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#421 |
Loremaster
Join Date: Dec 2004
Posts: 2,256
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Angelyc@Nagafen wrote:
That is a class defining ability. Want it? Roll a scout. |
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#422 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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CresentBlade wrote:
Ajjantis wrote:It's because mystic/defiler wards can not be cast in time to make any sort of difference. In 5 seconds (the cast time of one ward) the fight is usually over. With the dumb auto recast on interrupt "feature", it can take as long at 15 seconds to fail at getting a single spell off - fight over. Combine this with any worthwhile or helpful AA ability being tied into a pet that dies if someone sneezes in the wrong direction, defilers are pretty hosed when it comes to pvp. I guess Mystics get some slightly better AA options's and such, but pretty much in the same boat as far as how effective wards are in PVP. Also, Fury's and Wardens get something called DPS when combined with solid heals makes them fairly formidable. If fury dps is all ready getting whacked, I don't think they need to lose healing too.
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Fyste, 74 Bruiser | Dyre, 72 Assasin | Locus 73 Defiler | Keanu 70 Fury | etc. {Nagafen} Bruisers... steadily taking up the rear end since LU24 --- say NO to FD NERF 2007 |
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#423 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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CresentBlade wrote:
Broccolisword@Nagafen wrote:Scouts are also intended to be T1 dps (ranger/assassin), and T2 dps (brig/swash).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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#424 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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Firamas wrote:
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... I actually agree with this, but, I have to point out one logical error. Yes, it encourages people to go out in groups of 6. However, it does nothing to encourage them to fight other groups of 6. Getting people to want to go out in large groups is all ready done - its called near certain pvp victory against small groups and solos; and I argue that most people who are successful/titled at pvp are doing this all ready. For example, I've seen two full groups run across one another a couple of times, with destroyers-generals in each. They took one look at each other and both ran the other direction. It wasn't until one group was engaged in a small group ganking that the other one decided to engage. Since I usually play the role of the token vending machien, I have to ask: If you play at off times or can't find a full group for other reasons, what are you supposed to do? Sit in the town with your thumb up your anatomy? Go out and get penalized for playing in "hard mode"?
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Fyste, 74 Bruiser | Dyre, 72 Assasin | Locus 73 Defiler | Keanu 70 Fury | etc. {Nagafen} Bruisers... steadily taking up the rear end since LU24 --- say NO to FD NERF 2007 |
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#425 |
General
Join Date: Jun 2005
Posts: 169
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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. I'm not the one saying I like to go out solo (I don't like to solo; if I did I would play a solo class), that people should be losing their dps, that people should be losing their in-combat run speed, etc. If track were really what a rog/pred really only had going for them, there is no way I would feel that other people should get something that warns them. Track plus high dps is incredibly overpowering. If it were only the dps, then you'd see more casters with high titles -- and if it were the track, you'd see more bards with high titles. Truth is, track gives a huge advantage, overpowering, whether or not you'd like to admit it. I'm also not saying take out track completely -- but please, being able to track a group, know their approximate levels, or know if they ARE grouped or solo, being able to do massive dps from a distance away or evenat close range and in seconds kill someone and evac away with NO DANGER to themselves IS overpowered. The reason why most people with high titles are rogs/preds (I'm talking master and overseer and I KNOW there are a few exceptions, I said MOST) is not because the best players choose those classes. It's because that combination IS a bit too powerful.
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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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#426 |
General
Join Date: Sep 2005
Posts: 44
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Well, if debt xp and AA is changed, my little toons capped in the teens will not be as strong as they are now. I for one enjoy level locking and this will put a huge damper on it as I will level alot faster without debt xp, and not be able to get as many AA points. While I understand there are alot of people who enjoy ganking others, to me the allure of PvP is about competitiveness, and about the challenge of fighting a real player behind their toon, instead of npc mobs. I definitely agree the scout classes and some of the roots need to be balanced a bit for PvP servers. My top two 3 gripes in PvP that I hope will be addressed: 1. Harm Touch. There are way too many Shadowknights that will one hit a player with this spell, seems all classes should have a spell this powerful and not only 2-3 classes in the game. 2. Hook Shot: That a ranger can hook shot a player into the guards and leech fame from it seems like an exploit to me. I think there should be no PvP death or fame from a player who has been snared to a guard. 3. The constant resisting and breaking of roots for all the classes who rely on their roots. I really like that you can get debt xp on the PvP server, and I hope that doesn't really change. Sigh.
