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Unread 04-14-2010, 02:51 PM   #61
bks6721

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Atan@Unrest wrote:

Zabom wrote:

ok so wait. It's wrong for you to do zero damage on a wizard when he catches you at full range, but it's right for a mage to do zero damage to you when you catch him in melee range and keep him stunned?

No its wrong at 100% crit mit, 25k hp, and 80% magical mitigation to die in from 3 seconds of casting. 

If he got his control effects off and held me out of melee range for 10-15s with those stats, I see no issue with it.

The primary issue with the way things were, even with 2 healers going all out on a tank with those stats, a single caster would bring the tank down in seconds.

With the changes, that is no longer going to happen.

if you would have coordinated your groups better and had someone engage the sorceror you might not have died.  Nerfing their damage to nothing was not the answer.

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Unread 04-14-2010, 02:51 PM   #62
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Yeah and it is wrong for a mage to catch someone at range, try to root them 3 or 4 times for resists at expert or better spells, and die in 2 sec to a scout when they are wearing nearly a full set of bg armor and jewelery.  Its great that stuff is better for your class, but worse for others.  Its time to stop being so self-centric and look at the big picture.  The only thing this gains is there will be no casters and mostly no healers in bg.  It will be a bunch of scouts and fighters with 40 bloodletters duking it out for 20 min and not killing each other...wheee!

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Unread 04-14-2010, 02:52 PM   #63
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Atan@Unrest wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story. 

What fantasy land did you live in?

In full BG armor, 25k hp, and 15k+ resists, I could charge a wiz or warlock and I'd be doing good to last more than 3.5 seconds from the time they got a target on me.  If there was more than one caster in range, I would have 0 chance of landing a blow before on the ground.

Now, with the same stance I pose a threat to a wizard alone and in the open.  However, if he's working with an illy for control effects, or has a tank to keep my target off them for a few seconds, they still win and dps me to the ground.

The game is far better post fix as it now requires and rewards coordination more consistently than brute force.

 So where's your tank and illy in this scenario?  And if you're a tank, where's your healer?  You seem to think you should be able to run in without any support while telling sorcerers they should never run around alone.  Seems pretty unbalanced in your favor tbh. 

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Unread 04-14-2010, 02:53 PM   #64
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Healing needs to be nerfed/lowered immediately.

Right now if both sides have half decent or better healers the stalemate will last for entire matches

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Unread 04-14-2010, 02:54 PM   #65
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Atan@Unrest wrote:

Zabom wrote:

ok so wait. It's wrong for you to do zero damage on a wizard when he catches you at full range, but it's right for a mage to do zero damage to you when you catch him in melee range and keep him stunned?

No its wrong at 100% crit mit, 25k hp, and 80% magical mitigation to die in from 3 seconds of casting. 

If he got his control effects off and held me out of melee range for 10-15s with those stats, I see no issue with it.

The primary issue with the way things were, even with 2 healers going all out on a tank with those stats, a single caster would bring the tank down in seconds.

With the changes, that is no longer going to happen.

So your 100% crit mit 25k hp and 80% magic mit should automatically trump my 62% potency 120% crit bonus and 721 disruption skill? I'm sorry, I didn't realize I was talking to the BEST player in the game. Why sir you are a GOD no one should ever kill you. No wonder you are so upset that you got killed by mages. Gods after all do have the biggest egos.

So it should take a mage 10-15 seconds to kill you. Yet I, who am actually fairly well geared and, despite the argument that you will undoubtedly throw out next that I "am obviously speced wrong", am speced right, have many times been killed by scouts and tanks in under 3 seconds. My usual spell line up in bg is to lead with storming tempest. That is a dot that causes knock down. Then icy spears, a elemental mit debuff then magma chamber, a medium nuke with a stun componant. Finally ice comet which would usually finish the solo player off. Total casting time about 8 seconds. since roots are so easily dispelled, the knock backs and stun are the better control effect for wizzys. that line up seems to me a fair kill. Now with the fix, if i use my above listed line up and any one of the spells get resisted the melee class is on me and I am stunned and stifled until I am dead. Since 50% of my spells are getting resisted the odds that I get off all 4 spells with out a resist are slim. even if all of them were to go off, they are now at over 50% health and, as you yourself said, I should have no chance against them once they are on me.

