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Paraduck
01-31-2004, 03:11 AM
Okay, this log is a couple weeks old (finally getting around to it, heh), but it should be mostly current. Of course, this is just our opinions. :)

And a side note: I'm also surprised that more people aren't taking advantage of major wards on non-GSx armor. It really helps, and tinkered armor reduces the melee damage taken in GSx. (I recently experienced this for myself.)

--rahul--: The only major issue with PvP at the moment is the lag.. which I suspect is getting created by gear
--rahul--: other than that.. *shrug*
other than archers against mages with missile.. we're pretty well balanced
Paraduck: the animation breaks are also a major issue
--rahul--: Why?
--rahul--: without them fights would never end..
Paraduck: Jump spin: It renders melees uselss and is practically a sure way to get away, especially with the bug affecting it that makes you able to not lose stam while jumping.

Chain Elixering: Practically invincibility. Drinking THE's as fast as you can pound a hotkey... well, I think the problem there is obvious.

Hold/Circle/Delay casting: Wouldn't be a problem if melees could break off attacks as easily as mages can with spells.
--rahul--: without jump spin, mages would never survive a gank..
a mage portals in.. 4 melee's get on him, he's dead..

A melee portals in, 4 mages war him but can never land if he keeps running
--rahul--: Chain elixiring: That was another I wanted to add to my list
--rahul--: Casting: Melee's can break off attacks on the dot.. I've seen a LOT of melee's do it. With me even in fights
Paraduck: In a closed area (like MP) that's not quite true. The melee will eventualyl be dead if the mages aren't stupid.

Not really, not when you're charging in or winding up the attack bar. You can jump, but that's not very effective.
--rahul--: In a closed area.. with a mage, it doesn't matter, where..

A mage needs to be able to have a way to break from melee's
--rahul--: and I have never really played a melee very much (except the occasional slaughtering an unbaned mage)..

but Gohan does it.. *shrug*
--rahul--: If he can do it, it can be done
Paraduck: Jumpspin works in closed areas too, I see it being done
--rahul--: Right, it does.. which is why it needs to stay.
--rahul--: Unless you can make a way for mages to be able to stick to a melee and not let an attack break.. you cannot let melee's have that
Paraduck: That's a melee's advantage over archers and mages.
Paraduck: and an aegis because melees can only attack in close quarters. Spells do a considerable amount howver, but I don't think that's broken in any way.
--rahul--: What is a mage's advantage? With gohan, I remember firing of and landing 5 wars on him in a row.. and he still didn't die
--rahul--: it takes 4 spells to kill a melee.. and without any kind of special casting.. its possible for a melee to time his attacks so he skips every single war fired at him
--rahul--: with paraduck you can survive 5 wars
Paraduck: Mage's? Most damage of all the classes and ability to do EVERYTHING from spellcasting mode. You don't NEED to use a healing skill.. you have drain and stam to health
Paraduck: And you don't need to change a weapon or go out of combat to do it
--rahul--: Drain gives back almost nothing.. healing is faster.. stamina gets depleted.. kits don't
--rahul--: yeah but any mage worth his salt usually uses a config that limits him to two at most three damage types before he needs to switch configs
Paraduck: But you have revit =P And drains can make a big difference when used properly. What does damage type have to do with this?
--rahul--: Dude.. *5* wars.. and to land them when a melee actually has to withdraw his attack only for maybe 1-2 seconds of the whole casting sequence?
Paraduck: In a sense, it's an infinite kit, as long as you have comps
--rahul--: nope.. revit gives you back 100 stam
--rahul--: during the time 1 revit gets cast.. a melee can do 100-200 points of damage..
--rahul--: assuming you are sword and have major str + maxed str
Paraduck: And you can stam to health it back and revit again.. and you're still gaining stamina.
--rahul--: umm.. okay.. lets check the maths here..
mage with 400hp
casts revit - gets hit for 150 pts
two options now,
-> casts stam->hp 1, gets back 50 hp, dies before the second revit casts
-> casts stam->hp 7, gets back to full hp.. but during that spell the melee, if he crits a few times will kill him before the spell casts
--rahul--: assuming the mage is taking the full time a 7 is supposed to take.. and not fast casting
Paraduck: I wish we could hit for 150 on any decently prepared person
Paraduck: Especially considering you don't lose anything in PKL so you can use your 40k AL 420 base plate =P
--rahul--: dude.. I've had a melee crit me for *320* through AL 340 armor FULLY baned and with the undergarments fully baned too
--rahul--: and wait.. that wasn't even a crit.. from what I remember.. it was a high hit
--rahul--: al 340 base armor.. I checked like three times.. I was like wtf?
Paraduck: And crits aren't really all that common... and I've been in many many fights where it won't end unless I get two crits in a row (which is extremely rare), or I somehow fail a heal. Maybe you forgot a prot. There's no way that could happen
--rahul--: Did not forget a prot.. was fully baned and fully prot'ed..

