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#391 |
General
Join Date: Jan 2005
Posts: 528
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Virii@Venekor wrote:
Ibunubi wrote:Cant agree more Virii, for a class that has to keep some kind of range to do dps, nerfin our roots/snares is just plain wrong. Will be very sad if this goes live with any nerf to our roots our snares. 4 sec root was long? when its usually cured anyways? Huh? |
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#392 |
Lord
Join Date: May 2007
Posts: 64
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Virii@Venekor wrote:
Luxun wrote:It would really unbalance the 2 classes though, I all for tunign down HT's damage if we are going to tune down all damages, however we cannot possibly leave heals the same. Now anything I do a pally can heal .....even my PT he can heal ..he might not even have to use his LoH to heal the PT depending on how much they reduncing the damage. Though considering my PT when it crits one v one with no out of class debuff help only hits pallies for about 3.5-4k damage ....they LoH heals them far more than that already ...now to go nerf our PT without adjusting heals is insane.Orthureon wrote:Hehe, I'm sure most people are worried that the pallys are gonna heal them to death...Take away HT all together, give Crusaders this instead; Uninterruptable spells, with same cast times and less power consumption. SKs losing their only skill similar to LoH (the opposite but still similar) they should get increased CA damage. |
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#393 |
Loremaster
Join Date: Oct 2005
Posts: 346
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![]() I do have a 32 ranger alt I never play, which I rolled to see why rangers complained so much. So yes, I do know how rangers work~ Did you miss when rangers can kill others just as fast, if not faster? Especially wizards... Manashield is the cliche "double-edged blade." The wizard survives longer, yes, but at the same time he's losing power to attack with spells that cost a lot of power. He is also interrupted and subject to a broken resist system. Predator AA's are a lot better than Sorceror AA's. Why? Because no wizard has the same KoS AA. Rangers can go for the pure Agility + Intelligence lines without a second thought for poison and ranged criticals and casting reduction. For wizard lines, they have (1) Strength -- Spell criticals. Catalyst, the AA you mention that gives a guaranteed critical, costs 18% health to cast. Focus Aim > Catalyst. (2) Agility -- Casting time and recast time reduction. Casting time at rank 8 is reduced by 14%. Ranger Agility end ability > this. (3) Stamina -- Manashield. "Double-edged blade." (4) Wisdom -- 150 ward, increased damage and reduced power cost. But you lose a secondary item. Now with that said, let's take the 4 second log of Pyriel you posted. Ward of Sages = Wisdom line. He's got that. Now, if he has Catalyst, then he doesn't have Manashield. Now if he had Catalyst and Manashield, then he has slower cast times and increased power cost. So... Hopefully you get the picture now~
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#394 |
Loremaster
Join Date: Mar 2006
Posts: 80
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![]() These damage nerfs are mostly for T6-7 only, so i think it is good. Unless they are lowering overall dps (weapons, CAs) i think it can (maybe) balance some things little bit.... But what i cant really get, is that new AA balancing... It will nerf higher tiers more than T2-3 where it is most needed. So i suggest, devs, plese reconsider that 1,5*lev idea a make something more reasonable like lev 10-19 - lev*1 / lev 20-29 - lev*1,3 / lev 30 - 39 - lev*1,5 / lev 40-49 - lev*1,8 and from level 50 lev*2.... I think this will force players to level faster to get to 50 and get the possibility to have AA maxed...
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Sirhen, Venekor |
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#395 |
Scholar
Join Date: May 2007
Posts: 4
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Some people just don't get it. Predators' defence - it's their damage. Take our damage away and we are helpless. It's like the glass cannon. So, basically, if our damage is nerf ed, we should get some our survival possibility bo ost. Buff our mitigation. Give us self healfs. Yes , it's against our class concept(some classess are just meant to have high dps, otherwise we will have game where everyone has the same abilities - some WoW-like carebear paradise), but we won't survive without our damage . Especially rangers now, who, looks like, got everything nerfed. Don't nerf us, but tweak other classess.
