could enjoy the little taste that I experienced. Testing new content was fun but sometimes frustrating. It was a new experience for me but it was cool to give it a shot instead of just hearing about it.

Thanks everyone for all you do and hopefully this little change can be tweaked for the best and not forgotten about like other things.
 
this is only an exp nerf. whoever has too many tomes already / doesnt play the game could not give a shit about this.
 
It wasn't this particular nerf that made people quit... it was more of a case of "the straw that broke the camel's back".

It just showed that the dev team is going to do whatever it wants and that any progression above tier 11-12-13 will be nerfed because god forbid you can go wreck a crappy newbie zone and not struggle while doing it.

People decided to move onto a game that will reward the countless hours they put into it instead of sticking around here to progress on content and then be beaten back down by devs. (Bane nerf, 4.3 sword nerf, ripose proc nerf, cella nerf, monk tanking nerf - all in less than a year.)

It's too bad cause this game is really really cool sometimes, but the trend of top tier guilds getting frustrated and quitting isn't a coincidence.
 
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As a pre-spirit harvest warrior I am still of the opinion that they should have just got at the issue directly and altered spirit harvest to be less OP. The fact is, when you start to reach 1900 ac the ability to mass pull becomes a viable option, at least, thats when I began to be able to do it in rem and crystal caverns.

What I would like to see is some sort of compromise, really. One of the reasons for this change that was given was that developers would be able to make weapons with more interesting procs. No mention was given as to what would happen to all of the weapons that were already in the game. No readjustments have been made to bring them back up to par.

1 possible target for riposte procs is too far, especially if no changes were made to how existing weapons function that do not have a 100% proc rate.

In addressing the issue in this round about way has irked many, myself included. So please, can we come to some sort of middle ground? I implore the developers to reconsider these changes and work with us to come up with something that is more acceptable.

edit: spelling
 
It wasn't this particular nerf that made people quit... it was more of a case of "the straw that broke the camel's back".

What perplexes me is this very obvious belief held by the current dev team that making the game more rewarding will somehow ruin it while all evidence points to the contrary. Every line in the sand seems to alienate a "few" players and those few players upon few players are really starting to take a toll on server population. Maybe some changes that would only alienate a crazy person and actually actively please people would be good. People generally like things like [insert series of things that would get nitpicked apart and retroactively nerfed harder].
 
SOME OF THE - Unnecessary nerfs that you could undo and watch people flock back to SoD and LOVE. (just some)

[insert series of things that would get nitpicked apart and retroactively nerfed harder].

-savagery mask that opened a spellslot for Beastlords, for about a month
-runic 2 pet for Beastlords and Magicians that could tank lower end raid content
-rangers get amazing aoe on their melee, switched to a pathetic bird (no one likes the bird)
-monks lose their signature avoidance boost (really though?)
-nerfed cash loot from Abyss and made the zone terrible to progress on tier through
-buffed every fight in Spires (except Saitha?) (especially the first floor mobs making the zone terrible to progress on tier through)
-nerfed cash drops in Highkeep (rendering a BELOVED zone essentially ungroupable)
-removed Nadox (some people enjoyed it more than you can imagine, people could play with lower tiered friends equally.. it was really something special)
-necro pbaoes, festering curse.. they liked it that way
-(this one is just a suggestion) bards cant cast a nuke without swapping to a flute, what's the point of a wind mod????
-paladin and shadowknight one handers , paladin healing agro, paladin tank stance
-self inflicted damage on Bane of the Fallen God is too damn high!
-that ring that was making people run uber fast
-riposte procs on everything

These are all things that people had, got used to and prided themselves on. Only to have it RIPPED AWAY! (galsantm)
 
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bards can use all nukes save 1 w/o a flute, thats not really an issue. Not disputing the rest of your list. ;)
 
I would say the really big nerfs are as follows
1) healer weapons and healer haste
2) bane damage change
3) channeling nerf
4) 4.3 2h nerf
5) exp nerfs
6) pet hp nerfs
7) monk nerf -> both stances and avoidance
8) spires difficulty bump -> this has been mitigated some by a lot of hard work from Tao, thank you very much for your work and effort!
 
I would say the really big nerfs are as follows
1) healer weapons and healer haste
2) bane damage change
3) channeling nerf
4) 4.3 2h nerf
5) exp nerfs
6) pet hp nerfs
7) monk nerf -> both stances and avoidance
8) spires difficulty bump -> this has been mitigated some by a lot of hard work from Tao, thank you very much for your work and effort!
You forgot the weight reduction backpack nerf
 
The days of old when knight weapons were 2.0 ratio and there was no Kaesora/Citadel/ BQ!

and whoa
nautilusbad.png
 
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The days of old when knight weapons were 2.0 ratio

i would like to defend having given 2hs/2hp weapons some reason to exist

Anyway, to expand on the point about riposte I made however long ago that obviously no one would care about:

If riposte is seen as a source of DPS rather than just "hey, I avoid a hit and got a bonus attack", then I think it should be adjusted to be consistent, like other sources of DPS. As it is/was it comes with bizarre consequences that don't make sense as a source of personal DPS, like going up against higher level enemies or enemies with higher numbers of swings per round, and going down when those same enemies are slowed. Depending on the enemy for delay is weird.

No reason why it would have to be a standard melee swing at all, or include/depend on procs. My thought is that (ignoring some more complicated possibilities) some target DPS can be generated based on the ratios of your equipped weapons and maybe your riposte skill, and when you do riposte you deal a raw amount of damage based on that, which will scale up or down on the fly with your rate of ripostes over time in order to maintain the target level of DPS on average. Exactly how much DPS it should be, I don't know; it could be generated relative to one's expected DPS from regular attacks including stuff like haste, maybe 5 to 10% per target attacking you from the front (ignoring why exactly DPS should passively increase as more things attack you). Probably make it unavoidable cuz why not? Riposted ripostes are dumb anyway.

Though I would still like to see NPC riposte rates to be throttled to player attack rates as well, shouldn't eat more ripostes as a warrior just because you are dual wielding fast-ish weapons, without a shield, and without as much leeway to stop attacking in favor of spellcasts.

Reiterating that riposte was always set up dumb. All the passive avoidance skills are pretty lame actually; sucks very much being stuck with the best things they could come up with way back when ("I've got it--how about we give melee characters a third passive avoidance skill to keep them interested while they stand around with auto-attack on? Only this one has a weird reverse DPS trap for the future!")
 
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