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Old 04-23-2008, 07:27 AM   #1
Shu
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1) bring back insta recast cures 2) make autoatack damage 1/3 of current value AND Dont measure proc chance by weapon delay, number of poison/interrupt/triggers from gear is insanely high, it makes servers laggy too
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Old 04-23-2008, 07:39 AM   #2
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So in other words: nerf melee and make healers uber../fixed.
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Old 04-23-2008, 07:44 AM   #3
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you can understand it as: no more 2 sec kills of mages from scouts, and ability for healers to actually cure their group members in pvp
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Old 04-23-2008, 07:51 AM   #4
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[email protected] wrote:
you can understand it as: no more 2 sec kills of mages from scouts, and ability for healers to actually cure their group members in pvp
So screw the DoT and debuff classes? Summoners and shammies already have it bad in T8 PvP. Your suggestion would only make it worse. BTW scouts should kill clothies in 2 sec if they get the jump on them, I mean they're clothies for christssake.
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Old 04-23-2008, 08:06 AM   #5
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TheFitz wrote:
[email protected] wrote:
you can understand it as: no more 2 sec kills of mages from scouts, and ability for healers to actually cure their group members in pvp
So screw the DoT and debuff classes? Summoners and shammies already have it bad in T8 PvP. Your suggestion would only make it worse. BTW scouts should kill clothies in 2 sec if they get the jump on them, I mean they're clothies for christssake.
do you actually play the game? there are no solo summoners soloing in T8, they get killed instantly anyway. its needed for better group pvp
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Old 04-23-2008, 08:12 AM   #6
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So since they are already at an extreme disadvantage (which is why they dont solo) its OK to make it even harder on the ones who choose to try or who want to? Using that logic why not buff scouts? Most people think they're ezmode and overpowered so what would it hurt to give them some more power?
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Old 04-23-2008, 08:29 AM   #7
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Text book example of the problem with "Balancing/fixing" things..Always somebody end up getting hurt when others get the benefits SMILEYI hope that my worst enemy get's reborn as a eq2 pvp dev SMILEYCheers
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Old 04-23-2008, 09:00 AM   #8
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The games way too [Removed for Content] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

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Old 04-23-2008, 10:37 AM   #9
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[email protected] wrote:
do you actually play the game? there are no solo summoners soloing in T8, they get killed instantly anyway. its needed for better group pvp
lol, it's a good reason to nerf them even further hehe
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Old 04-23-2008, 11:09 AM   #10
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Death0Matic wrote:

The games way too [I cannot control my vocabulary] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

Good post.. You forgot druids though.
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Old 04-23-2008, 11:28 AM   #11
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[email protected] wrote:
TheFitz wrote:
[email protected] wrote:
you can understand it as: no more 2 sec kills of mages from scouts, and ability for healers to actually cure their group members in pvp
So screw the DoT and debuff classes? Summoners and shammies already have it bad in T8 PvP. Your suggestion would only make it worse. BTW scouts should kill clothies in 2 sec if they get the jump on them, I mean they're clothies for christssake.
do you actually play the game? there are no solo summoners soloing in T8, they get killed instantly anyway. its needed for better group pvp
Solo successful T8 summoner checking in.
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Old 04-23-2008, 01:46 PM   #12
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1) Be content with 3 second recast

2) 1/3 nerf would be too harsh imo. The problem is, the huge melee crits are only the product of classes stacking huge str, huge DPS buffs, and high delay weapons. Nerfing all auto attack would not be a good idea at all.

