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i say SOE rollsback all the changes.. let's try again after the devs put more THOUGHT and TESTING into the supposed "balance" and attempt to make the classes more "equitable." i am usually not one to [I cannot control my vocabulary] and complain.. but have to say.. SOE truly f-ed up on this.. and totally missed the mark.
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<p>Please feed us with examples to (dis)agree upon!</p><p> <img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /></p><p> i.e.</p><ul><li><b>wrong nerf:</b> runspeed buffs incombat taken away</li><li><b>reason why wrong:</b> rangers rely on their runspeed: they need range to do most of their work. </li></ul><p><span style="font-size: xx-small">btw: it's said SOE never rollsback, so don't hold your breath m8. However this post could be nice reading material while we wait for Cresents ingame character name <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span></p>
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i do not play any of the classes that were nerfed the hardest. my main is a bruiser. so i am more helped by the changes probably than hurt. my main concern.. is with the changes.. they have really hurt some of the other classes and removed class defining traits. and it concerns me that SOE would make such huge extreme changes.. with what appears to be very little thought and careful planning.. i am just worried that we will have a lot of people quit over this.. i have seen it happen in the past.. the huge CU in SWG was the beginning of the catalyst that brought that game down imho. maybe this is a bit self-serving. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> but tbh.. i do not know of any other game i want to play.. and unfortunately.. i do not see tons on the horizon that interest me... so again.. just worried that this will be hugely detrimental to the player base.
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Vivi@Venekor wrote: <blockquote><p>Please feed us with examples to (dis)agree upon!</p><p> <img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /></p><p> i.e.</p><ul><li><b>wrong nerf:</b> runspeed buffs incombat taken away</li><li><b>reason why wrong:</b> rangers rely on their runspeed: they need range to do most of their work. </li></ul></blockquote><p>QFE</p><p>Takes literally 2 secs for a brig to get in melee range with me (they have like 3 snares - no way to run). After that, all my skills would disable (due to melee range), and I just die.</p><p>I could have counter this tactics if I had a longer duration root or snare, but alas after GU36 my root is 2 sec and my snare is 6 sec.</p><p>Totally dumb changes. </p>
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Taamerlane@Venekor wrote: <blockquote>i say SOE rollsback all the changes.. let's try again after the devs put more THOUGHT and TESTING into the supposed "balance" and attempt to make the classes more "equitable." i am usually not one to [I cannot control my vocabulary] and complain.. but have to say.. SOE truly f-ed up on this.. and totally missed the mark. </blockquote> <span style="color: #cc0000"> DEVTEAM</span>:l <span style="color: #0000ff">After long and careful thought, we decided to give Taamerlane 2000 DPS on each piece of his armour, 100% in combat run spead. 99% instant kill attack, AOE that effects the entire zone deeling 14000 damage, and has a 60% instant kill rate.</span> <span style="color: #cc0000">Note</span>: <span style="color: #3300ff">This LU will ONLY be for Taamerlane.</span> Would that be Balanced enough for you?
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Every nerf was carefully selected and was needed completely. Learn to adapt.
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<cite>Image_Vain wrote:</cite><blockquote>Taamerlane@Venekor wrote: <blockquote>i say SOE rollsback all the changes.. let's try again after the devs put more THOUGHT and TESTING into the supposed "balance" and attempt to make the classes more "equitable." i am usually not one to [I cannot control my vocabulary] and complain.. but have to say.. SOE truly f-ed up on this.. and totally missed the mark. </blockquote> <span style="color: #cc0000"> DEVTEAM</span>:l <span style="color: #0000ff">After long and careful thought, we decided to give Taamerlane 2000 DPS on each piece of his armour, 100% in combat run spead. 99% instant kill attack, AOE that effects the entire zone deeling 14000 damage, and has a 60% instant kill rate.</span> <span style="color: #cc0000">Note</span>: <span style="color: #3300ff">This LU will ONLY be for Taamerlane.</span> Would that be Balanced enough for you? </blockquote>[Removed for Content]. did you even read my posts? i am fine with the changes to MY class. and i will adapt. i am concerned about the changes to OTHER classes.. and what this will potentially do to the game as a whole. read before you respond pls. i was simply expressing my concern. a lot of people i know in game are pretty upset.. both in my faction and opposing.. and some "say" they are quiting. not some.. many.. i am sincerely concerned about the game it self and the player base. i am in no way whining about nerfs to my class. i will adapt. (not much for me to adapt to... i will have an easier time with these changes frankly..) based on what i am reading and hearing.. just seems a lot of the changes were not well thought out.
