Improve Orc's first racial talent

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Davion Fuxa
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Re: Improve Orc's first racial talent

#16 Post by Davion Fuxa »

With each new update, players have to adapt new strategies to change with new or changing elements in the game.

But to answer you on the idea of pet classes having a harder time, doubtful. You'd have to lose a considerable amount of summons to the 'same' orc for them to use Pride of the Orcs or Orcish Fury again. Summoner pets will time out, and can be tactically placed to avoid getting them killed; and other Pet Classes can attack enemies with offensive spells.
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ster
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Re: Improve Orc's first racial talent

#17 Post by ster »

Davion Fuxa wrote:With each new update, players have to adapt new strategies to change with new or changing elements in the game.

But to answer you on the idea of pet classes having a harder time, doubtful. You'd have to lose a considerable amount of summons to the 'same' orc for them to use Pride of the Orcs or Orcish Fury again. Summoner pets will time out, and can be tactically placed to avoid getting them killed; and other Pet Classes can attack enemies with offensive spells.
except this is entirely plausible; they only need 2-3 kills since pride has a 15 turn cd on enemies and randbosses are capable of doing more than enough damage to kill summons in one hit (incidentally this makes bad summons like temporal hounds, thoughtforms and necro minions even worse and pride of the orcs makes enough builds bad in the East already - also makes Doomed cry)

meanwhile as a player why would you care? pride has a 40+ turn cd and skirmisher is reducing that by 1 (why would you use your generics on anything but life support suit? that thing is absolutely busted now that light isnt awful, shame its stuck in EoR), plus you shouldnt be fighting more than 1 enemy at a time anyway. even in the best case youd need to wipe out a whole set of necro minions to make those 8 extra generic points worth anything

orc can't really be buffed without adversely affecting everyone without the DLC. even something as minor as this is going to affect more players fighting orcs than those actually playing them.

e: and if you want an example that affects every difficulty then look no further than Gorbat and Vor
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Davion Fuxa
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Re: Improve Orc's first racial talent

#18 Post by Davion Fuxa »

For classes outside of Summoner that don't have to rely on Summons, players have the option of speccing their characters to 'deal' with with situations like that; and Doomed can stop crying whenever someone (like Razakai) gets around to buffing them, and Cursed.

I'm not sure about you but EoR is pretty good about throwing in plenty of situations that see you fending off more then one enemy - even some of the boss fights see you having to fend off multiple opponents, including the Final Boss fight which drops you knee deep in enemies more often then not.

As for Orcs in the AoA campaign getting a short cooldown, that can simply be changed so that they have to use the same rules as player Orcs. They really shouldn't have different rulesets when it comes to the same abilities.
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Micbran
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Re: Improve Orc's first racial talent

#19 Post by Micbran »

People play EoR more than twice? That's news to me.
Davion Fuxa wrote:For classes outside of Summoner that don't have to rely on Summons, players have the option of speccing their characters to 'deal' with with situations like that; and Doomed can stop crying whenever someone (like Razakai) gets around to buffing them, and Cursed.
Wonderful, unfortunately, Shadows are one of the few redeemable parts of Doomed. That's a no go. I'd rather see non-EoR orcs governed by different racials than EoR orcs, since pride of the orcs already gives me conniptions.
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darkgod
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Re: Improve Orc's first racial talent

#20 Post by darkgod »

Micbran wrote:People play EoR more than twice? That's news to me.
Indeed, it's incredible people can have different opinions ! :)
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bpat
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Re: Improve Orc's first racial talent

#21 Post by bpat »

I don't get why people still think Doomed Shadows are bad or that Doomed needs buffs. They're already in a good spot and all that could use changing is revert the Gesture of Guarding nerf and make Fears selectable like pre-1.5 Poisons and Doomed will be perfect. Just because they have a very high skill floor doesn't mean they need big changes.
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FreePaperclips
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Re: Improve Orc's first racial talent

#22 Post by FreePaperclips »

bpat wrote:I don't get why people still think Doomed Shadows are bad or that Doomed needs buffs. They're already in a good spot and all that could use changing is revert the Gesture of Guarding nerf and make Fears selectable like pre-1.5 Poisons and Doomed will be perfect. Just because they have a very high skill floor doesn't mean they need big changes.
It's not that I think Shadows are bad, I don't. I just would like doomed to be viable without them at higher difficulties.

bpat
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Re: Improve Orc's first racial talent

#23 Post by bpat »

Doomed has three of its seven (really six because Darkness does nothing) class categories focused on Shadows. That's like saying Alchemist should be viable without its Golem.
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Davion Fuxa
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Re: Improve Orc's first racial talent

#24 Post by Davion Fuxa »

Alchemists probably should be viable without their Golem; part of the reason they suck is because they can't hold their own without it.
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Mex
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Re: Improve Orc's first racial talent

#25 Post by Mex »

Archmage should be viable without spells.
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Micbran
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Re: Improve Orc's first racial talent

#26 Post by Micbran »

Davion Fuxa wrote:Alchemists probably should be viable without their Golem; part of the reason they suck is because they can't hold their own without it.

Or maybe the golem just needs to be stronger so that it doesn't feel like you're being protected by wet paper armor.
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