Som|Blood
12-03-2003, 01:45 PM
MELEES DO *NOT* NEED MORE BUFFS LET ALONE SWORD
I've posted this before on various "fix jumpspin!!!1!" and "majes r teh overpowered" threads, but I think it bears repeating as most of the people that were commenting on it either don't play a mage or don't pk (by their own admission). Melees and Mages are two seperate beasts. They each have their strengths and weaknesses. A mage may be able to do (slightly with weeping sword you might actually be able to say that does the most damage in pk) more damage, but most people fail to mention the four second charge time (sword can do two full power swings while I charge for one spell - two crits = me dead...this doesn't seem overpowered until I need to cast a heal and revit) and the fact that war is almost laughably easy to dodge. You guys have been trying to equal melee and mage out in pure 1v1 situations. The problem is THAT TIPS THE SCALE UNFAIRLY IN 90% OF THE FIGHTS . Sure it sounds good on paper until you look at the melees most prominent strength. HE CAN HIT PEOPLE THAT DON'T WANT TO FIGHT. A mage with 2 melees on him = dead no matter how many times he jump spins. A melee with 10 mages on him is laughing at the fact they have no way to kill him. Bottom line is if you make melees strong enough to 1v1 mages you might as well shut down Darktide as in two months everyone will run around with a weeping sword (actually its already headed in that directions). To all those "mages rox.." people that never actually pvp. Maybe you guys should take a look at treestats every couple of weeks and ask yourselves why all the level 210+ mages are rerolling a sword char or changing their mages stats and specing sword...
JUMP SPIN NEEDS TO BE FIXED
I would have agreed before AR weapons. I would have reluctantly agreed after AR weapons. With weepings it would just be far too unbalanced. Jump spin gives a mage a decent chance to get away (Re: nothing even gives a melee a decent shot of dieing when they are trying to escape, except maybe higher level melees). It does seem a bit corny that so much class balance has been based around an exploit, but thats what it IS balanced around and changing it now would just boast melees namely sword melees further above everyone else in terms of power. Without this what are mages to do? Just run until they are dead getting popped for 60 a shot on low speed? Bottom line = without heat seeking war or a run skill that works (you can't stick on someone with higher run) or something along those lines jump spin needs to stay.
SPEAR/UA/DAGGER/STAFF/AXE/BOW/X-BOW NEEDS BUFFED
No they dont. Sword needs to be nerfed. Maybe X-bow and spear could use a little pk love, but other than that you guys have enough stuff to fix without creating more unbalance.
Missle D is overpowered
I actually agree somewhat. I had played a mage with meleed for some amount of time (before skill sellback) and never really evaded anything while pk'ing. Now I've played a mage with it and I'll evade pretty easily when they are chain gunning. This could actually go either way. It would be unfair to allow chars with missle to get chain gunned, but maybe 1/3rd power should be able to hit a little more than it does.
Healing is overpowered
Another one that could go either way. It was never a problem before spec healing, max coord melees. It gets ugly when they can heal for 250+ and you're only hitting them for less than 100 a war with their ward suit (now easily attainable) and aegis. Especially when they are critting you on full power swings for 200+. Mages need more time to recharge now (health and stam) and since you've moved to make mages and melees more equal 1v1 I don't see why melees should still have the decided edge in regen either. Nerf healing at the very high end. Make them heal 2-3 times to get that 300 health back.
PK and the new radar
Harder to tell who are enemies/allies. Harder to see/click on people. Too big. The radar just looks like a checkerboard or red noodles in a big fight. Just an all around general annoyance. Needs to go and from now on...if its not broken....
and PLEASE PLEASE don't post your pk opinion to the devs unless its well informed. I know many of them don't really pk but love to give their 2c anyway. Please don't.
I've posted this before on various "fix jumpspin!!!1!" and "majes r teh overpowered" threads, but I think it bears repeating as most of the people that were commenting on it either don't play a mage or don't pk (by their own admission). Melees and Mages are two seperate beasts. They each have their strengths and weaknesses. A mage may be able to do (slightly with weeping sword you might actually be able to say that does the most damage in pk) more damage, but most people fail to mention the four second charge time (sword can do two full power swings while I charge for one spell - two crits = me dead...this doesn't seem overpowered until I need to cast a heal and revit) and the fact that war is almost laughably easy to dodge. You guys have been trying to equal melee and mage out in pure 1v1 situations. The problem is THAT TIPS THE SCALE UNFAIRLY IN 90% OF THE FIGHTS . Sure it sounds good on paper until you look at the melees most prominent strength. HE CAN HIT PEOPLE THAT DON'T WANT TO FIGHT. A mage with 2 melees on him = dead no matter how many times he jump spins. A melee with 10 mages on him is laughing at the fact they have no way to kill him. Bottom line is if you make melees strong enough to 1v1 mages you might as well shut down Darktide as in two months everyone will run around with a weeping sword (actually its already headed in that directions). To all those "mages rox.." people that never actually pvp. Maybe you guys should take a look at treestats every couple of weeks and ask yourselves why all the level 210+ mages are rerolling a sword char or changing their mages stats and specing sword...
JUMP SPIN NEEDS TO BE FIXED
I would have agreed before AR weapons. I would have reluctantly agreed after AR weapons. With weepings it would just be far too unbalanced. Jump spin gives a mage a decent chance to get away (Re: nothing even gives a melee a decent shot of dieing when they are trying to escape, except maybe higher level melees). It does seem a bit corny that so much class balance has been based around an exploit, but thats what it IS balanced around and changing it now would just boast melees namely sword melees further above everyone else in terms of power. Without this what are mages to do? Just run until they are dead getting popped for 60 a shot on low speed? Bottom line = without heat seeking war or a run skill that works (you can't stick on someone with higher run) or something along those lines jump spin needs to stay.
SPEAR/UA/DAGGER/STAFF/AXE/BOW/X-BOW NEEDS BUFFED
No they dont. Sword needs to be nerfed. Maybe X-bow and spear could use a little pk love, but other than that you guys have enough stuff to fix without creating more unbalance.
Missle D is overpowered
I actually agree somewhat. I had played a mage with meleed for some amount of time (before skill sellback) and never really evaded anything while pk'ing. Now I've played a mage with it and I'll evade pretty easily when they are chain gunning. This could actually go either way. It would be unfair to allow chars with missle to get chain gunned, but maybe 1/3rd power should be able to hit a little more than it does.
Healing is overpowered
Another one that could go either way. It was never a problem before spec healing, max coord melees. It gets ugly when they can heal for 250+ and you're only hitting them for less than 100 a war with their ward suit (now easily attainable) and aegis. Especially when they are critting you on full power swings for 200+. Mages need more time to recharge now (health and stam) and since you've moved to make mages and melees more equal 1v1 I don't see why melees should still have the decided edge in regen either. Nerf healing at the very high end. Make them heal 2-3 times to get that 300 health back.
PK and the new radar
Harder to tell who are enemies/allies. Harder to see/click on people. Too big. The radar just looks like a checkerboard or red noodles in a big fight. Just an all around general annoyance. Needs to go and from now on...if its not broken....
and PLEASE PLEASE don't post your pk opinion to the devs unless its well informed. I know many of them don't really pk but love to give their 2c anyway. Please don't.