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<cite>Netzoko wrote:</cite><blockquote>Every nerf was carefully selected and was needed completely. Learn to adapt. </blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Sounds like you are very smart, then may be you can explain how ranger should play now with the new carefully selected nerfs.</span></span></p><ul><li><span style="font-size: medium"><span style="color: #ff0000">We cannot cast on the run like all other scouts, instead we have to stand still to cast</span></span></li><li><span style="font-size: medium"><span style="color: #ff0000">If we are standing still, any enemy would get in our melee range in couple of seconds, which would disable 90% of our skills</span></span></li><li><span style="font-size: medium"><span style="color: #ff0000">We also cannot runaway to make distance, then stop and shoot now, because our in-combat speed is now 0%</span></span></li></ul><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p><p><span style="font-size: medium"><span style="color: #ff0000">There gotta be a solution, if there were any thoughts behind these nerfs. So p</span></span><span style="font-size: medium"><span style="color: #ff0000">lease, help me "adapt" here.</span></span></p>
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There was actually a lot of testing done on the PvP Test server. More testing than ever before, who knows how many people actually gave feedback on the abilities, but SOE certainly gave us all the chance to test these changes. Most agree that the changes were balanced. I have to disagree with the OP and say that there WAS a lot of thought and testing for this patch. They did not remove any class defining traits. Removing in-combat run speeds should have been done long ago. For a class like the ranger that needs to stay at range should have AA's that make their ranged attacks, melee attacks if they want. Similar to the priests that can change nukes to CA's.
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<p>I vote - ROLLBACK -</p><p>Why ? Because this hasn't been tested thoroughly.</p><p>The simple fact that abilities are cut in half or beefed up with a factor 2 (or more) tells me we arent - tweaking -.</p><p>I would like to see things as: Due to balance issues we decided to nerf the Rangers incombat speed with 2.88%. </p><p>That would tell me things like: he, they are on the ball. They are balancing. TWEAKING. Minor adjustments to a game almost perfect. </p><p>This isn't the case anyhow. Look at manashield, cures, heals .. list goes on and on</p><p>This can only tell me one thing: we don't have a clue what we are doing. We push things to life and see how it pans out. If it doesn't. We just alter it and see how it lands.</p><p>Making us testers in life environment </p><p>Rhan lvl70 locked Ranger tester on Venekor</p>
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<cite>Rhannnn wrote:</cite><blockquote><p>I vote - ROLLBACK -</p><p>Why ? Because this hasn't been tested thoroughly.</p><p>The simple fact that abilities are cut in half or beefed up with a factor 2 (or more) tells me we arent - tweaking -.</p><p>I would like to see things as: Due to balance issues we decided to nerf the Rangers incombat speed with 2.88%. </p><p>That would tell me things like: he, they are on the ball. They are balancing. TWEAKING. Minor adjustments to a game almost perfect. </p><p>This isn't the case anyhow. Look at manashield, cures, heals .. list goes on and on</p><p>This can only tell me one thing: we don't have a clue what we are doing. We push things to life and see how it pans out. If it doesn't. We just alter it and see how it lands.</p><p>Making us testers in life environment </p><p>Rhan lvl70 locked Ranger tester on Venekor</p></blockquote>/agree that was kinda part of my point.. to me the changes seem very "shotgun." and not very well thought out.. and it is definitely evident that they listen to all the scrubs/whiners. scares me when any game reaches a stage where they start trying to "balance" things. nothing good usually comes out of it. and instead of balancing.. they simply shift power. and it becomes a downward spiral. and again... i am not a ranger.. not a druid and not a caster. i do not have hardly a lick of in-combat run speed.. (5% from first brawler starter AA) i played plenty on test and did far better with the changes than without. But i also like a challenge.. and i am at the top of my class. and prefer to figure out ways to cope with "unbalance" myself.. rather than having the devs do it for me.
