Dolf Goodcheese wrote:
Being only a 20 level bruiser isn't any excuse. My view(logic) is my opinion based on my experience. It might be correct, or it might not. The same goes for your logic, as well as that of the person who made the original long post.
The only difference between a level 20 bruiser and a level 35, given the issue at hand, is that the level 35 is more likely to be upset/angry at the change because he or she had gotten more used to the way it was.
The "old dog / new tricks" thing.
Message Edited by Dolf Goodcheese on 02-08-2005 01:32 PM
It has nothing to do with teaching an old dog new tricks...it has to do with the fact that some changes were done that really were a one two combination punch in debunking bruisers and monks as somewhat feasable tanks:
Specifically two BIG changes that have affected me in recent patches:
*** Gameplay ***
- Made slight adjustment to level 40+ mobs, so they have a chance to hit as often as you do.
*** Mechanics ***
- Huge differences (including buffs and debuffs) in stats will no longer have as pronounced an effect in battle. For example, players with +150 in stacked Agility buffs are no longer unhittable by NPCs ten levels above them.
- The stat attributes of level 30 and higher NPCs have been increased.
While you might not see the difference at your level, I have to honestly tell you that as an almost 40 bruiser, I DO see a difference in my tanking abilities.
The reason I do not list the agility nerf as a problem is because I really was never grouping much with troubadors or other classes that raised my agility to the point where mobs 10 levels above me could not hit me. Even though, I have noticed that I do miss alot more than before which adds to the list of problems (AGI affects getting hit and to hit).
Before the changes to the 40+ mobs, I was MT for a Nightblood group in RV when I was about lvl 36 (orange con groups with lamdias near the library) with one healer (a lvl 38 inquisitor). Even though I would have damage spikes, it was manageable...not easy because I would get down to the red at times, but for the most part the healer would drop to about 50-60% power on real bad rolls in a encounter. At 39 now, I am currently getting slapped around by group mobs that are blue or white to me because of the insane amount of specials that are landing for 800 + a hit.
The true problem was that other classes (scouts, for example) were tanking because of these stacking AGI buffs, but in true SOE fashion, they use a sledgehammer to fix a problem which affects other classes...namely making all armor and gear with AGI practically worthless in the process.
It has been said many times how they could have approached this with a more elegant solution:
1) would have been to either hard cap how much AGI you can have based on your level
2) give us better "inner shields" every 10 levels in order to have better deflection, parry, blocks (a round shield might be fine for your 20's and early 30's but it isnt going to do much against the higher mobs because of our LIGHT AC class).
Its sad now that plate tanks 4-5 levels below me make better tanks...
Message Edited by Blackforgeosb on 02-08-2005 04:06 PM