Friday, 30 April 2010
There's no place like home
Wow. This is a bombshell. At first I thought WTF but now I think it coud be Kewl.
After a long time on Order I've always wanted to play Destro but couldn't leave my "home server" Karak Norn. I tried a Black Orc on Azgal once but it felt way too weird. Didn't last more than a few hours. It felt like I was a stranger in a foreign land and nothing was the same. They didn't even have Rich Tea biscuits.
My intial WTF reaction was wondering what it would do for realm balance and realm pride with everyone hopping over to the other side all the time. But giving players options is a good thing, and what's good for the player is good for the game. I'm sure Mythic will implement it with thought and care - they've already mentioned "significant lockout timers".
I can't help think what else is up Mythic's sleeve. In her Producer's letter Carrie mentions oRvR is on the radar. Great.
Average Renown Rank & Me
The Realm WAR page for Europe was recently restored to a place where it works so I could look up Destro that appeared in my combat logs.
Below is the RR distribution of 100 random Destro I have fought on Karak Norn. There will be some error from only taking 100 ppl, and some will be alts, but it gives a good indication of where it's at.
On Karak Norn most people are already RR60+, most people will soon be RR70+ and it looks like most people will get to RR80 one day (me included!)
Thursday, 29 April 2010
What would happen if Keep Defense earnt better Rewards?
The problem I've found with the RvR campaign in the last month since I came back to the game is that there's just so little actual fighting. The opposition have no incentive to defend in any force so it's just one side getting a little organised or waiting to become the underdog, then claiming a few unopposed keeps and waiting patiently for the lock. So much standing around and doing nothing.
This could actually get worse with the new City mechanic with both sides probably quite willing for their City to fall to get experience of the new City and the rewards that come with it. In my last post a couple of days ago I was happy with rewards for participation but having said what I've just said I do hope the rewards for a successful invasion far outweigh those for the losers.
Back in May 2009, before my break, the RvR was still hugely contested on Karak Norn. City invasions were just starting to happen. It provided plenty of action but if I'm honest it was very frustrating too because Order (my team) were outnumbered and/or outclassed. We could put a lot of effort into defense and get nothing out of it.
I want what Zizlak wants. The RvR campaign to be THE enjoyable part of the game with a City invasion being a special rare treat at the end.
It got me wondering what would happen if they made Keep Defense a very worthwhile experinence for the players, like very, very rewarding.
How about if players defending a keep were rewarded with a 5 times drop rate on crests and other loot drop. New seed drops maybe. Perhaps introduce scenario insignias into RvR but only for keep defense kills. Whatever, but worthwhile stuff.
The point would be to make defending a keep so worthwhile that players/guilds would want to turn up to defend. But to get the rewards for defending you would have to attack and take a keep in the first place, so it would encourage attacking as well.
It's a counter-intuituve idea but I think that changing the emphais from attack to defense in RvR might mix things up a bit.
I'd love to hear other's opinions on this idea and any other thoughts on how to give general RvR a boost in the arm.
Tuesday, 27 April 2010
Participation & Reward
I don't know whether I'm Hardcore or Casual and I wish I didn't have to think about it, or even that the distinction had to exist, but it does. I don't know why I even feel the need to preface what I am saying here with this but, again, there you go.
If I had to pigeonhole myself I would say I was Casual. I have a full-time job, a mortgage and a 2 year old son so there's a lot of responsibility right there, and little time for games. I do try and play as much as I can but that might only amount to 5 hours a week sometimes, and rarely (never!) am I able to commit to scheduled events or late night schtick. But if I was a purely casual player I wouldn't pour over combat logs nor would I be spending time on a blog.
There are people like me who can't easily be pigeon-holed, who might have limited playing time but want to make the most of it. That's why I like the reward system in Warhammer. It definitely keeps me playing.
Scenarios reward insignia despite losing and the new City system will also reward the losing side. Participation brings rewards but don't forget winning gives better rewards.
Rewarding particiption has rubbed some people up the wrong way but it shouldn't. Participation is required for a healthy and competitive game. Earning them shinines keeps people playing. If I felt I wasn't getting anything out of my precious 2 hour game slot then I'm sure I'd find myself drifting away, as well as many other players similar to me, and that would not be good, would it?
Friday, 23 April 2010
Rampant Indulgence about Wood Elves
The fan's favourites at the moment seem to be Skaven and Lizardmen. Skaven are okay but I just can't get my head around Lizardmen, with their big googley eyes and lollopping tongues.