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EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years. Most of the changes aren't huge. They are tweaks, there was just a lot of them this time.
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<p>I wish they would buff the classes that needed it instead of nerfing. Really silly and I said all along it was like a patchwork quilt of changes. Some of the changes to in combat run speed were needed, people were abusing it, but I don't think to the degree they did it. Why not offer more ways of stopping those people? Nets/roots etc. Instead of nerfing in combat run, give us tools to stop the runners that way its sort of a cat and mouse game rather than just a nerf of a fun thing for some people (while I dont use in combat run I realize some of you guys really liked it)</p><p>Anyways, again, the runners do annoy me to no end, but give us tools, don't nerf em' I guess.</p>
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<cite>Rastaah wrote:</cite><blockquote><p>I wish they would buff the classes that needed it instead of nerfing. Really silly and I said all along it was like a patchwork quilt of changes. Some of the changes to in combat run speed were needed, people were abusing it, but I don't think to the degree they did it. Why not offer more ways of stopping those people? Nets/roots etc. Instead of nerfing in combat run, give us tools to stop the runners that way its sort of a cat and mouse game rather than just a nerf of a fun thing for some people (while I dont use in combat run I realize some of you guys really liked it)</p><p>Anyways, again, the runners do annoy me to no end, but give us tools, don't nerf em' I guess.</p></blockquote>i agree. have always felt that it would be better not to nerf/take away.. and instead give skills/ways to combat something they felt should be nerfed. but alas.. i think nerfing is easier and requires less brain power. i do feel some of the changes were needed. but they seem a bit extreme.
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<cite>ElephantonRU wrote:</cite><blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p></blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.
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Odinn@Blackburrow wrote: <blockquote>There was actually a lot of testing done on the PvP Test server. More testing than ever before, who knows how many people actually gave feedback on the abilities, but SOE certainly gave us all the chance to test these changes. Most agree that the changes were balanced. I have to disagree with the OP and say that there WAS a lot of thought and testing for this patch. They did not remove any class defining traits. Removing in-combat run speeds should have been done long ago. For a class like the ranger that needs to stay at range should have AA's that make their ranged attacks, melee attacks if they want. Similar to the priests that can change nukes to CA's. </blockquote> Reducing our ability to snare and root a target is removing our class defining ability to kill a target and stay at range. Rangers have ONE root, which is a melee attack by the way so we have to be melee range to use it, 1 melee snare, and two bow snares (one of which has to be cast from behind the target). Reducing these abilites is proof that SOE intended to hurt rangers the most and go out of there way to do it. How many times have you heard "man that rangers snare/root is so powerful"....I'm willing to bet none. Rangers aren't complaining about the dmg nerf. Our ability to keep the target at range is what makes a ranger a ranger and in PvP these FEW abilities we have to do that are easily cured with potions and have decent recast timers. Its only a matter of time before they water every class down enough its going to be purely based on your class on if you get the kill or not.
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<cite>Spag wrote:</cite><blockquote><cite>ElephantonRU wrote:</cite><blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p></blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.</blockquote><p>Obviously, you cannot read.</p><p>How in the world a healer will fix my inability to shoot? Read again what you are quoting pls. Healer will not change anything, I still will not be able to use 90% of my CAs even with healer in group.</p><p>You are saying solo is risk, fine but again you just don't see the point... risk is one thing, while total inability to use 90% of your skills no matter what you do is another. </p>
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<cite>ElephantonRU wrote:</cite><blockquote><p>How in the world a healer will fix my inability</p></blockquote><p> The healer can cure snares/roots, the tank can taunt enemies off, and the clothie can be the first target they try to take down <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>/invite ftw</p>
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<p>A healer will keep you alive, and depending on the healer, can root your enemy so that you can get range.</p><p>A tank will taunt your enemy off you , so that you can focus on killing them. Seriously this is grouping 101. Sorry you couldnt figure it out on your own.</p><p>Its a group game, group up.</p><p>You are just too used to being able to kite people all day with 0 risk. Adapt or die.</p>
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<cite>Spag wrote:</cite><blockquote><cite>ElephantonRU wrote:</cite><blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p></blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.</blockquote> It's comments like this that make me angry. We all pay to play and should be able to play how we want be it solo or group. Now do some classess do better solo well sure they do but those classess shouldn't be changed years later and remove that ability to solo just because people who don't know how to play or fight other classess whine to much. There is always risk involved and rangers can't kill everyone and everything in 3 seconds flat. (comments like that show how ignorant you really are) If you think its so easy..play one and find out just how [Removed for Content] you are. Strategy to fight ranger....sprint to him = dead ranger. We have to be one of the easiest classess to fight..just stand next to us. I've fought plenty of rangers and for the most part haven't had a problem. Sure after their inital volley of arrows I'm down to about 40% health but by that time I've sprinted to them and I loose maybe another 2% before I take them from 100% to 0%.