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#396 |
Loremaster
Join Date: Jan 2005
Posts: 30
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Paikis@Venekor wrote:
Harry@Venekor wrote: This is just more whining IMO. Your log is showing what can happen on an optimal situation for a ranger and you could show the same thing for almost any dps class. You had 3 procs on 3 attacks and this is far from the norm. AND YOU GOT AWAY!! How can you sit there and moan and groan when you didn't even die. If your class could beat it's way out of a paper bag, once you mezzed the ranger he would have been a dead one. And you sure used alot of stategy in that fight. You had a building right there by your own admission and you couldn't even get behind it to block the auto-attacks? Or maybe even closed the distance? You are complaining about the ranger dps when you clearly had ways of negating it but couldn't figure out how. Every person that goes up against rangers that is worth their salt in pvp just closes the distance and weathers the storm. Well at close range not really a storm. More like a shower. And why are you only mentioning rangers? Couldn't an Assassin do the same amount or more damage in that time? Or a Wizard? I've seen many, many people die to both of these classes in under 2 seconds. Have you never seen someone fusioned at the cloud pad by a wizzie? And I myself have been killed by a Swashbuckler in that same amount of time. And why didn't you just evac in the first place. Instead you sat there and let the ranger attack you, used an ability that took you out of combat, (i'm sure most of us wish we had one of those) and THEN evaced. Were you just not expecting him to do as much damage as possible as quickly as he could? If that is the case it makes you sound inexperienced. As I said, this is just more whining IMO. |
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#397 |
Loremaster
Join Date: May 2005
Location: London
Posts: 1,417
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Raaziell wrote:
Milambers@Nagafen wrote: Infact I play a coercer, which nullifies a lot of your argument. May i recommend that, when taking the time to compose a 10 minute post, you take 20 seconds to check the person class. Secondly i agree that rangers may need to be toned down very slightly, but i DO NOT agree that SoE must try to balance all classes the way they have. If you grouped for PvP which is where the best pvp is found, you would realize that all classes are balanced. You shouldnt cry if a predator kills you solo: thats what they are good at. What i still think is that carebears i making the game to boring.
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#398 |
Loremaster
Join Date: Jan 2005
Posts: 55
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Virii@Venekor wrote:
Ibunubi wrote: How many times did a Wizard ambush you? Does a wizard have any means of detection? No, you are the one that has the advantage, you get the first shot. And unlike assasins, you get to stay far far far...away and deal your damage. Let's assume that by some mireacle a wizard does get the drop on you. Your root gives you enough time to take some distance and vanish. Like I said, a wizard has no means of detection, you do. |
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#399 |
Loremaster
Join Date: Jan 2005
Posts: 30
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Captain Apple Darkberry wrote:
Virii@Venekor wrote:Paikis@Venekor wrote: |
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#400 |
Loremaster
Join Date: Jan 2005
Posts: 30
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Ibunubi wrote:
Umm, I don't play a caster ( to squishy ) but don't they have abilities that protect them. Manashield and Nullmail come to mind. And a wizards single target damage spells hit way harder than any of the rangers attacks. |
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#401 |
Loremaster
Join Date: Jan 2005
Posts: 30
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Ibunubi wrote:
A lvl 32 ranger and a lvl 70 ranger are two entirely different things, just as I'm sure most classes are with that wide of a lvl spread. You really can't compare the two. |
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#402 |
Loremaster
Join Date: Jan 2005
Posts: 30
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Raaziell wrote:
Virii@Venekor wrote:Please, this is just ludicrous. Totem of the butterfly helps you see them and Freedom of Action cancels the root. And doesn't a wizard excel at rooting and nuking?Ibunubi wrote: |
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#403 |
Loremaster
Join Date: Dec 2004
Posts: 2,256
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Milambers@Nagafen wrote:
