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Tadok
08-24-2005, 05:37 AM
<DIV> <P>Hi Guys.</P> <P>This is just some general feedback on the combat changes as they are. I understand they they are a work in progress and that some of the issues I may have will be fixed in the next update. </P> <P>My wife and I generaly duo a Templar (45) and a Guardian (46). Pre combat changes we could duo even con double up, heroic mobs (now triple up) with a bit of challenge and luck. Named even con double up heroics were beyond our capabilities. Now with the current changes we can not duo a blue con triple up heroic mob. We have neither the power or the dps for the fight. Pre combat changes we could usualy duo most even con multiple mob heroic encounters and below with some difficulty. Now after the inital combat changes in place we can not duo any green or higher multiple mob encounters. Again we lack the healing power and or dps to complete the encounter. Both of us are deciently equiped in handcrafted and treasured gear with a couple of fabled items a piece. She cant keep up with heals much less provide any dps with her nukes. In order for me to limit the amount of damage I take I need to use a shield 1hand combo so she can keep up with heals and my dps is very low. </P> <P>Currently Resists are borked. First, basing resists off of wisdom doesn't seem to be a fair way of determing them. Very few Armor items I would equip have wisdom on them. Even fewer weapons I would use have wisdom on them. This is the case for many classes. Having to lower my dps or mitigation in order to have better resists makes little sense to me. Secondly, currently resists are not working at all. During the maidens gulch event our guild did on sunday, the dragon thingy did a single aoe attack from halfway across the zone and completely wiped out the entire raid. The damage from his aoe appeard to scale up based on resists not down. Dagon (50 Rat SK) main tank and puller, had 2k more heat resist than I did but he took almost 1k more damage than I did. Also the range of the attack was huge. </P> <P>Speaking of range, all attacks range seems to have doubled and group specific attacks have no range limitation at all. I joined a group in everfrost, they were killing the giants near the entrance to permafrost, and I was hit with group attacks as I zoned in. When on my 21 Warlock in Stormhold I was using root to hold 1 of two mobs in place. The mob rooted on the far side of the main hallway on the first floor was hitting me with Ca's from well beyond the range of my nukes. This needs to be looked into.</P> <P>And finaly a few last comments. Number one, please get any healing changes planned in as soon as possible. It is very difficult to do any kind of testing on all the other aspects of the game when the healers have a hard time keeping people alive. This probably should have been one of the first changes made as they would have the biggest effect on how people fair against encounters. Second, as a question, What was the intent of these changes? I am not currently enjoying the game as I did before. Encounters are now beyond difficult and have made completeing quests next to impossible. I dont want to have to green and grey out mobs so I can complete quests for gear I could have used those 3 levels ago but have now outgrown. I understand you may be trying to make the game more appealing for a group of gamers that have lost interest in other games currently on the market but you are pushing away your current playerbase. I understand that changes needed to be made. Some classes were able to do things that were impossible for others and some classes were not up to par. But the overall change being made here is not helpful to the game. </P> <P> </P> <P>Labb Accident</P> <P>Guardian</P> <P>Children of War</P></DIV>

EtoilePirate
08-24-2005, 06:07 AM
<div></div>Duoing seems a lot harder lately.  46 SK/49 Assn. combo (me and Pondscum) wiped out twice fighting the 44 heroic Glacial Constructs (I think) on the path in EF (after the cave with Undertow, on the way to the plain with the Seraph etc.  Where the ice frights are).  We took two down (tried four, I think) in about 45 minutes' worth of trying.  Pond couldn't tank at all.  I opened with a 12-second stifle on the mob, which hit and stuck as far as we could tell, and 25 seconds after we initiated combat he was down to red health.  The mobs are green to both of us.  I lasted a little while after he went down but it was just silly.  He's supposed to be able to tank a mob, that's what tanks are for.  We'd have needed at least one healer and probably two to be effective, plus an Assassin was insufficient DPS... not very useful, really. We were both aware that the fights, marked as heroic, would be tough, even green.  But "tough, requiring strategy" and "farking impossible unless a huge stroke of luck comes along" are two different things. :-/  Also, soloing lately is not particularly viable -- I get taken down in no time, or I have huge long down-times between fights -- and at the high levels, more targets are heroic anyway.  I don't like the thought of <i>needing</i> to go round up 2-4 people, besides me, just to do a night's casual questing. <div></div><p>Message Edited by EtoilePB on <span class=date_text>08-24-2005</span> <span class=time_text>12:00 AM</span>

Kwoung
08-24-2005, 11:35 AM
<BR> <BLOCKQUOTE> <HR> EtoilePB wrote:<BR> I don't like the thought of <I>needing</I> to go round up 2-4 people, besides me, just to do a night's casual questing.<BR> <HR> </BLOCKQUOTE>I find myself begging a lot more lately for a tank to come help us kill such and such a mob so Zindi and I can advance a quest... it is rather disappointing really. We like to duo, as do many we know, and it just isn't a viable option for us anymore. The best we can do as a 50 Wizzy and Defiler is clear the greys and greenies and send out the call for help when our low blue heroic mob pops.<BR>

Grimsore
08-25-2005, 12:09 AM
many ^^^ heroic are crazy tough right now. a decked out group of 50s with 2 healears, guardian tank, bruiser, wizard and paladin went into Nekropolus returns the other night. The first two golems each took 45 minutes each to kill. Again, thats hour and half for two mobs that arn't named and drop no items. Then we went on to fight the spirit sucker who wis a single group heroic and we could not beat him. He had unlimted mana and hps liek a epic. We fought for like 45 minutes until we finaly rn low on mana and he was still at like 95 percent.Power and hps on ^^^ heroic are really messed up right now.

Kaknya
08-25-2005, 12:40 AM
 Thought this was suposedly a known problem that was fixed on beta, but not transfered to test yet.. <div></div>

Grimsore
08-25-2005, 06:59 PM
we will see soon I hope )