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~"Not all who wander are Lost"~ |
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#427 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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Angelyc@Nagafen wrote:
Broccolisword@Nagafen wrote:As stated before, the entire point of a scout is to track opponents and deliver melee T1/T2 dps. It's the definition of their class. As for people of scout classes having the highest titles being related to an absence of skill, explain why there are slayer swashbucklers and general/master ranked tanks? Probably because those people know how to play the game in the setting best suited for their character. Think about it. A large portion of generals and a decent portion of masters are NOT scouts, and there are a lot of dreadnaught casters, as well.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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#428 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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natashabu wrote:
Well, if debt xp and AA is changed, my little toons capped in the teens will not be as strong as they are now. I for one enjoy level locking and this will put a huge damper on it as I will level alot faster without debt xp, and not be able to get as many AA points. While I understand there are alot of people who enjoy ganking others, to me the allure of PvP is about competitiveness, and about the challenge of fighting a real player behind their toon, instead of npc mobs. I definitely agree the scout classes and some of the roots need to be balanced a bit for PvP servers. My top two 3 gripes in PvP that I hope will be addressed: 1. Harm Touch. There are way too many Shadowknights that will one hit a player with this spell, seems all classes should have a spell this powerful and not only 2-3 classes in the game. 2. Hook Shot: That a ranger can hook shot a player into the guards and leech fame from it seems like an exploit to me. I think there should be no PvP death or fame from a player who has been snared to a guard. 3. The constant resisting and breaking of roots for all the classes who rely on their roots. I really like that you can get debt xp on the PvP server, and I hope that doesn't really change. Sigh.Here we go with more "lets make all the classes simular/the same" comments. Classes are different for a reason, and chances are whatever class you play has a strength too, be it a high damage spell every 15 minutes or not. |
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#429 |
Lord
Join Date: May 2007
Posts: 64
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![]() Honestly I don't see why we needed all these changes. Rangers are fine in t7 or anything lower. From what I see they are even kinda gimped as it is. Only 2 problems with EQ2's pvp system were : - Spell resists and rouge dps. Those 2 were the only issues, now I understnd the pvp damage of the few mages like warlocks and wizards should get adjusted because of resist changes, but why the hell go over board and nerf classes like ranger ? (btw before anyone flames me, I play SK and a brigand not a ranger or anything else) I totally agree swashies and brigands needed the nerf, but why other classes ? An Assasin is not really overpowered. Sure if someone jumps my SK on their Assasin they can kick my butt ...but that how it is SUPPOSE to be. This is dynamic, now if I see the Assasin first and put a coupleof dots on him ....run around i ncircles if i get stilfed ...you thin kthe assasin will have a easytime killing me ? Or even rangers ...I have even fought rangers that are in 6+ pvp gear and all raid gear ..they are not even close to being overpowered. Do they beat a couple of classes easy ? sure they do ..but live with it. Just like how a mage can eat my SK if they know what they are doing, you don't see me whinnign and yelling for mage nerf. Bottom line is, this is just going to add more problems to our pvp ...thats all. |
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#430 |
Loremaster
Join Date: Nov 2004
Location: Canada
Posts: 1,589
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(( i sense a SWG-style downward spiral here with EQ2. Things are just getting more nerfed, and nerfed and nerfed... Like Broccolisword (sp?) said, explain why there are Slayer Swashies and Master Tanks... obviously it all comes down to players skill and their abilities to use the tools at their disposal. PS. IF you remove Assassin's and Ranger's killing abilities, perhaps buff up their defensive abilities before they become completely offense-less and defense-less.
