View Full Version : A few points on the combat change from someone not testing them.

08-05-2005, 09:31 PM
<DIV>First and formost, I see person after person complaining about not being able to kill the same mobs as they could before the change. Also not being able to kill blue^^^ mobs solo, and those that are having trouble with yellow mobs. Why are the complaining? This was the intention after all, that you would have to fight green/blue/white, and maybe have problems with white mobs. No more soloing group mobs and mobs that were 6 levels above you. This I call a good thing for all reasons except XP. It is going to slow XP gain down to a crawl. I am guessing that it is going to take at the minimum twice the time to level now than it did before if not four times.</DIV> <DIV> </DIV> <DIV>Second, It looks like Warlocks have become AE kings and Wizzys are now single target Kings. I like this change as well and hope that the warlocks out there dont hate it too much. Somthing needed to be done about the power differential there and I was hoping it wasnt going to involve nerfing warlocks. It apears that everyone got nerfed a little and that warlocks just are in a new roll now.</DIV> <DIV> </DIV> <DIV>Third, Mage soloing apears to be a thing of the past. We always knew that wearing pajamas to batle was a bad idea, just now we can't root them to keep them off. This is a good thing because it means we can't use roots to solo group mobs, it is a bad thing because it means we cant use roots to solo solo mobs.</DIV> <DIV> </DIV> <DIV>Fourth, Interupts. I have seen at least 2 people mention interupts being much more often. I really hope this changes as interupts are one of the few things that make me what to throw my PC whe playing. A mage can easily die, in the current live format, to a grey mob, if the grey mob interupts them a few times. If mobs are going to be interupting more often then it throws mages out from being able to solo or deuo with a non taunter.</DIV> <DIV> </DIV> <DIV>Last, and this is the only comment amied directly at the Devs, PLEASE FIX PROTOFLAME!!! It is a lv 48 spell, it should be doing damage like a lv 48 spell, not like a lv 10 spell. It should be doing a minimum of 10 times the current damage, that I saw a wizzy, that is testing the new changes, say it has. I am not even going to ask for a unique summon look for the master 1 version, as almost every other master 1 summon has, I just want it fixed so it is usable.</DIV>