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Old 04-23-2008, 03:28 PM   #13
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[email protected] wrote:

1) Be content with 3 second recast

2) 1/3 nerf would be too harsh imo. The problem is, the huge melee crits are only the product of classes stacking huge str, huge DPS buffs, and high delay weapons. Nerfing all auto attack would not be a good idea at all.

i think it wouldnt hurt them much because rogues just spam their 20 CAs, important is to change proc mechanizm, with current state triggers go off from almost every CA because of mechanics that calculates trigger chance by weapon delay edit: also RoK brought insane crit rates that dont help balancing at all
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Old 04-23-2008, 03:39 PM   #14
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[email protected] wrote:
[email protected] wrote:

1) Be content with 3 second recast

2) 1/3 nerf would be too harsh imo. The problem is, the huge melee crits are only the product of classes stacking huge str, huge DPS buffs, and high delay weapons. Nerfing all auto attack would not be a good idea at all.

i think it wouldnt hurt them much because rogues just spam their 20 CAs, important is to change proc mechanizm, with current state triggers go off from almost every CA because of mechanics that calculates trigger chance by weapon delay edit: also RoK brought insane crit rates that dont help balancing at all
You're right.. They continue to add things blindly, to help sales of each new expansion. Look at the new gear in rok... etc.. This game continues to go downhill, and what can we expect when they have "other" things their working on. DC comics, The agency, etc.
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Old 04-23-2008, 03:46 PM   #15
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You know, they're combining all the cure spells into one spell in the next Live Update.Chances are good the recast will be longer and the cost higher.Healers in PvP are probably going to take a hit from this.
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Old 04-23-2008, 03:50 PM   #16
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[email protected] wrote:
You know, they're combining all the cure spells into one spell in the next Live Update.Chances are good the recast will be longer and the cost higher.Healers in PvP are probably going to take a hit from this.

On the contruary, I believe Aeralik said the recast was being moved to 3 seconds.

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Old 04-24-2008, 04:49 PM   #17
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I read over the dev chat again and again.  I never saw him say the reuser timer was going to be reduced.  Even more to that point, I want to know by what priority does the "single cure all" take on what is applied to you?  When a scout attacks you with 0.2 seconds you have 2 poisons and most likely a trauma on you.  I play an Inquisitor, if I have any chance of killing this scout I have to cure those poisons particularly the ranger snare poison effect that I cannot stand.  If I have 3 detriments on me, which will be cured first.  Pending on that, the reuse timer officially dictates wether I will die or not.

Argumentally, I think ALL damage and heals/wards need to be reduced to 1/4 of their PvE comparison.  Fights should definately last longer in PvP, and with reduced damage and heals all the way around its more likely we'll have fewer "I win" buttons and less ranger/assasin 1 sec kills.

Edit:  Here's the quote from the DevChat log.

Aeralik - From the class side of things, we will be seeing the 4 primary cures ( noxious, trauma, arcane and elemental ) combined into one spell. Also the coercer will see some improvements to their class with gu45.

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Old 04-24-2008, 05:07 PM   #18
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[email protected] wrote:

I read over the dev chat again and again.  I never saw him say the reuser timer was going to be reduced.  Even more to that point, I want to know by what priority does the "single cure all" take on what is applied to you?  When a scout attacks you with 0.2 seconds you have 2 poisons and most likely a trauma on you.  I play an Inquisitor, if I have any chance of killing this scout I have to cure those poisons particularly the ranger snare poison effect that I cannot stand.  If I have 3 detriments on me, which will be cured first.  Pending on that, the reuse timer officially dictates wether I will die or not.

Argumentally, I think ALL damage and heals/wards need to be reduced to 1/4 of their PvE comparison.  Fights should definately last longer in PvP, and with reduced damage and heals all the way around its more likely we'll have fewer "I win" buttons and less ranger/assasin 1 sec kills.

Edit:  Here's the quote from the DevChat log.

Aeralik - From the class side of things, we will be seeing the 4 primary cures ( noxious, trauma, arcane and elemental ) combined into one spell. Also the coercer will see some improvements to their class with gu45.

there is also a thread on these forums where he says he will cut the reuse timer by 3 seconds for pvp healers.
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Old 04-24-2008, 07:18 PM   #19
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Death0Matic wrote:

The games way too [I cannot control my vocabulary] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

I agree that the chances of PvP being 'fixed' are slim to none - so why not just give up and roll the classes with all the PvP advantages?Be interesting to see a whole server of just scouts (as opposed to what we have now, which is only nearly all scouts). At least then the best players would win, one would imagine.
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Old 04-25-2008, 02:09 AM   #20
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Owain wrote:
Death0Matic wrote:

The games way too [I cannot control my vocabulary] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

I agree that the chances of PvP being 'fixed' are slim to none - so why not just give up and roll the classes with all the PvP advantages?Be interesting to see a whole server of just scouts (as opposed to what we have now, which is only nearly all scouts). At least then the best players would win, one would imagine.
No, the reason you see more scouts as a non scout is that the scouts have an easier time finding YOU. I find all the archetypes at about the same amounts while playing a scout, but on my inquisitor I see mostly scouts all the time, with the rare tank or priest.there is no hugely unbalance in population towards scouts, that is a myth created mostly by the reasons stated above.
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Old 04-25-2008, 04:28 AM   #21
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[email protected] wrote:
Owain wrote:
Death0Matic wrote:

The games way too [I cannot control my vocabulary] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

I agree that the chances of PvP being 'fixed' are slim to none - so why not just give up and roll the classes with all the PvP advantages?Be interesting to see a whole server of just scouts (as opposed to what we have now, which is only nearly all scouts). At least then the best players would win, one would imagine.
No, the reason you see more scouts as a non scout is that the scouts have an easier time finding YOU. I find all the archetypes at about the same amounts while playing a scout, but on my inquisitor I see mostly scouts all the time, with the rare tank or priest.there is no hugely unbalance in population towards scouts, that is a myth created mostly by the reasons stated above.

I still pvp on my necro, thought tbh, i dont know why,............ But as a general rule, i do see all classes while out and about, One of the funniest things i do see is scouts, ecaving to get away from........ yup scouts. Ofc, some dont, but on the whole i see them avoiding each other, which i find funny. I suppose their are easier targets to be had out there, and who can blame them, soe have made it that way.

Angel.

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Old 04-25-2008, 10:21 AM   #22
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Death0Matic wrote:

The games way too [I cannot control my vocabulary] up now to fix.   Roll an assasin, brigan, or swash, get 2 alright weapons and enjoy being able to kill any other class.

    hahaha.  This is so true.  What is sad, is a person actually says on this thread, that a scout should be able to kill a clothie in 2 secs, if he gets the jump on him.  Wow.  is that fun/  is that fulfilling when you see another player, and it literally takes secs to kill them and they stand no chance?  All because you "got the jump" on them?   I have scouts, and can't even play them now since hitting t8 I feel dirty, disgusted at how overpowered they are.  I guess it really just depends on the player.  And, sadly the majority prefer winning with as little effort as possible.  Just not fun to me.
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Old 04-25-2008, 11:32 AM   #23
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Yes, they should be able to get kill them when they get the jump on them.  Thats what defines their class, what do you want them to just stand there so you can 1-shot nuke them?  Thats much better.  Scouts have abilities that define their class, so do fighters, so do priests and mages.  If Scouts cant get the jump on you then Mages cant nuke.  How brilliant does that sound?
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Old 05-01-2008, 07:55 AM   #24
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TheFitz wrote:
[email protected] wrote:
you can understand it as: no more 2 sec kills of mages from scouts, and ability for healers to actually cure their group members in pvp
So screw the DoT and debuff classes? Summoners and shammies already have it bad in T8 PvP. Your suggestion would only make it worse. BTW scouts should kill clothies in 2 sec if they get the jump on them, I mean they're clothies for christssake.
Then go god dhamit and roll a god dham caster u god dham badahss!! l2p ffs clothies shudnt die in 2secounds if u think its fun to die in 2 secs u go roll one u fool dont come dham whine on forums how fast u wanna kill a dham clothie
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Old 05-01-2008, 07:56 AM   #25
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omg

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Old 05-01-2008, 11:50 AM   #26
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so the OP wants to nerf my paladins melee because of scouts?  LOL
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Old 05-01-2008, 11:54 AM   #27
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Everybody knows Paladins are the most overpowered class on any PvP server, and in dire need of nerfing.  Sheesh.  Talk about an EZ-mode class.  SMILEY
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