With my brig, i can target someone hit walk the plank, dispatch, blackjack, bumrush, backstab and shank and double auto attack twice all in under 3 seconds and kill every mage I have gone against. my wizard is far better geared and i have 5 years experiance as a mage and only 8 months as a brig.

There is a one to one balance issue in favor of melee classes. Teamwork can overcome this. Unfortunately until they scrap the matchmaker and create a BG hub teamwork is a pipe dream unless you have a full group to start. On pve servers, if you able to form a full group to start, you are more likely to do an instance or 1 group a tier 8 raid zone. In gears teamwork is fairly easy. In ganak and den you are likely to end up by yourself at some point by no fault of your own so being able to fight one to one is needed for all classes.

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Unread 04-14-2010, 02:56 PM   #66
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I will make these generalities:

Solo,  NO MAGE should ever kill a well geared tank which has a healer healing him.  Not ever... with two?  it shouldn't even enter your mind.

three days ago mages could... that was broken.

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Unread 04-14-2010, 02:57 PM   #67
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Sparkey@Antonia Bayle wrote:

Yeah and it is wrong for a mage to catch someone at range, try to root them 3 or 4 times for resists at expert or better spells, and die in 2 sec to a scout when they are wearing nearly a full set of bg armor and jewelery.  Its great that stuff is better for your class, but worse for others.  Its time to stop being so self-centric and look at the big picture.  The only thing this gains is there will be no casters and mostly no healers in bg.  It will be a bunch of scouts and fighters with 40 bloodletters duking it out for 20 min and not killing each other...wheee!

Oh no.. I definately plan to keep taking my wizard in and doing 80% less damage than I was doing before.  I will happily watch as a flag runner runs off while my roots are resisted repeatedly.

When people start to groan when they see a group full of mages then maybe the problem will be acknowledged.

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Unread 04-14-2010, 03:02 PM   #68
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Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

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Unread 04-14-2010, 03:19 PM   #69
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Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

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Unread 04-14-2010, 03:22 PM   #70
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Crismorn wrote:

Healing needs to be nerfed/lowered immediately.

Right now if both sides have half decent or better healers the stalemate will last for entire matches

So let me see if i have this straight...

  • Nerf damage output of mages

  • Nerf heals because now there is not enough damage to out dps heals

makes total sense to me

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Unread 04-14-2010, 03:35 PM   #71
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Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

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Unread 04-14-2010, 03:38 PM   #72
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Dismall@Nagafen wrote:

Crismorn wrote:

Healing needs to be nerfed/lowered immediately.

Right now if both sides have half decent or better healers the stalemate will last for entire matches

So let me see if i have this straight...

  • Nerf damage output of mages

  • Nerf heals because now there is not enough damage to out dps heals

makes total sense to me

Mages were nerfed because the eq2 community cannot handle or deal with being one shotted.

Heals must be nerfed now for there to be even a semblance of balance in group vs group or raid vs raid settings

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Unread 04-14-2010, 03:41 PM   #73
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Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

1 out of 10 isnt exactly "rare" either.  You might not cast one every match, but youre likely to be hit by atleast one every match if you are a tank taunting people.

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Unread 04-14-2010, 03:44 PM   #74
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Darkonx wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

that is an obvious exageration. Most tanks have over 20k hp with 2 healers, wards  will usually add another 5k and reactives will heal him for another 5k as soon as he is hit. Before the nerf a high ice comet  was 12k (maybe 1 in 100 hit that hard average hit about 8k) if it double attacked maybe 20k. The tank would be in the red but 2 healers doing their job would have no problem getting him to full green before ice comet is up again. any tank that was getting 1 shotted with 3 healers on him either needs to wake up his healers or needs to put on his gear.