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<cite>Magius789 wrote:</cite><blockquote>Reducing our ability to snare and root a target is removing our class defining ability </blockquote>Odd I thought ranged attacks were your class defining abilities, or was it tracking, or stealth or evac. No when I think of rangers, I think Snares and Roots.
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<cite>Magius789 wrote:</cite><blockquote><cite>Spag wrote:</cite><blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.</blockquote> It's comments like this that make me angry. We all pay to play and should be able to play how we want be it solo or group. Now do some classess do better solo well sure they do but those classess shouldn't be changed years later and remove that ability to solo just because people who don't know how to play or fight other classess whine to much. There is always risk involved and rangers can't kill everyone and everything in 3 seconds flat. (comments like that show how ignorant you really are) If you think its so easy..play one and find out just how [Removed for Content] you are. Strategy to fight ranger....sprint to him = dead ranger. We have to be one of the easiest classess to fight..just stand next to us. I've fought plenty of rangers and for the most part haven't had a problem. Sure after their inital volley of arrows I'm down to about 40% health but by that time I've sprinted to them and I loose maybe another 2% before I take them from 100% to 0%.</blockquote><p>So go solo, but quit crying about it, play how you want, just expect to die alot.</p><p>For a year and a half, mages and tanks were told by scouts that they should get a group, or group with a scout. Guess what, its your turn. Group up or enjoy a less successful solo career. </p>
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<cite>Spag wrote:</cite><blockquote><cite>Magius789 wrote:</cite><blockquote><cite>Spag wrote:</cite><blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.</blockquote> It's comments like this that make me angry. We all pay to play and should be able to play how we want be it solo or group. Now do some classess do better solo well sure they do but those classess shouldn't be changed years later and remove that ability to solo just because people who don't know how to play or fight other classess whine to much. There is always risk involved and rangers can't kill everyone and everything in 3 seconds flat. (comments like that show how ignorant you really are) If you think its so easy..play one and find out just how [Removed for Content] you are. Strategy to fight ranger....sprint to him = dead ranger. We have to be one of the easiest classess to fight..just stand next to us. I've fought plenty of rangers and for the most part haven't had a problem. Sure after their inital volley of arrows I'm down to about 40% health but by that time I've sprinted to them and I loose maybe another 2% before I take them from 100% to 0%.</blockquote><p>So go solo, but quit crying about it, play how you want, just expect to die alot.</p><p>For a year and a half, mages and tanks were told by scouts that they should get a group, or group with a scout. Guess what, its your turn. Group up or enjoy a less successful solo career. </p></blockquote> Funny how its a group game but a scouts primary purpose is to be solo. All you're posts tell me is that you don't know how to play your class or fight others effectively. And a rangers class defining ability is to range a target, to do that we need snares and roots......therefore snares and roots would be considered part of our class defining abilities as it helps us keep range. If you want I'll PM you a strategy guide on whatever class you play instead of trying to get the devs to bring everyone down to your lvl so you have a chance.
