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View Full Version : "Who snuck up and pushed a button first"


Mastera
02-06-2006, 09:49 PM
<div></div><p>Just reading over an interview at gamergod and had a thought...what does this mean for our assassins?</p><p><b>__________________________________________________ ______________________________________</b></p><div><div>Kingdom of Sky Q&A with Scott Hartsman</div><div>By gamergod on 2006-02-03 12:06:13</div></div><p><b>GamerGod:</b> <i>Will there be any class changes on the PvP servers to try to even things out?</i></p><p><b>Scott Hartsman: There will be quite a few differences on the PvP servers. It’s less about putting everyone on the same exact footing and more about ensuring that EQ2 PvP isn’t about “who snuck up and pushed a button first.”</b></p><div></div><b>__________________________________________________ ______________________________________</b>After more and more testing of an Assassin's PvP capabilities, I've come to realize our underpoweredness if we do not land our initial stealthed attack.  Without landing our large damage stealthed attack I'd rank Assassin's dps along tier 2...or maybe even tier 3 dps class.  Our only chances are to run and wait for the ability to refresh...leaving us to do exactly what Scott Hartsman claims EQII shouldn't be about "who snuck up and pushed a button first".Does anyone think we're bound for changes?  Or is using high damage stealthed attacks the only way an Assassin <i>should </i>(<i>for roleplaying purposes) </i>apply damage?

dea
02-06-2006, 10:17 PM
I think Scott's comment is about establishing a new pecking order for PvP combat, note that PvP weapon/CA/spell damage is different than PvE and has no effect on the PvE server play. I expect to see more classes with direct counters for the abilities of another, likely these will be existing PvE spells that have no PvP analog (taunts, deaggro, etc) instead of new spells at together.<div></div>

Mastera
02-06-2006, 10:23 PM
Right.....his comment was in the PvP context.....and so was mine.So if you expect to see "more classes with direct counters", then you're saying some sort of "invulnerable from initial attacks" ability will be added?Just trying to figure out what your assumptions have to do with "pushing the button first".<div></div>

Taeolen
02-06-2006, 11:20 PM
<div></div><div></div><div>He's probably referring to that in every other game where there have been stealth classes and PvP the stealther always is at the top of the food chain.</div><div> </div><div>The ability to pick your fights, slip around safely and undetected and utterly destroy the target you pick out ensures that the Rogues/Assassins/Stealthers/Cloakers whatever you want to keep them are always in the top played classes in the PvP scene and often times ruin the game for non stealthers.</div><div> </div><div>Sounds like they're wanting it to be that you have to WORK for your kills in the PvP system and not just run around with easy mode stealth picking off everyone and escaping with impunity.</div><p><span class="time_text"></span> </p><p>Message Edited by Taeolen on <span class="date_text">02-06-2006</span><span class="time_text">01:22 PM</span></p>

Mastera
02-06-2006, 11:23 PM
Isn't that what totems and stealth/invis min ranges are for?<div></div>

dea
02-07-2006, 02:58 AM
As far as counters, what I mean is that either by a built-in nerf (on the PvP stats of your effect as compared to the PvE stats) or by allowing other classes to nullify your advantage (see stealth, minimum ranges for detection, changing how resists scale) we will probably see that PvP combat is different enough from current dueling that our insta-kill capabilities will be nerfed to the point where it is no longer a race to stun/root/stifle and then nuke.I just don't see how else you can balance PvP when so many classes can perma-stun/root/stifle their opponents.<div></div>

Skratttt
02-07-2006, 01:29 PM
<div></div><p>Thing is that it wont be that way post lu 20....</p><p>For example if a bruiser stuns you with 1 atack for 4 seconds...new pvp rules make u stunn immune for 8 after stun breaks</p><p>If you stiffle someone for 10 seconds they are stiffle immune for 20</p><p>Mezed for 15? = immune for 30....</p><p>Mainly i dont think it hurts Assassins because we got a stun and a stiffle...and super long recasts to where they would allways hit...</p><p> </p>