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Unread 04-14-2010, 03:46 PM   #75
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Taldier@Venekor wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

1 out of 10 isnt exactly "rare" either.  You might not cast one every match, but youre likely to be hit by atleast one every match if you are a tank taunting people.

And of course 1 death in a whole match is 1 too many for any tank.

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Unread 04-14-2010, 03:54 PM   #76
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Zabom wrote:

Taldier@Venekor wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

1 out of 10 isnt exactly "rare" either.  You might not cast one every match, but youre likely to be hit by atleast one every match if you are a tank taunting people.

And of course 1 death in a whole match is 1 too many for any tank.

Once per match is being generous.  And yes, tanks should not be killed in a single hit from 30+ meters away while they have heals on them.  That defeats the purpose of them having taunts.  Pre-fix, 24 sorcs would have outright owned any properly set up balanced raidforce.  That is the definition of imbalance.

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Unread 04-14-2010, 03:57 PM   #77
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Darkonx wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

Yes considering YOU have a 70% chance to outright resist the spell in the first place.

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Unread 04-14-2010, 04:03 PM   #78
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The resist fixes; fixed sorcs, but shafted the rest of the mages.

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Unread 04-14-2010, 04:41 PM   #79
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heals have to be lowered or theres no way you're gonna be a duo healer group without scouts.  Yes even if you have taunts, heals, etc you're eventually gonna die since you can't kill them.  on the same note lower scout dps to that of mages, seems only fair

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Unread 04-14-2010, 04:49 PM   #80
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Silverzx wrote:

heals have to be lowered or theres no way you're gonna be a duo healer group without scouts.  Yes even if you have taunts, heals, etc you're eventually gonna die since you can't kill them.  on the same note lower scout dps to that of mages, seems only fair

Luckily there is proc gear designed specifically to overcome these healers.

And I'm not seeing scouts doing more damage than mages while I have them locked on me, in fact the dps numbers on the matches demonstrate mages still rule the nest.

The changes required us to coordinate differently, and pick some items that were previously not needed, but I'd hardly say they 'broke the game'.

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Unread 04-14-2010, 04:50 PM   #81
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Jjay@Befallen wrote:

Yes considering YOU have a 70% chance to outright resist the spell in the first place.

You have any parse data to demonstrate the 70% number?

Is that pre or post debuffing elemental?

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Unread 04-14-2010, 05:04 PM   #82
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Atan@Unrest wrote:

Jjay@Befallen wrote:

Yes considering YOU have a 70% chance to outright resist the spell in the first place.

You have any parse data to demonstrate the 70% number?

Is that pre or post debuffing elemental?

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

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Unread 04-14-2010, 05:14 PM   #83
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Jjay@Befallen wrote:

Atan@Unrest wrote:

Jjay@Befallen wrote:

Yes considering YOU have a 70% chance to outright resist the spell in the first place.

You have any parse data to demonstrate the 70% number?

Is that pre or post debuffing elemental?

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

He states 'based upon the extremely old formulas'.

He does not state the current calculation.

Remember what ever the chance is, your spell quality has a resistability component on it that says '12% harder to resist' that lowers whatever the capped % is.

For master1 debuffs against someone resist stat capped, I anticipate a better than 50% chance of landing, in fact, closer to 33%.  Once debuffs are landed, the player is no longer max capped and other spells are easier to land.  If you can stack resist types, you get your targets mitigation from 80% to 40% with a near 100% land rate.  At such point he's dead pretty quick. (based upon all master abilities, lesser players will see less success)

All that being said, I'm not contending that the '% harder to resist' values *might* need to be changed for pvp now that resists actually work.  Fact is, I don't think we had any relative data to base that claim on until they were fixed first.

Now, if you actually have some hard data to provide, I, and I'm sure others would be very intersted in seeing is the hit rate of debuffs or properly debuffed players is off.