Secondly i agree that rangers may need to be toned down very slightly, but i DO NOT agree that SoE must try to balance all classes the way they have. If you grouped for PvP which is where the best pvp is found, you would realize that all classes are balanced. You shouldnt cry if a predator kills you solo: thats what they are good at.I agree with this. I'm an exile, and I've been killed by rangers God knows how many times without even knowing they were there until I saw my revive window pop up. Even though it can be annoying sometimes, there really is nothing wrong with that. They're just playing their class exactly as it was designed... kill quick and retreat. My own class (illusionist) is much more group orientated, and I knew that when I made her. Not all classes are supposed to be equal, and some classes are better soloers than others. This is fine, do you ask me. |
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#404 |
General
Join Date: Jan 2005
Posts: 48
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![]() As with most updates, I like most of the changes proposed in this one. However, there are a few issues: 1. Max AA = 1.5 times your level: I agree that this is a HUGE problem that needs to be addressed. However, as has already been mentioned, this does nothing to help lower level PvPers. A level 16 can get 24 AA, which is pretty hard to get already. And once you hit your cap, you can only earn 1.5 AA per level (which is just a HORRIBLE progression). I like the concept, but hate the formula since it doesn't penalize low levels enough, and penalizes high levels too much. I'd suggest 2xlevel -10. Thus a level 14 could get 18 AA max (instead of 21). This smoothes out the gain of AA per level (instead of allowing you to gain a crapload in T2, and then increase it at a snail's pace beyond that. You could smooth it even more with a formula like 3x level -25. A level 10 could only have 5 AA, a level 14 could have 17 AA, and a level 20 could have 35 AA. 2. Nerfed Damage + No Nerf on Heals = INSANITY: Healers are already the toughest classes in the game. I agree with nerfing dmg output to lengthen fights, but fights that contain a healer are already incredibly long (and 1v1 they're just about impossible to kill). Unlike the warden's comments below, a healer should not be "very difficult to kill in a 1v1 fight" - they should be no tougher than other classes (and perhaps even a little less so since they are meant to shine in groups, which is the same reason given for why bards are weaker soloers than their predator & rogue counterparts). 3. Nerf the Dmg, not the Play Style A few of the classes (most notably Furies and Rangers) are getting nerfed in the wrong way. For example, Rangers should be masters of dmg from range, and their mobility should be their greatest asset. Nerfing this completely ruins the class. Rather than nerfing their ability to snare, run, etc., it would be better to nerf their insane DPS. Let them keep their play style, but balance the class by nerfing dmg output instead. 4. Change the AA Respec to let us respec across trees This has been an issue ever since EoF first came out. Those of us with AAs in KoS that now have access to some better AA lines got screwed. This gets magnified by the AA cap. For example, I have Dirge who desperately wants the Luck End of Line ability by level 22. However, he spent his first bunch of AAs in the KoS tree (figuring he'd have plenty of AA by 22 to get 21 into the EoF tree). But now he's screwed by the new AA cap. He can have 33 AA by level 22, but with 14 already in KoS, he cannot afford the End of Line skill. Right from the start, respeccing AA should have created a single pool of AA points. The release of GU36 would be a good time to fix this. 5. Make sure the nerfs are adjusted on a tier by tier basis Scouts do not need to be nerfed at all in T2, and very little in T3. I do not have much trouble dropping scouts in 1v1 fights using Mages, Priests or Fighters. And in groups, they usually kill themselves off on dmg shields. They're really only a bother in the lower tiers because of tracking. They get to find green targets and drop them. But in an even con fight, they don't tend to match up well at all due to a fewer number of CAs (especially interrupts). However, from what I understand, they're INSANE at higher tiers, and badly need their dmg nerfed.
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#405 |
Loremaster
Join Date: Oct 2005
Posts: 346
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stryker268 wrote:
Ibunubi wrote:Umm, I don't play a caster ( to squishy ) but don't they have abilities that protect them. Manashield and Nullmail come to mind. And a wizards single target damage spells hit way harder than any of the rangers attacks. You just said yourself how handicapped mages are -- "Too squishy." That coming from a ranger. No, we really don't have a lot of ways to protect ourselves. Manashield I already talked about. Wizards and Warlocks both have emergency spells that trigger when below 30%. The wizard receives 1800 ward, which is easily eaten through. Warlocks have Nullmail, which gives 50% chance to dodge and 2800 mitigation and resists. But it increases avoidance only up to ~65% for 12 seconds and the warlock can still be hit. The mitigation is useless when the mage is already at 20% health. Very true that a level 32 is not the same as a level 70, but through leveling to 32, I could see how the ranger worked and what their CA's are like. And it really is easy. But I guess that's just me because I've always played mages, so for years I've had to stand in one spot to cast.
