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Nee
07-01-2005, 03:16 PM
It has been said that after the changes there should not be a change to soloing. Well I ask if from the current state of testing is this really true?Take a look at thisSassee: Part of the changes coming to spells and combat arts is to adjust how much damage the various classes do in relation to each other. Can you tell us how the different subclasses will rank in relative damage potential? Steve "Moorgard" Danuser: Without giving the precise DPS numbers we intend each class to have, I can list how the classes will relate to one another in damage output. There are basically five groupings that classes fall into, from highest amount of damage output to the lowest.First group: Wizard/Warlock Assassin/RangerSecond group: Conjurer/Necromancer (using damage pet) Brigand/SwashbucklerThird group: Coercer/Illusionist, Conjurer/Necromancer (using tank pet) Troubador/Dirge Bruiser/Monk Fourth group: Berserker/Shadowknight Paladin/GuardianFifth group: Fury/Warden Defiler/Mystic Inquisitor/TemplarOK so thats damage, and some people may have issues with that but to me it seems ok. Now lets use this information to see how balanced all the classes are.Wizards and Warlocks do the most damage, but can also take the least damage making them balanced.Assassin/Ranger can do heavy damage but can take an average ammount of a beating. This to me seems slightly overpowered maybe they should be in the second damage group.Conjurer/Necromancer does medium/higher damage but cant take a beating and the damage pet cant take much of one either. This seems fairly averaged since they get the pet.Brigand/Swashbuckler medium/high damage, and medium tanking ability. Seems a nice combo and I guess someone has to have it (i don't play one btw).Coercer/Illusionist, Conjurer/Necromancer medium damage, and low tanking ability, seems not to be great but this may be balanced by how useful they are.Troubador/Dirge medium damage, medium tanking, and a load of nice utility, seems well balanced.Bruiser/Monk medium damage, medium/high tanking seems nicely done.Berserker/Shadowknight medium/low damage (they would need to nerf berserker a lot) and medium/high tanking. 2nd best and 2nd worst, seems ballanced to me.Paladin/Guardian same as the Berserker/Shadowknight but trades some damage for more defence. Ballanced.<B>Fury/Warden Does minimal damage, with removal of parry and only wearing light armor they are only slightly tougher then wizards. Worst damage, and 2nd Worst tanking and not even the best heals in the group.</B>Defiler/Mystic Inquisitor/Templar Does least damage but can wear heavier armor to compensate. Nice selection of Wards / Reactives.-------On a different note, I know different classes solo in different ways, some have to do damage quick because they can't take it (wizards), others have a middle ground (tanks), while the priests out last their enemies by healing themselves doing a little damage over time.Well what I have to say is simply because each class can take the same con mob does NOT make it ballanced. If a priest and a fighter can both safely take a yellow for example but it takes the fighter 1 minute and the priest 2 then that is not ballanced!Especially when you consider that mana regain out of combat is so fast that even if that fighter has no mana left after a minute he will have a full bar!I picked a Fury cos I was willing to take a hit in the healing department to do considerably more damage. Not take a hit in the survivability department to do that damage since that doesn't add up! Parry was our saving grace!

Toplana
07-01-2005, 03:40 PM
<span><blockquote><hr>Neemz wrote:Assassin/Ranger can do heavy damage but can take an average ammount of a beating. This to me seems slightly overpowered maybe they should be in the second damage group.<hr></blockquote>Just a small comment on that line, they have the disadvantage of positional attacks (ever try soloing with a ranger/assassin face2face with a mob? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ).. Also almost non buffs/debuffs. And to be honest, I can't take much damage currently, Ok i wont die on the first hit like a wizzie, but I will go down soon afetr <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> That being said, all your statements are based on the current status of the environment. They mentioned that they won't leave anything the same mroe or less. Buffs/debuffs being addressed, DPS, tanking and healing abilities, encounters.. etc. etc. Lets just wait and see what the great minds of SOE come up with (just a little sarcasme to counter fanboi-ish behaviour <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> )..</span><div></div>

Nee
07-01-2005, 04:20 PM
I know your right, we just have to wait and see. But I get this overwhelming feeling when I play that I might just be wasting my time on a class thats gonna be nerfed badly.I guess I just want someone to dispell those fears.