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#431 |
Loremaster
Join Date: Dec 2004
Posts: 1,301
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![]() ***WARNING*** Huge post incoming! ***WARNING*** stryker268 wrote: Paikis@Venekor wrote: Yes, I had a building there, by my own admission, and I WAS hiding behind it to get the ranger to come into range of MY spells (Rangers have got 25m of ranger more than I do, that's double FYI) when said ranger finally did jump down off his cliff, I started casting my mez so i could debuff without getting turned into a wood elven pin-cushion. By the time my mezz landed (1.87 seconds) I was in the red and looking for a way to [Removed for Content]. So I charmed Ranger_01 and evacced. Reason I didn't just evac in the first place is that I wanted tokens. I can kill some rangers, so i figured I'd give this one a shot. Obviously this is a ranger I cannot kill. Yes I was expecting to take some hits, but I wasn't expecting to be into the red in under 2 seconds. Yes, an Assasin could do the same damage in the same ammount of time... but the ranger cant do it from half a mile away. By the time my mez landed, an assasin would be able to get near to me... maybe. Assuming it landed, said assasin would be debuffed and I would be nuking him down, instead of the other way around. An Assasin can do that kind of damage, but only if you let them... Ranger's can do it from outside of some people rendering distance... what then? A wizard can do that sort of damage as well... except wait... mez = 1.87 seconds... fusion =5 seconds? Yeah cos I'm going to stand there and let him get his spell off... not. Siphar wrote: I wish my coercer (master of the mind and dominating ppl??) could charm... Last time I checked a Coercer CAN charm in PvP, ut they have horrendus cast times. Harry@Venekor wrote:
The thing is no one knows how hard rangers are fixing to be nerfed. Last time they gave the bards somethng, it wwas to increase bard auto-attack to be the same as the rogue's... well that increase turned out to be a 2% increase (parsing data in Troub forums) So they're nerfing your 4 second root? Well 2% of 4 seconds is 0.08 seconds. Think you could live with a root that lasts 3.92 seconds? Of course, there was also the nerf to the Troub's charm... went from 8 minutes down to 12 seconds... thats a 97.5% nerf... having a 0.1 second root would suck wouldnt it? I actually started typing that last post with the idea that your KvD would be much higher, I was going to say look at your KvD ratio! mine is only 4:1 maybe I was a bit harsh. Virii@Venekor wrote:
The zerker used a miracle, which i beleive only triggers when you kill them. That doesn't count. The assasin's both had to get into melee range, which I'll admit is easier for an assasin than it is for a Troubador, but still, you could have used your root, you could have used your snares... you have ways of keeping them out of melee range. The Wizard has huge long cast times, same for the warlock. Also, NONE of the above have anything close to 50m range... realistically there should never be a time when a ranger loses a fight against those classes... well maybe the assasins. Rabbitoh wrote:
You don't know how big/small the nerf is, FFS people, THE SKY IS NOT FALLING!! Ohnoes wrote: (Can't find the quote) Let ranger's cast on the run, we're the only ones who can't cast on the run. /quote Actually lets dispell this fallacy right now. NO ONE can use bow CAs on the run... NO ONE. Get this into your head now rangers, NO ONE, NOT A SINGLE PERSON IN THE ENTIRE GAME can use bow CAs on the run. If an assasin wants to use his bow attacks, guess what? He stands still or he doesn't get to use it. If I want to use my bow attack, guess what? Yup, standing still. People say bards can cast while running. This is true, I can cast debuffs and two of my 4 nukes while running. One of those nukes is a group nuke, which does crap all damage to a single target and takes forever to cast, both of those nukes also have refresh timers over 15 seconds. So really there is only ONE nuke i get that is any good while running, and it has a 15 second recast anyway. Aside from that, if I want to do any kind of damage, I have to root myself.
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Paikis, Troubador Ashk, Guardian Sslyth, Necromancer Mirbolt, Shadowknight Mildayvin, Assasin Verminius, Defiler |
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#432 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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I thoroughily enjoy EQ2 PvP and if ALL these changes go through, it's just going to become a giant zerg fest. People need to understand that some classes are SUPPOSED to track others, some classes are SUPPOSED to be able to gank and run, some classes are SUPPOSED to do big damage... JUST LIKE some classes are supposed to hold aggro in pvp fights, some classes bring important buffs in group fights, some classes are supposed to heal and keep their group alive, and some classes are supposed to incapacitate other classes. Class differences in DPS and functionality (especially solo) is the way the game is supposed to be. Not every class is supposed to be as good at soloing as a scout, and some are more group oriented. If you run around solo on your wizard and someone walks up to you and kills you when you're "not ready" to pvp, that's the game functioning properly with class differences. UNDERSTAND CLASS DIFFERENCES and KNOW YOUR CLASS'S ROLE. Remove class differences, and sony will have ruined another game.