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#406 |
Custom Avatar
Join Date: Nov 2004
Posts: 799
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![]() i just wanted to mention that if dmg is reduced - the CA/ spells meant to prevent dmg ( like stoneskin, mage wards, dmg wards, manashield etc not only heals ) needs to be adjusted aswell. |
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#407 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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![]() I need to chime in here on a couple things: 1) Any class that can track you down, stalk you from stealth and then unleash enough damage in under 2 seconds to kill about anyone at range and then scamper off at near 90% runspeed if things go awry is inherintly unbalanced. That said, really fixing the problem would either turn rangers into something entirely different from what they are today. Having played a pre combat update warlock, I don't know if this is a good thing. While I think Assasins end up getting the short end of the nerf-bat here and are essentially relegated to PVE DPS or "generic scout" roles now, I see the change as positive to PVP overall. 2) I hear a lot of people saying that if they nerf damge they have to nerf heals. If they do that, then we are really right back where we were before, and if your argument holds water, they shouldn't do anything at all. Fortunately, it doesn't hold water, and these changes would bring a little more balance to the damage output of some classes to the healers ability to heal the damage. This is a good thing. Who cares if a healer is a little more difficult to gank while solo. This is a MMO, right? 3) I don't get the necro or coercer nerfs. Those classes need help, not nerfs, and the tank pet is essentially useless in PVP as it stands. 4) I don't get the whole locked AA thing either. Having recently created a couple of lowby toons in DL woods with a friend who is brand new to the game, I can say, I do know how annoying the endless ganking can be. I told my friend straight up, hey mate, we're going to die - a lot - until we get to 14-17, and we sucked it up and are both now destroyers with a couple of AA's under our belts. Fact of the matter is, in T2 pvp, the biggest determining factor in success is level differential giving folks additional abilities and dramatically better gear, not AA. It's not until you get to around 30-40 AA that it starts making a significant difference. If there are level 14's running around with 40 AA, I can see that there might be a little bit of a problem killing that one extraordanary guy (who worked really hard to make his character). But it's mostly the difference between level 10's in newby island gear vs the twinked out 14's with a master 2 dps spell and all the next tier master crafted gear. Seems to me, if they wanted to fix the real problem, they would disable PVP until level 12 so people start out on the same footing, or boost up newby island gear or nerf T2 mastercrafted to limit the differential. Heck, even disable PVP until level 20 would solve the problem better than this "entitlement" fix. If AA's really are the problem (which they aren't, I'm pretty sure) go back to the model where you don't earn them until level 20, or put in limits of how many you can spend until T3 or something. I think the 1.5 per level thing is going to hurt my T3-T6 chars more than anything; even with exp locked to quest and pvp with my friend when he comes over, I can't imagine ever getting more than 1x my level in AA's until much later in the game. All in all, though, I have to say these look like generally good changes, and I'm excited to see how it plays out.