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Odinn@Blackburrow wrote: <blockquote>EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years. Most of the changes aren't huge. They are tweaks, there was just a lot of them this time. </blockquote><p> LOL!! Oh my goodness, are you an SOE spokesperson or what? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></p><p>Please note this is about PVP, not PVE...and no... balancing is NOT good in PVP. What is the point of having different classes and defining traits if the devs are going to take away what we've all worked hard for ....and make everyone the same, same, same. Boring, boring, boring is the final result.</p><p> I cannot believe you have the gall to come into a PVP thread and state what you just did above: "EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years." In a PVP world, you would get smacked upside the head w/ that statement. LOL!<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> </p>
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Schmoopie@Venekor wrote: <blockquote>Odinn@Blackburrow wrote: <blockquote>EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years. Most of the changes aren't huge. They are tweaks, there was just a lot of them this time. </blockquote><p> LOL!! Oh my goodness, are you an SOE spokesperson or what? <img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></p><p>Please note this is about PVP, not PVE...and no... balancing is NOT good in PVP. What is the point of having different classes and defining traits if the devs are going to take away what we've all worked hard for ....and make everyone the same, same, same. Boring, boring, boring is the final result.</p><p> I cannot believe you have the gall to come into a PVP thread and state what you just did above: "EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years." In a PVP world, you would get smacked upside the head w/ that statement. LOL!<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> </p></blockquote>not to mention that pvp on eq2 has only been out for last 15-16 months.. and we have not see updates such as GU36 that have such a broad impact on pvp. and then to say "Most of the changes aren't huge. They are tweaks, there was just a lot of them this time." Basically lost tons of cred when you posted those statements my friend.
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<cite>ElephantonRU wrote:</cite><blockquote><cite>Netzoko wrote:</cite><blockquote>Every nerf was carefully selected and was needed completely. Learn to adapt. </blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Sounds like you are very smart, then may be you can explain how ranger should play now with the new carefully selected nerfs.</span></span></p><ul><li><span style="font-size: medium"><span style="color: #ff0000">We cannot cast on the run like all other scouts, instead we have to stand still to cast</span></span></li><li><span style="font-size: medium"><span style="color: #ff0000">If we are standing still, any enemy would get in our melee range in couple of seconds, which would disable 90% of our skills</span></span></li><li><span style="font-size: medium"><span style="color: #ff0000">We also cannot runaway to make distance, then stop and shoot now, because our in-combat speed is now 0%</span></span></li></ul><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p><p><span style="font-size: medium"><span style="color: #ff0000">There gotta be a solution, if there were any thoughts behind these nerfs. So p</span></span><span style="font-size: medium"><span style="color: #ff0000">lease, help me "adapt" here.</span></span></p></blockquote>group/duo/trio like most other classes have to do?
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<cite>Magius789 wrote:</cite><blockquote><cite>Spag wrote:</cite><blockquote><p>So go solo, but quit crying about it, play how you want, just expect to die alot.</p><p>For a year and a half, mages and tanks were told by scouts that they should get a group, or group with a scout. Guess what, its your turn. Group up or enjoy a less successful solo career. </p></blockquote> Funny how its a group game but a scouts primary purpose is to be solo. All you're posts tell me is that you don't know how to play your class or fight others effectively. And a rangers class defining ability is to range a target, to do that we need snares and roots......therefore snares and roots would be considered part of our class defining abilities as it helps us keep range. If you want I'll PM you a strategy guide on whatever class you play instead of trying to get the devs to bring everyone down to your lvl so you have a chance.</blockquote><p>Where does it say that a scouts primary purpose is to solo?</p><p>In a group its really really easy for a ranger to keep range, they dont even need snares. They can sit back and pluck away. I play a warden, warlock and a swashbuckler, all were nerfed in this update. I have made no such requests for nerfage, your assumptions are in error. Did I think rangers had it too easy, you betcha.</p>