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Unread 04-14-2010, 05:43 PM   #84
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Zabom wrote:

Darkonx wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

that is an obvious exageration. Most tanks have over 20k hp with 2 healers, wards  will usually add another 5k and reactives will heal him for another 5k as soon as he is hit. Before the nerf a high ice comet  was 12k (maybe 1 in 100 hit that hard average hit about 8k) if it double attacked maybe 20k. The tank would be in the red but 2 healers doing their job would have no problem getting him to full green before ice comet is up again. any tank that was getting 1 shotted with 3 healers on him either needs to wake up his healers or needs to put on his gear.

First of all, To all the sorcs now crying because it takes more than 1 button press to kill someone...Lol.

Second of all, Pre this fix, I was BoF'ed with cap Elemental Resists and ~220 Toughness for 8k(non-DA). Not IC or Fusion, BoF. 12k IC seems pretty lowball for the resists before.

I really do pity you not being able to just click one button and kill someone...Not. All the sorcs thats could PvP for real are still going to be fine, all the ones that exploited(Not in the cheating way) broken resist mechanics are now realizing, "Wow, maybe I wasn't as good as I thought I was"

Also, Reactives don't proc if they die from the hit

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Unread 04-14-2010, 05:45 PM   #85
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Notsovilepriest@Nagafen wrote:

Zabom wrote:

Darkonx wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

that is an obvious exageration. Most tanks have over 20k hp with 2 healers, wards  will usually add another 5k and reactives will heal him for another 5k as soon as he is hit. Before the nerf a high ice comet  was 12k (maybe 1 in 100 hit that hard average hit about 8k) if it double attacked maybe 20k. The tank would be in the red but 2 healers doing their job would have no problem getting him to full green before ice comet is up again. any tank that was getting 1 shotted with 3 healers on him either needs to wake up his healers or needs to put on his gear.

First of all, To all the sorcs now crying because it takes more than 1 button press to kill someone...Lol.

Second of all, Pre this fix, I was BoF'ed with cap Elemental Resists and ~220 Toughness for 8k(non-DA). Not IC or Fusion, BoF. 12k IC seems pretty lowball for the resists before.

I really do pity you not being able to just click one button and kill someone...Not. All the sorcs thats could PvP for real are still going to be fine, all the ones that exploited(Not in the cheating way) broken resist mechanics are now realizing, "Wow, maybe I wasn't as good as I thought I was"

Also, Reactives don't proc if they from the hit

And all the other mage's who got hit with this blanket nerf that don't have a tenth of the survivabilty of sorcs are completely [Removed for Content] because they can't deal enough DPS to kill that scout meleeing them for 2k auto attacks.

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Unread 04-14-2010, 05:48 PM   #86
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Jjay@Befallen wrote:

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

No, you only fail at reading.

75% is what the original formula would have granted without the scaling mults.  This is why the multipliers were necessary before sf release.  When they completely revamped the formula they accidentally left these mults in place.

Now they have removed them.

What you are now seeing is the actual intended resists that we were supposed to have at sf launch based on the new formula.

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Unread 04-14-2010, 07:55 PM   #87
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Notsovilepriest@Nagafen wrote:

Zabom wrote:

Darkonx wrote:

Jjay@Befallen wrote:

Darkonx wrote:

Sparkey@Antonia Bayle wrote:

This fix was rediculously overdone.  Before the fix, only the really poorly geared people got one-shotted.  I am sorry, but if you go into bg with t9 mc, non-bg gear you should be one-shotted, end of story.  I sit next to a wizard playing bg.  Now any scout with t9 mc crap can kill her in about 2-3 sec.  She examined the people that were killing her and a lot were in really poor gear, yet they were resisting all her spells, most which are master spells.  Can't even dent a tank now.  It has basically made bg not playable by mages end of story.  Who wants to get repeatably killed by scouts when they can't even get an ice comet off before death?  Don't start in about the root crap, they get resisted too.  The only thing this fix has accomplished is to make melee rule the field like it already was for the most part.