Chaos: "Heed my command mortal, and bow down before the might of Chaos!"
or
Lizardman: "I am Uk-Tuq of the Frog People. Croak Croak."
I would prefer to see Wood Elves, who also get a mention in the Red Plague lore . Wood Elves in Warhammer aren't anything like the current High Elves in-game, all ooty-snooty in posh shiny armour, and they certainly aren't like Legolas in Lord of the Rings. They are a dark and dangerous race and embody the malignent spirit of the forest, like a wild animal prowling it's territorry and woe be tide anyone who ventures across their border. They aren't a "Good" race like Empire or Dwarfs and would definitely add some cool to Order.
Wardancers (MDPS)
These would be the most exciting new class if Wood Elves were introduced to WAR. They are acrobatic and savage fighters, duel-weilding, and preferring warpaint to armour. They would be a whirling dervish in combat and the obvious MDPS class. I can envisage special acrobatic moves, such as an attack that causes the Wardancer to leap over the top of a player spinning around to make an attack to the rear, or perhaps defensive moves like somersaulting away from an attack. They could have a combat resource called Wardance that builds up with subsequent attacks. Once filled they get access to high powered attacks, both offensive or defensive.
Dryads (Tank)
These are ancient forest creatures and can really be summed up as being like small Treemen. They would be the perfect Tank for Wood Elves. In Warhammer lore Dryads lure unsuspecting passer-by into their clutches before tearing them to pieces on sharp branches and thorns. To represent this I would give the Dryad player an ability which lowers it's defense but also generates 'Ancient Power' each time the Dryad is hit which can then be used to unleash strong attacks.
HighBorn (Healer)
The Highborn are the leaders of the Wood Elf army. Wood Elves are a very close-comabt heavy race so the Highborn would be a melee healer similar to the DoK. I would devise a mechanic that allows the Highborn to boost his healing power depending on what's happening to the party he is in (or just to him when solo). One option could be to build healing power everytime a group member successfully defends against an attack. Or he could switch to build power whenever a group member scores a critcal hit. The player would be able to switch between differnt options depending on the group and the situation.
SpellSinger (RDPS)
The Wood Elf army calls upon the power of the forest for it's magic so the SpellSinger would be a Caster who could summon this power a bit like a pet. The focus would be a little more on utility than a BW or Sorc so more like a Magus or Eng. She could call upon a host of creatures which would could be "launched" at an enemy, like a stampede of horses, or cause players to be snared in thorns and brambles. I would probably give her some healing too.
I would definitely get excited about Wood Elves in Warhammer!!
Thursday, 22 April 2010
WAR Stats: Avoidance and Onions
In this part I'll be looking at some basics and testing a balanced Parry & Disrupt build. In part 2 I'll go all out and stack more avoidance and throw a big shield into the mix and see how that fares. I want to look at how avoidance works with Guard damage too. Once I'm done with testing I hope to offer some insights to the worth of avoidance vs. mitigation as there is much more to avoidance than just reducing overall damage, such as avoiding CC and damage spikes.
Basic Mechanic
Stats and Items give a character a percentage chance to avoid attacks.
Rok did an awesome job of posting the theory of combat in his post 'From Mace to Face'. Check it out for a more in-depth look at combat. I thank him for the loan of the equations :)
Weapon Skill gives a % chance to parry a melee attack. My modest 350 Weapon Skill gives me a base chance to parry of 7.4% on the character screen.
Similarily, Willpower offers a % chance to disrupt an attack from a Caster and Initative gives a % chance to Dodge ranged attacks.
Block gives a % chance to avoid any type of attack. A decent T4 purple shield with a block rating of 370 translates as a %Block value of 21.1% on my character screen.
However an attacker's offensive stat (Str, Int or BS) reduces the defender's chance to defend. A melee attack made with 1000 Strength will reduce my base chance to block from to 21.1% to 14.8% and my chance to parry will drop from 7.4% to 5.3%.
There are other bonuses in-game (Tactics, Items, Buffs) that influence the chance to attack and defend, e.g. +5% to Block or 5% reduced chance to be Evaded. 2-Handed weapons reduce chance to defend by 10%.
And very importantly Block and Parry are only useful when the attack is made to your front, a 180 degree arc I think.
Please TheoryHammer! Don't Hurt Us!
As you can see there is a lot going on with avoidance and a base chance to avoid on the character screen of 10% may or may not translate to that in combat. So on to some testing...