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<cite>Magius789 wrote:</cite><blockquote><cite>Spag wrote:</cite><blockquote><cite>ElephantonRU wrote:</cite><blockquote><p><span style="font-size: medium"><span style="color: #ff0000">Now please sched some light on how we are supposed to fight now, <b><span style="font-size: large">if both running away and standing still makes it impossible to use 90% of our skills</span></b>.</span></span></p></blockquote> Get a group, a healer will do you wonders. This is after all a group based game, you want to solo, well now there is going to be a little risk. Get used to not being able to kill everyone and everything you come across in 3 seconds flat.</blockquote> It's comments like this that make me angry. We all pay to play and should be able to play how we want be it solo or group. Now do some classess do better solo well sure they do but those classess shouldn't be changed years later and remove that ability to solo just because people who don't know how to play or fight other classess whine to much. There is always risk involved and rangers can't kill everyone and everything in 3 seconds flat. (comments like that show how ignorant you really are) If you think its so easy..play one and find out just how [Removed for Content] you are. Strategy to fight ranger....sprint to him = dead ranger. We have to be one of the easiest classess to fight..just stand next to us. I've fought plenty of rangers and for the most part haven't had a problem. Sure after their inital volley of arrows I'm down to about 40% health but by that time I've sprinted to them and I loose maybe another 2% before I take them from 100% to 0%.</blockquote>It's a MMORPG if you did not start playing this game with the knowledge that all things in it can and will change then... well you know now lol. It sucks to get nerfed, im sure everyone here has had it happen to them in one mmo or another. You pick a class you like and play it, some lvls you are good and can solo some you suck and have to group and sometimes the game changes via patch/expansion/new class abilities. You either stick it out with the class you chose untill the cycle comes back around to you or you make another character... ppl shouldnt gloat about the nerfs to another class but sometimes its hard not to after suffering under an overpowered class/ability/ect.
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Odinn@Blackburrow wrote: <blockquote>EQ2 has been "balancing" since the game came out. There have been multiple huge combat change updates in this game. EQ2 is at it's best right now, because of all the changes that have been made over the years. Most of the changes aren't huge. They are tweaks, there was just a lot of them this time. </blockquote><p> My point still stands. When you are forced to push a release with - huges - updates a few years <i>after</i> you went gold it tells me you aren't in control. When you are altering multiple class defining abilities there is no way in heaven you can predict the outcome of your major overhaul. </p><p>There are simply too much variables to take into account. </p><p>If you, however, do know what you are doing why didn't you do it sooner ? Why did you [Removed for Content] mages and some tanks all this time (but cash their subscriptions) ? </p><p>It just doesn't make sense to me</p><p>Rhan</p>
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<cite>Spag wrote:</cite><blockquote><cite>Magius789 wrote:</cite><blockquote><cite>Spag wrote:</cite><blockquote><p>So go solo, but quit crying about it, play how you want, just expect to die alot.</p><p>For a year and a half, mages and tanks were told by scouts that they should get a group, or group with a scout. Guess what, its your turn. Group up or enjoy a less successful solo career. </p></blockquote> Funny how its a group game but a scouts primary purpose is to be solo. All you're posts tell me is that you don't know how to play your class or fight others effectively. And a rangers class defining ability is to range a target, to do that we need snares and roots......therefore snares and roots would be considered part of our class defining abilities as it helps us keep range. If you want I'll PM you a strategy guide on whatever class you play instead of trying to get the devs to bring everyone down to your lvl so you have a chance.</blockquote><p>Where does it say that a scouts primary purpose is to solo?</p><p>In a group its really really easy for a ranger to keep range, they dont even need snares. They can sit back and pluck away. I play a warden, warlock and a swashbuckler, all were nerfed in this update. I have made no such requests for nerfage, your assumptions are in error. Did I think rangers had it too easy, you betcha.</p></blockquote>You have no idea, really. When it comes to groups, a ranger gets chosen last. Why? Simple. In melee range a swashbuckler rules. For power regen, a troub or a dirge rules. The ranger? If he's lucky he can get to range, but guess what, this usually removes him from range of the healer AND the tank's taunts. The removal of our incombat runspeed group buff now offers NO benefit to the group inside combat, neither does evac work, so no 'rescuing' of the group is allowed. Track? All scouts have it, so this isn't an automatic invite for rangers, unless no swashbucklers or other group buff loaded scouts (dirges and troubs) are available. Stealth? Swashbuckler can smuggle your whole group? Ranger can only stealth himself. So what does a ranger bring to a group to make them unique, or even on par with other scouts? With our dps nerf, we now have nothing left.
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