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#433 |
Lord
Join Date: Jul 2006
Posts: 10
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![]() These proposed changes go through and I guarantee you are going to see a lot of people cancelling their subscriptions. AA's help every toon that is true, but it is at everyones disposal to earn the same amount. Capping it and making those who WORKED for it lose their points is rewarding the lazy and wrong. If you are going to cap it why stop there? Why don't you just make it like World of Warcraft where you get 1 Talent/AA when you level? Instead of making us do XXX amount of quests to get a few extra points? Not well thought out at all... Balancing a game is not an easy task, but needs to be done slowly. Sweeping changes just [Removed for Content] people off and make them leave. SOE you are gambling with your customer's loyalty and really need to reconsider these 'ideas'. |
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#434 |
Loremaster
Join Date: Nov 2004
Posts: 1
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![]() First of all Nerfs get a lot of people upset, especially when the Nerf hits their own characters. I think that there have been some changes to pvp that were very neccessary (Incombat healing, Evacing in combat, Zoning while in combat) all of the changes have been made to better balance the game. I think that everyone's cry about druids heals is valid (and im a 70 warden). I think the nerf on signate of dark from light is an important and good change even though it hurts my character. I think that against most classes a warden does heal too much for solo pvp, I certainly wouldn't include a swashbuckler or a brigand in that with all the 3 second deaths they have rewarded me with. I dont think the root change matters as everyone allways breaks or resits my roots anyway. But I woudl like to say this "PVP one VS one is fun, group VS group is fun. But a RAID time 2, 3, or 4 wiping a single runner or even a group is not, for either side really." We have balances in the game for a level 70 attacking a level 40, I would like to see a balance restricting RAIDS from wiping out smaller groups that have no prayer in the world of facing them no matter what the class. I think the best you can do to level the playing field is place 2 restrictions: a group cant attack a single target, and a RAID cant attack unless its another RAID. Any person that plays on a PVP server can testify that it isnt fun getting wiped by a RAID times 2 as your out soloing. |
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#435 |
Loremaster
Join Date: Mar 2005
Location: Seattle, WA
Posts: 636
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emish wrote:
QFE One minor problem, though. Think about this: Are 32 ungrouped solo PVP'ers any less effective agasint a single opponent than an organized raid? If you want to see what I mean, go hang around the Sinking Sands docks any day after school lets out. Try to run through there solo when your alignment isn't around. Heck, just try to get to the carpet before someone pulls you out of immunity...
__________________
Fyste, 74 Bruiser | Dyre, 72 Assasin | Locus 73 Defiler | Keanu 70 Fury | etc. {Nagafen} Bruisers... steadily taking up the rear end since LU24 --- say NO to FD NERF 2007 |
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#436 |
Lord
Join Date: May 2007
Posts: 64
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silentpsycho wrote:
emish wrote:This is the biggest problem i have with the changes. No possible way of escape now, I play a SK and I have never whinned about in combat speed of certain classes. We need means of escape, Evac was too extreme, I agree with the changes, but the rest ? Come on ....you cant possibly expect us to go out in anything less than a x3 if there is no way to escape a fight. |
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#437 |
Lord
Join Date: Apr 2006
Posts: 81
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Aeralik wrote:
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#438 |
Lord
Join Date: May 2007
Posts: 64
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Xantinya wrote:
Aeralik wrote: lol you kinda made a funny point I have to admit. If it is so easy toi get AA then why are they nerfing it ..because people are lazy ? Hoesntly the whole fact that the DEVs put this times 1.5 rule in proves the fact that they just dont play this game enough to make changes to it. At lvl 17 (typical lvl locker) 1.5times 17 is 25.5 ....lets just round it down to 25. You telling me current lvl lockers at lvl 17 have more than 25 points ??? This change makes no sense at all to me lol. IMO they should just not allow lvl locking until lvl 20 ....if someone hasn't learned the game enough by the time he is 20, then maybe this isn't the right game for him to play. |
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#439 |
Guardian
Join Date: Oct 2006
Posts: 756
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Broccolisword@Nagafen wrote:
Angelyc@Nagafen wrote:For every titled non scout class theres about 50 titled scouts. You know how easy the class is, you even made videos showing how easy it is. I mean if you really dont see how easy, just watch your video or one of the 100+ other scout videos.Broccolisword@Nagafen wrote:As stated before, the entire point of a scout is to track opponents and deliver melee T1/T2 dps. It's the definition of their class. As for people of scout classes having the highest titles being related to an absence of skill, explain why there are slayer swashbucklers and general/master ranked tanks? Probably because those people know how to play the game in the setting best suited for their character. Think about it. A large portion of generals and a decent portion of masters are NOT scouts, and there are a lot of dreadnaught casters, as well.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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#440 |
Lord
Join Date: May 2007
Posts: 64
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CresentBlade wrote:
Broccolisword@Nagafen wrote:I havea 70 SK and a 55 brigand. Both toons have all master 1s and good gear, the SK is in full pvp set. Hardest thing I did on EQ2 was getting a master title as a brigand at lvl 44. You cannot say they are overpowered at that lvl. HOWEVER once you get passed t5 and enter t6 things get out of hand. Scouts always will have the track advantage, evades, evacs, ect .....half the reason I enjoy playing my SK more in higher tiers is because its more challenging and when I win a fight there is a sense of acomplishment. On my 55 brigand I'm taking out 70 casters ..or any non-scout 70 in bad gear ...kinda pathetic if you ask me.Angelyc@Nagafen wrote:For every titled non scout class theres about 50 titled scouts. You know how easy the class is, you even made videos showing how easy it is. I mean if you really dont see how easy, just watch your video or one of the 100+ other scout videos.Broccolisword@Nagafen wrote:As stated before, the entire point of a scout is to track opponents and deliver melee T1/T2 dps. It's the definition of their class. As for people of scout classes having the highest titles being related to an absence of skill, explain why there are slayer swashbucklers and general/master ranked tanks? Probably because those people know how to play the game in the setting best suited for their character. Think about it. A large portion of generals and a decent portion of masters are NOT scouts, and there are a lot of dreadnaught casters, as well.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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#441 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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CresentBlade wrote:
Broccolisword@Nagafen wrote:That estimate is grossly inaccurate. If it's as easy as you state, roll a scout and accomplish what I have. Clearly, if there are many scouts with low titles, and who lose to classes they shouldn't lose too, then there's some skill involved. My videos are solo fights, sometimes against multiple people, and I've rarely included a caster unless I was outnumbered. Your class is basically a swashbuckler in plate mail 1 v 1, minus tracking, and with a 5.5 second stifle, if you really play a berserker. You're in no place to talk.Angelyc@Nagafen wrote:For every titled non scout class theres about 50 titled scouts. You know how easy the class is, you even made videos showing how easy it is. I mean if you really dont see how easy, just watch your video or one of the 100+ other scout videos.Broccolisword@Nagafen wrote:As stated before, the entire point of a scout is to track opponents and deliver melee T1/T2 dps. It's the definition of their class. As for people of scout classes having the highest titles being related to an absence of skill, explain why there are slayer swashbucklers and general/master ranked tanks? Probably because those people know how to play the game in the setting best suited for their character. Think about it. A large portion of generals and a decent portion of masters are NOT scouts, and there are a lot of dreadnaught casters, as well.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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#442 |
Guardian
Join Date: Oct 2006
Posts: 756
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Broccolisword@Nagafen wrote:
CresentBlade wrote:Broccolisword@Nagafen wrote:That estimate is grossly inaccurate. If it's as easy as you state, roll a scout and accomplish what I have. Clearly, if there are many scouts with low titles, and who lose to classes they shouldn't lose too, then there's some skill involved.Angelyc@Nagafen wrote:For every titled non scout class theres about 50 titled scouts. You know how easy the class is, you even made videos showing how easy it is. I mean if you really dont see how easy, just watch your video or one of the 100+ other scout videos.Broccolisword@Nagafen wrote:As stated before, the entire point of a scout is to track opponents and deliver melee T1/T2 dps. It's the definition of their class. As for people of scout classes having the highest titles being related to an absence of skill, explain why there are slayer swashbucklers and general/master ranked tanks? Probably because those people know how to play the game in the setting best suited for their character. Think about it. A large portion of generals and a decent portion of masters are NOT scouts, and there are a lot of dreadnaught casters, as well.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. I have played all the scout classes and they are so sickenly easy its not even funny. If your idea of fun and skill is killing people before they even have a chance to fight back. Besides all the skill is from you and how you play you class, it has nothing to do with the class right? I mean thats what scouts say its not the class its the player. So you should have no trouble at all destroying all classes still after the GU. Playing a scout is like shooting someone with a BFG in Quake game over...whew man skill pure skill. |
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#443 |
General
Join Date: Feb 2005
Location: Venekor
Posts: 568
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![]() I think another approach should be taken as far as the AA points go, and that would be to ADD an award upon achieving a certain amount. This would allow players some control over how they advance their AA lines while rewarding them for their achievements. Instead of placing a cap, boost their character level! Certainly this couldn't be seen as a bad thing! Player A who works hard and manages to accomplish x amount of AA points, gains the ability of that AA bubble, and suddenly their character is matured! Congratulations, that ability proves you are capable of playing at a higher, more complex level, than before! This would encourage people who work hard for their achievements, while discouraging those who's only purpose is to gain Godlike powers over their lesser opponents. It would also move them further away from those with lesser abilities, and into a range of more comparative players. It would also mean that those players who wish to remain at lower levels with their friends, only need to acomplish less to stay with them, instead of trying to accumulate debt as an anchor. It would also encourage them to 'push' their friends to accomplish the same amount in order to stay together as a team. On an aside, Crescent Blade, your posts don't show anything but contempt and bitterness towards scouts. For whatever reason this may be, you really need to play a scout, walk a mile in the other man's shoes so to speak, and then come back with reasonable logical well thought out ideas, not insults. You say you've played scouts, but I honestly don't think you have, or you would know that there are classes that can beat them easily.