Through a combination of gear, tactics and renown points I got both my Parry and Disrupt to 18%. I ran with a 2-hander so my Block chance was 0%. I didn't use any abilities which provided a buff to these stats.
I specifically chose Parry and Disrupt to test as Parry is only effective against Melee attacks and Disrupt is only effective against Casters. The two can be kept seperate. Also, as Parry is positional and only defends against attacks from the front and Disrupt defends from all directions I can get an idea how much Parry I lose out on by getting attacked from behind. I must add that the current situtation in-game will dictate my positioning rather than trying to keep my attackers in front of me all the time. If I need to move to defend an ally in some way then I usually will even if that means exposing my back (not to a witch Elf though!!).
Results with 18% Parry and 18% Disrupt
- I was attacked 1260 times by Casters and Disrupted 85 times. 6.7% Disrupt Rate.
- I was attacked 1478 times by Melee and Parried 81 times. 5.5% Parry Rate.
This is really pretty depressing at first glance. It appears that approx. 10-12% of your avoidance is wiped off your base stat straight away by your atatcker's offensive stats and gear.
I have had a go at working out the amount of potential damage I avoided. I would appreciate some comments on this comparison as it's not an easy one.
Looking just at the Sorcerer for starters, those bastards hit me 407 times and I disrupted 26 hits (6.4% avoidance). I can see which individual abilities I avoided so can make a good estimate of the damage those 26 Disrupts saved me from. Sorcs did 154,352 damage to me overall and I estimate that I avoided an extra 13,826. That's an overall damage reduction of 8% or 34 dmg per hit. If I've got this right I would need ~170 extra Toughness (34*5)to get the same overall reduction in damage, which is quite a bit actually. 34 renown points buys you 102 Toughness. A tactic slot all Tanks get called Rugged gives 160 toughness.
With the Sorc being a high DPS class I also took a look at the damage I avoided from wimpy Tanks. I was hit by Tanks 675 times and parried 38 hits (5.6%) avoiding an estimated 4067 damage, a reduction in damage of 5% or 6 Dmg per Hit. This is equivalent to the overall damage reduction I would gain from an extra 30 Toughness.
Conclusions
A common perception in Warhammer is that avoidance is worthless in PvP as your chance to avoid an attack gets reduced far too much by your attacker's setup. I've demonstrated this is true to an extent with my both my Parry and Disrupt rates getting reduced from 18% to ~6%. But by comparing the potential damage avoided against a Sorc and against Tanks it suggests the benefit of avoiding an attack get proportionally better the higher the damage of the attack. This is a bit like in PvE when Tuten McBosspants is hitting you for 8000 per hit - it's better to avoid that hit entirely than just mitigate it down to 7500 or something.
I'm starting to think now that avoidance might be the best path for me. In my other WAR Stats posts I've shown that it's the high damage attacks from the likes of Sorcs and Witch Elves that do me the most harm, and I know from experience it's getting big hits in quick succession that gets me killed in a hurry. Having a chance to avoid these big hits rather just soak them up sound good to me. Plus there's the intangilble benefit of avoiding some CC or a nasty armour debuff.
Quite a bit to chew on. I hope this has not made your eyes water and makes some sense. Next up I'm going to try and stack even more Disrupt and see if the extra X% that I stack on top of the 18% I've tested here translates to an extra as X% in-game.
~Aeo
Wednesday, 21 April 2010
Dinging along nicely
I've gone from RR41 to RR50 (dinged last night!). That's pretty good going as far as I'm concerned. I've also accrued 4 Invader pieces and have plenty of crests for me to get the 5th or 6th if I want to and when I'm ready.
I've also got some other nice gear, some rings and cloaks and stuff, oh, and a Weapon of WAR! So yeah, loot.
I've been spending a lot of time look at "my role" as a Swordmaster and what stats and abilities are important to me. I've spent a lot of time thinking and tinkering but it's been worth it. I feel more effective in PvP now than I did 10 months ago, even though I'm pretty much in the same gear I was then, which is relatively poor by today's standards (Anni/Conq). I'm looking forward to equipping some of the Invader!!
I've still not done any serious PvE. I have not been to Lost Vale or ToVL yet and really don't know if I ever will. I haven't got the time for long raids and things. I just don't get the buzz from PvE that I get versus human opponents. It feels more like a chore, like it's just for the loot. I do feel a gentle tugging on me in that direction though, so who knows.
In other news, I've been doing some testing of avoidance in-game and will have a new WAR Stats post up in a few days.
Happy Bashing
~Aeo