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#408 |
Loremaster
Join Date: Nov 2004
Posts: 250
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Ima go and test it out on test server after my raid... im just curious.... who told the devs that monks can hit hard? trust me, i dont need my damage nerfed! I cant kill a healer... not if my life depended on it, or an SK for that matter.... i go the other dircetion if i see one... So... lol this should make it better!!!!! /sarcasm
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#409 |
Loremaster
Join Date: Jan 2005
Posts: 55
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stryker268 wrote:
Please, this is just ludicrous. Totem of the butterfly helps you see them and Freedom of Action cancels the root. And doesn't a wizard excel at rooting and nuking?Totems? Are we speculating on fiction? On consumables, because I could enumerate a few that make your class alot easyer to play. Let's leave the fiction aside and ask yourself, how much health does a mage have after you are done sniping him? How many SECONDS does a ranger need to take out a cloth wearing low stamina spellcaster? Nuking and rooting? A mage needs some distance to cast safely after rooting. Since when was distance your enemy? Unlike most classes, distance maks you more lethal. Oh please, THIS is ludicrous, no matter how you look at it, you are an overpowerd class, not a bunch of skilled players. Bless SOE for nerfing you. |
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#410 |
Custom Avatar
Join Date: Nov 2004
Posts: 799
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silentpsycho wrote:
a little bit more difficult? healer are very difficult to kill at present. they will be impossible to kill after that change imo. btw - if nobody cared that one class type is little more dificult to kill solo - nobody would have complained about scouts right? i fear they screw up the whole system just to make solo pvp viable and that is wrong imo. |
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#411 |
Loremaster
Join Date: Nov 2004
Posts: 170
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Amphibia wrote:
Milambers@Nagafen wrote:Secondly i agree that rangers may need to be toned down very slightly, but i DO NOT agree that SoE must try to balance all classes the way they have. If you grouped for PvP which is where the best pvp is found, you would realize that all classes are balanced. You shouldnt cry if a predator kills you solo: thats what they are good at.I agree with this. I'm an exile, and I've been killed by rangers God knows how many times without even knowing they were there until I saw my revive window pop up. Even though it can be annoying sometimes, there really is nothing wrong with that. They're just playing their class exactly as it was designed... kill quick and retreat. My own class (illusionist) is much more group orientated, and I knew that when I made her. Not all classes are supposed to be equal, and some classes are better soloers than others. This is fine, do you ask me. I agree with this too. I like having classes out there that I can't beat. Druids put the fear of god in me =D. But it makes the game fun that way. Imagine if we all did the same damage. Had the same defence. Had the same chances. This game would be boring. Personally for instance, I like the HT line. Nothing like the sence of danger fighting a shadowknight knowing if HT lands you die =D. Makes it so much more fun when you actually do take one down. Makes you feel like you accomplished something. Wizards Ice Comet doesn't bother me either. Just adds more dynamics to the game. You know which classes you can eat and you know which classes are probably gonna kill you =D. Every class has thier strong point. IMO if the class is complaining (except for mages with resists because they are broken atm IMO) they need to learn how to play thier class a little differently, because more and likely the class was designed to have a strength your not exploiting (not that your playing the class wrong, just not to its full pontiental) I'm looking foward to most of the changes especially some help to the mages with resists. The only thing I'm not is the ranger one, but if you been keeping up with the posts you know my stance :) Anyway, Please dont nerf snares/root for rangers !!! =D
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#412 |
Loremaster
Join Date: Nov 2004
Posts: 170
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Raaziell wrote:
stryker268 wrote:Please, this is just ludicrous. Totem of the butterfly helps you see them and Freedom of Action cancels the root. And doesn't a wizard excel at rooting and nuking?Totems? Are we speculating on fiction? On consumables, because I could enumerate a few that make your class alot easyer to play. Let's leave the fiction aside and ask yourself, how much health does a mage have after you are done sniping him? How many SECONDS does a ranger need to take out a cloth wearing low stamina spellcaster? Nuking and rooting? A mage needs some distance to cast safely after rooting. Since when was distance your enemy? Unlike most classes, distance maks you more lethal. Oh please, THIS is ludicrous, no matter how you look at it, you are an overpowerd class, not a bunch of skilled players. Bless SOE for nerfing you. In you case how does nerfing snares/roots help you? Doesn't at all. If you want to beat a ranger, Root him and get within Melee plain and simple. Hate to educate my enemys but if it saves a nerf so be it.