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#444 |
Loremaster
Join Date: Nov 2004
Posts: 708
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![]() I really dont understand these changes. I absolutely agree that there are problems, but after thinking about this for a day or two, what is suggested here is going to fix nothing. All its going to do is shift the power house class from scouts over to healers. Casters are completely smoking something if they think this is going to help them. You can reduce my damage al you want, if i get the jump, which in the current system i will get 99 percent of the time, your 3k hitpoints at level 58, with no Mit, and no way to heal yourself (exception of those baby wards from the sta line) are going to maybe give you an extra 2 or 3 seconds at best. They would have to cut scout damage by over 50 percent, and not touch caster damage, if casters are looking to win a pvp fight when a scout jumps them. That is what most people here are looking at, how much damage a scout does when they get the jump. Thats understandable, since all fights caster vs. scout, the scout starts. The fix is give casters a way to see whats around them, and give them time to react. A sentinel type spell like in EQ1, or even a less clunky version of Eye of Zoom. Give them a reactive buff that will stun anyone for 2 seconds if they attack from stealth. Give them a mini teleport. Anything to give them time to even up the playing field with thier skill and spells. Tanks the same thing. Give them a reactive knockback stun if they are hit from stealth, or back attacked, Give them a temporary immunity to range attacks, or immunity to stuns/stifles. Make them react, like scouts have to on the rare occasions we get surprised. This honestly is a lazy fix, and is really going to do little to fix the real problems. Before you can create a fair pvp rule set, you first have to give every class a chance to retake the intative. Right now scouts own because we are the only ones with that advantage. Give that to other classes, or a way to defend it, then balance damage at that point if needed.
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#445 |
Guardian
Join Date: Oct 2006
Posts: 756
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Harry@Venekor wrote:
My contempt is for scouts trying to preach how incredibly hard their class is and how hard they have it in pvp. Scouts are easy and over powered, fact. Wonder why there are so many scouts in pvp hmm it must be all the people that like playing the really tough class that relies on player skill alone. You scouts have been on these forums talking about people whining and crying and been having a blast telling others to learn to play, now its your turn to learn to play and you dont like it at all. You all are being told the same things you scouts took such great delight in telling others on the forums all this time. And now you cant handle it. If the scout class is based mainly off of a player skill then you will have no problem still doing great and the GU should not affect you at all. Seriously I dont see what the beef is, people who play scouts are super fine players with mad skills you will adapt and continue to excel in the game. Heck since everyone is having their damage reduced its still the same thing just takes a little longer so your combat skills will still enable you to win most fights no problem. Everyone is having their damage reduced so whats the problem? If you really know how to play your class you will adapt, whats the problem? If the scout class excels in pvp just because of player skill, whats the problem? You all can attack the healing classes and the tank classes and caster classes and heck even the other posters. But it all comes down to the plain simple truth your easy mode of playing is being toned down and you might, maybe, perhaps a slight chance..hmm 50/50...just might have to fight on a little bit more even playing field. |
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#446 |
Lord
Join Date: Aug 2005
Posts: 9
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Aeralik wrote:
BrigandOK, Heres my 2 cents.. First let me state that i used to have a 70 brigand on nagafen, the toon is gone now. Personally i think the way they are changing this class is ridiculous, you are completely taking away what makes this class. Devitalize, and dispatch have already been nerfed once. Brigands already lost one of their stuns, this is a class that you have to be behind your target to do any serious damage. A swash with a freedom of mind potion can already kill 95% of the brigands out there. Reducing double to one second is just ignorant, double up is the true t1 dps brigands have. It is nearly impossible to kill a well geared warden with the right AA's as it is now, if these changes are implemented, it will be impossible. As i said i dont even have a brigand anymore, but i feel for the people that spent months of there time grinding their toon to 70 and working hard to get decent gear just to have their class nerfed into uselessness. Ackiles 55 bruiser Nagafen |