Iglind
07-01-2005, 04:51 PM
I am a Warden for several reasons. One is i figured it would be useful to have healing magics, aswell as do moderate damage. I think my class, at the moment, is quite good for what i like to do most: Solo Questing I can usually defeat green con ^^ single creatures. I even managed to defeat T'Sanne in Nektulos alone, while he was green con, but that was a close fight... And i can do quite well with groups aswell. I am seriously worried these changes ahead will ruin my experience in the game completely. I do NOT want to suddenly have all my fights tale 4 times longer, because someone decided i should do minimal damage. Doesnt really matter if i can heal myself and live through fights, if i cant deal damage fights will take longer. And we all know there are quite a number of fights happening during any adventuring session. And with this little input, i will wait for the changes. Rest assured if the changes affect my gameplay too much, i will be whining quite a lot. Its not like i can just re-select my class to be able to do what i have done for months. SoE - be very careful so you dont ruin the game with these changes! <div></div>

Nee
07-01-2005, 05:22 PM
I don't think you need to worry about doing less damage Iglindor.From what I have heard they are increasing the damage that we do. Now this at first looks like we will be able to defea t encounters faster and not have the dredded 'wait it out' that we currently do but this is not the case.On green mobs that can't hit you this change will make them die faster.Any mobs that can land hits on you is a different kettle of fish though. From what I have heard we lose parry. Now I don't know about you but parry makes up half of my avoidance. I'm not sure if mitigation is taking a fall but for us using light armor it is allready abismal.So your gonna get hit twice as often? What difference does this really make? Firstly you will have to heal twice as often, but actually not just twice as often, as you will be interupted more, so doing that twice as many heals is gonna take 3 or 4 times longer.You can't use these 'improved' damage spells while you are healing yourself, and we can't melee at the same time either. So what is going to happen is our damage rate will DROP, and we will spend our time chain healing ourselves and slapping the same icon many times due to interuptions.Ofcourse I hope to god I am wrong, and would love a Dev to come here and tell me that this is all misinformation and this isn't going to happen. Please dev do!

EtoilePirate
07-01-2005, 06:30 PM
<span><blockquote><hr>Toplana wrote:<span>Just a small comment on that line, they have the disadvantage of positional attacks (ever try soloing with a ranger/assassin face2face with a mob? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ).. Also almost non buffs/debuffs. And to be honest, I can't take much damage currently, Ok i wont die on the first hit like a wizzie, but I will go down soon afetr <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </span><div></div><hr></blockquote> Thank goodnes you said it first, heh.  Assassins are mostly positional, mostly stealth-based (and stealth currently breaks a lot in group fights, just when you most need it not to) and from 36-41 I almost couldn't solo.  (Since I hit 43, the majority of my solo combat arts are now orange, not grey and green, and that helps a lot.  So do T5 poisons). Anyway, yeah, wait and see.  I'm sure *every* class thinks that they have trouble soloing for some reason or another, and that they need to hold on to something (although watching my boyfriend's shadowknight take things down and living to tell the tale, I do get a bit jealous).  We'll all find out how this is going down eventually.</span><div></div>

Pouncer74
07-01-2005, 08:02 PM
<DIV>I dont get it.</DIV> <DIV> </DIV> <DIV>I play an assassin, sure I have medium armor.  At 50 I can tank one low green level 45 no arrow monster very well if it does not cast.  2 low green now arrow monsters and I end up in the red and may or may not win. 3 low green no arrow monsters and I run away.  I have full ebon/fabled.  Somehow I do not feel overpowered at all.</DIV> <DIV> </DIV> <DIV>I also have 3...count them 3 combat arts I ever use when soloing melee. while being attacked.  Why so few?  I cannot use my stealth hits while being hit.   Monsters are not kind enough to turn round to let me hit them from behind.  Bow hits need range.</DIV> <DIV> </DIV> <DIV>Can assassins kite?  Yes, but so can any caster with a crafted wand.  </DIV> <DIV> </DIV> <DIV>By the way I have one group buff...Pathfinder.  I evac.  I sneak.  I track. I have 1 area hit total that requires stealth that I never use.</DIV> <DIV> </DIV> <DIV>Wizards and Warlocks get group buffs.  This is a utility.  Wizards evac.   They can root monsters and use ALL of their spells to shoot from a distance. Theyre very light armor saves them from a raid mob just as well as medium does.  </DIV> <DIV> </DIV> <DIV>Both ran/[expletive ninja'd by Faarbot] and wiz/war have ups and downs.  I cannot see any reason why one group should have more dps than the others.  Noone starts a ran/[expletive ninja'd by Faarbot] for utility.  Noone starts a ran/[expletive ninja'd by Faarbot] for defense.  By no means has anyone ever ever ever started one because we solo well.  We start them for dps!</DIV> <DIV> </DIV> <DIV>I'm pretty sure that all the wiz/warlocks will still have a strong role as dps with help from rangers and assassins.  There is plenty of room at the table.    </DIV> <DIV> </DIV> <DIV>Mutt Fuzzybottom</DIV> <DIV>50 Assassin</DIV> <DIV>Club FU</DIV> <DIV>Blackburrow</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>