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#413 |
General
Join Date: Jun 2005
Posts: 169
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![]() I'm surprised that no one has touched on what really makes predators/rogues unbalanced. It's the massive DPS combined with TRACK. They can pick every single fight, and evac away from any fight they don't want to engage in before their enemies get close. I say let everyone keep what they have EXCEPT either take out PK track or give it to everyone. Flame away
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Healing butt and taking names! Angelyc Sadist 21 Defiler/31 Weaponsmith Stacy Sadist 17 Fury/26 Sage Jaided Sadist the Exile 70 Warden/70 Sage |
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#414 |
Guardian
Join Date: Oct 2006
Posts: 756
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Ajjantis wrote:
QFT I agree with you. |
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#415 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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Note to you, the entire point of a scout in a PvP group is to be able to know where others are and the "dangers" around them. If you would like to go out solo on your non-tracking class that is more group oriented, then that is entirely your fault. People like you want to remove every class defining ability and make this a game in which every class has the same abilities, etc. and that's completely ridiculous.
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#416 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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CresentBlade wrote:
Ajjantis wrote:A good fury doesn't lose to a ranger, and knows to run when they see swash cooldowns. Fact. Maybe try to move instead of expecting to stand in one spot and heal/dps the entire time. You're not a warden. |
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#417 |
Guardian
Join Date: Oct 2006
Posts: 756
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Broccolisword@Nagafen wrote:
Note to you, the entire point of a scout in a PvP group is to be able to know where others are and the "dangers" around them. If you would like to go out solo on your non-tracking class that is more group oriented, then that is entirely your fault. People like you want to remove every class defining ability and make this a game in which every class has the same abilities, etc. and that's completely ridiculous.So reducing their damage should not be a problem, they are just around to scout things out not kill stuff, good point ![]() |
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#418 |
Loremaster
Join Date: Sep 2006
Posts: 79
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![]() Pact of the cheetah should be disabled in PvP, once engaged. Most unbalanced spell in eq2. Every other class that can evac was nerfed, but this spell was left untouched. Devs look at this please!!! Molok. Ranger of Vigilante. Thanks too Devs if this goes live. Getting range on a ranger will be almost impossible. Upgrade our in-close CA's atleast. |
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#419 |
Guardian
Join Date: Oct 2006
Posts: 756
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![]() There should be no in combat run speed at all if a class must have it it should be bard only. Remove low level mounts and that will change pvp alot too. I keep hearing all the scouts cry that the game should just have one class and everyone play the same, well thats the problem right now 75% of the characters on EQ2 are scouts. Scouts you had your run you have been king of pvp since launch, how about passing the torch to a new class with a little less crying. |
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#420 |
General
Join Date: Aug 2005
Posts: 177
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The root problem with this entire update is: 1) There wasn't much, if any, imbalance in the first place for GvG (group versus group) PvP. 2) The stated intention of this sweeping change was to slow down fights and encourage people to GvG and use strategy. Do you see how this whole thing just kind of leads itself into a logical corner? There were some minor changes that were needed to make 1v1 PvP more sane (swashies in particular are absolute monsters), but that's easily done by tuning a few CA's here and there. So, instead: You have a system that is quite balanced for 6v6 PvP, with fights between skilled groups easily lasting 3-5 minutes (under pre-GU36 rules), and then you throw a big sackful of wrenches into the works and expect people to support it? The problem is not the fact that 6v6 PVP doesn't work (it works quite well); the problem is that the current rule set (concerning a variety of things other than class DPS) does not encourage people to form full 6v6 groups. Change the basic PvP rule set to encourage grouping, don't "tune" classes that for the most part are highly balanced in group PvP. How do you do this? To start, how about giving a bonus to token drop chance, total status earned, total faction earned, etc, etc if there are 4 or more people in the group. This is already done with adventure exp in PVE to encourage grouping; it's not hard to program in a scaled 15-50% bonus for PVP kill rewards when in a large group. (No bonus given for raids.) Viola! Right there, you've given people a great reason to go out in a full group of 6 and hunt other full groups, which seems to be the intent of the devs (and the unconscious wish of most players). You can get creative from there with other rule set changes if you want... but sweeping DPS changes and overall class nerfs aren't going to be well received...
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