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#447 |
Loremaster
Join Date: Dec 2004
Posts: 2,256
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Angelyc@Nagafen wrote:
I'm not the one saying I like to go out solo (I don't like to solo; if I did I would play a solo class), that people should be losing their dps, that people should be losing their in-combat run speed, etc. If track were really what a rog/pred really only had going for them, there is no way I would feel that other people should get something that warns them. Track plus high dps is incredibly overpowering. If it were only the dps, then you'd see more casters with high titles -- and if it were the track, you'd see more bards with high titles. Truth is, track gives a huge advantage, overpowering, whether or not you'd like to admit it.No, it really isn't "overpowered", DPS and tracking is what a predators/rouges are supposed to do. There are classes for every taste and playstyle. When you go to character select to create a new character, there is some nice basic information about all the classes there... for example: Rangers are unrivaled in their ability to hunt foes and scout dangers in the untamed wilds of Norrath. Known for sneaking safely through dangerous territory, Rangers use stealth, perception, and cunning to seek out enemies and fell them from a distance with a deadly volley of arrows. and The Assassin is the master of sinister strikes and opportunistic attacks. Espesially skilled at suprising unwitting opponents, they strike suddenly and inflict massive damage. Assassins are known for using deadly poisons to debilitate their targets before finishing them off. But maybe you want them to be something else, is that it? |
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#448 |
Server: Nagafen
General
Join Date: Apr 2006
Posts: 142
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Amphibia wrote:
Angelyc@Nagafen wrote:God knows the classes are working as they were intended to work. It's okay, once Sone is done here, perhaps they can save money by removing some of the programming so all the classes have the same description. That's what we're moving towards, after all. People need to learn to deal with class differences, they're supposed to be there, and to stop crying because their class wasn't meant to solo.I'm not the one saying I like to go out solo (I don't like to solo; if I did I would play a solo class), that people should be losing their dps, that people should be losing their in-combat run speed, etc. If track were really what a rog/pred really only had going for them, there is no way I would feel that other people should get something that warns them. Track plus high dps is incredibly overpowering. If it were only the dps, then you'd see more casters with high titles -- and if it were the track, you'd see more bards with high titles. Truth is, track gives a huge advantage, overpowering, whether or not you'd like to admit it.No, it really isn't "overpowered", DPS and tracking is what a predators/rouges are supposed to do. There are classes for every taste and playstyle. When you go to character select to create a new character, there is some nice basic information about all the classes there... for example: Rangers are unrivaled in their ability to hunt foes and scout dangers in the untamed wilds of Norrath. Known for sneaking safely through dangerous territory, Rangers use stealth, perception, and cunning to seek out enemies and fell them from a distance with a deadly volley of arrows. and The Assassin is the master of sinister strikes and opportunistic attacks. Espesially skilled at suprising unwitting opponents, they strike suddenly and inflict massive damage. Assassins are known for using deadly poisons to debilitate their targets before finishing them off. But maybe you want them to be something else, is that it? |
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#449 |
Loremaster
Join Date: Jan 2005
Location: England
Posts: 211
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This gu = 1 step closer to class vanillafication.
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#450 |
General
Join Date: Nov 2004
Posts: 475
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Broccolisword@Nagafen wrote:
Um... when WIS/AGI spec fully raid or pvp geared swash = 2700-ish mit in offensive stance, berserker = how much mit? Talk percentages. My mage has way more numerical avoidance than my berserker, both are L70. Yet in percentage terms, the Berserker is higher than the mage. Mitigation for my Berserker in Defensive stance with 1 PVP item, 3 Relic items, and the rest Doomrage is about 56% - but I can't really hit s... with that. Offensive my mit is 52.9% (368 With my Avoidance maxed out (STA 448 Could you give your offensive and defensive mit/avoidance to compare please with a similar tanking AA spec? Thanks in advance |
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