I have some of the best gear in the game and got routinely one shotted by a double attacked ice comet.

double attack ice comets are not routine.  I was hit by ONE of them last week.

You still think having a 12% chance of one shotting a fully geared tank with 3 healers on him, once every 40s, is fair? lol.

that is an obvious exageration. Most tanks have over 20k hp with 2 healers, wards  will usually add another 5k and reactives will heal him for another 5k as soon as he is hit. Before the nerf a high ice comet  was 12k (maybe 1 in 100 hit that hard average hit about 8k) if it double attacked maybe 20k. The tank would be in the red but 2 healers doing their job would have no problem getting him to full green before ice comet is up again. any tank that was getting 1 shotted with 3 healers on him either needs to wake up his healers or needs to put on his gear.

First of all, To all the sorcs now crying because it takes more than 1 button press to kill someone...Lol.

Second of all, Pre this fix, I was BoF'ed with cap Elemental Resists and ~220 Toughness for 8k(non-DA). Not IC or Fusion, BoF. 12k IC seems pretty lowball for the resists before.

I really do pity you not being able to just click one button and kill someone...Not. All the sorcs thats could PvP for real are still going to be fine, all the ones that exploited(Not in the cheating way) broken resist mechanics are now realizing, "Wow, maybe I wasn't as good as I thought I was"

Also, Reactives don't proc if they die from the hit

1 spell to 5 or 6 would have been a fix.   1 spell to 20 is not.

I'd like to know how many times us newb Wizards where ONE shotting you?   I know when I killed YOU it took over 40 seconds to do so.

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Unread 04-14-2010, 07:56 PM   #88
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Taldier@Venekor wrote:

Jjay@Befallen wrote:

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

No, you only fail at reading.

75% is what the original formula would have granted without the scaling mults.  This is why the multipliers were necessary before sf release.  When they completely revamped the formula they accidentally left these mults in place.

Now they have removed them.

What you are now seeing is the actual intended resists that we were supposed to have at sf launch based on the new formula.

oh ok, good.  I didn't know 4 out of 7 spells where supposed to resist.  When will melee attacks equal that?

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Unread 04-14-2010, 07:59 PM   #89
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Jjay@Befallen wrote:

Taldier@Venekor wrote:

Jjay@Befallen wrote:

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

No, you only fail at reading.

75% is what the original formula would have granted without the scaling mults.  This is why the multipliers were necessary before sf release.  When they completely revamped the formula they accidentally left these mults in place.

Now they have removed them.

What you are now seeing is the actual intended resists that we were supposed to have at sf launch based on the new formula.

oh ok, good.  I didn't know 4 out of 7 spells where supposed to resist.  When will melee attacks equal that?

You realize as a mage you get 10% Uncontested avoidance right?

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Unread 04-14-2010, 08:00 PM   #90
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Notsovilepriest@Nagafen wrote:

Jjay@Befallen wrote:

Taldier@Venekor wrote:

Jjay@Befallen wrote:

I fail at searching.  70% outright resist is something I read about the change that Timetraveling was working on, but I can't find it and the update notes are too vague.

http://forums.station.sony.com/eq2/...topic_id=474221

75% to outright resist.  my bad.

No, you only fail at reading.

75% is what the original formula would have granted without the scaling mults.  This is why the multipliers were necessary before sf release.  When they completely revamped the formula they accidentally left these mults in place.

Now they have removed them.

What you are now seeing is the actual intended resists that we were supposed to have at sf launch based on the new formula.

oh ok, good.  I didn't know 4 out of 7 spells where supposed to resist.  When will melee attacks equal that?

You realize as a mage you get 10% Uncontested avoidance right?

Ahmagawd. 10% uncontested avoidance? REALLY? Didn't realize we were so leet. So that means I have..what? .2 seconds longer survivability as a conj? That 10% really saves my butt.

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