Crits are a fixed 10%.. those are "crits".. "high hits" happen a lot more often
--rahul--: Oh and after all that, elixirs!
--rahul--: If a spell sequence is completely predictable.. and a melee runs at every second hit to heal at a distance.. how can a mage every kill a melee.. on the other hand.. after the changes to the weeping and elemental weepings.. melee's outdamage a mage's heals..
Paraduck: 10% max, the crits aren't variable as long as the AL is the same (well, UA is an exception.) I normally crit for 104
Paraduck: Regular hits about half that... 40-55ish
Paraduck: sometimes as low as 30 or as high as 70
--rahul--: No... its 10% fixed.. not max.. you can crit more and lesser..
--rahul--: 10% fixed meaning that there is a 10% fixed chance that the attack will be a crit
Paraduck: Yes, IF a spell sequence is preficatble but any really experienced mage would be able to change that via animation breaking and hold casting.
--rahul--: have you pk'ed much with an elemental weeping sword recently? after the weeping changes?
Paraduck: But don't forget that mages can loather weepings
Paraduck: Yup, I use mainly elementals
--rahul--: Mages can loather weepings but in the O.o servers, it'll be considered debuffing and the melee will throw a hissy fit

And yes, this entire thing is my arguement for "keeping" breaking animation
--rahul--: if mages don't have that option, we will never hit melee's.. spell sequences will be too predictable
--rahul--: and forget about Mage v Mage PK.. no one will *ever* die..
Paraduck: I still don't believe it's as easy to break off from a mage as you're saying.
--rahul--: I am sure its hard.. but its "doable"
Paraduck: I've never seen it done in my 3 years of PKing
--rahul--: Because melee's do it.. *shrug*
Gohan can actually kill me.. and I actually can hit a melee *every* single time he charges by breaking animation
--rahul--: if a melee couldn't break animation quickly.. none of them would last the first minute.. I can cast two wars in the time that usually 1 comes out in.. once the first war hits.. they have less than 3 seconds to break before the second releases
--rahul--: if that
Paraduck: none of them would last the first minute if they just charged at you. It's what happens between the charges that makes us last so long. If I could break my charges, there would be no reason for me to lose in a duel.
Paraduck: And you have that small window between swins to break off. The only way I've seen to break off charging is to jump.. but the war is going to hit you anyway if you do that. :)
--rahul--: That is why you don't charge unless you're right next to the mage =P
--rahul--: I can continously cast wars, and as long as I don't fast cast them or break animation in any other way.. most good melee's will get hit 0 times literally
--rahul--: I've done it before.. I've tried not fast casting..
Paraduck: But by the time you're right next to the mage and charge up, you'll be hit. Unless you don't attack on full power. Have you ever seen Anti Parazi fight a melee?
Paraduck: I know he's going around playing on various servers, so..
--rahul--: yeah but Anti breaks animation
--rahul--: all the time
--rahul--: I can kill almost any melee out there.. that isn't the problem..

*without* fast casting or breaking/holding animation, I don't know anyone who can kill even a "decent" melee
--rahul--: At the moment, I almost *always* hit a melee on his charge.. that is why the only way a melee can kill me is tanking and a LOT of elixirs..
Paraduck: Well, he can also slide around and drag a melee around with him while his spell charges up. It goes back to that breaking charge thing, heh.
--rahul--: yeah but the melee won't stop attacking unless the mage jumps.. and the mage can't slide too far anyway otherwise he won't slide back in time for the spell to cast
Paraduck: Still, it does it's job well =P At least it has when I've fought him
Paraduck: its*
--rahul--: Have you ever fought a mage that defeated you without fast casting in the recent months?
Paraduck: Yup
--rahul--: Who?
Paraduck: Fade-To-Black is one.
--rahul--: That is strange.. I am probably one of the most effective mages versus melee's on my server.. and I can't even get a good melee to below half hp without fast casting =|

CouchAttack
01-31-2004, 01:14 PM
"--rahul--: Have you ever fought a mage that defeated you without fast casting in the recent months?
Paraduck: Yup"

Dude then you purely SUCK. I hit melees for 90-120 each hit, they hit me for around that per war I can get out. Sadly, I cant dodge their damage.

Also, Fenix Lightflight can dodge EVERY SINGLE WAR that is shot at him. Most of the time he tanks cuz of his template. But someone said he sucked and couldn't dodged so he fought him WITH dodging. Was not hit once, killed him very fast.

You are wrong, you just must be horrible if you think you can't break animation. Stop trying to ruin PVP for people who actually do it.

Phat-DT
01-31-2004, 01:21 PM
I didnt bother reading the whole thing...i skimmed it..

A few points:

Gear isnt widely used anymore. you can really tell when someone kicks it on for a second. when they do you will run arround and rubberband back to spot a few times, even while your ping is low and Packet loss shows at 0.


PvP is Balanced currently. not necesarily for 1v1, although sword vs mage is close on that also, but there are many more scenarios than 1v1.

Paraduck
01-31-2004, 01:28 PM
That was quicker than I expected. I'm sorry you can judge me that much without even seeing me play. :p

Mage_of_Dereth
01-31-2004, 01:47 PM
im sorry but in marketplace a melee has the advantage no matter how u look at it. U hit him he runs and hides and heals. U hit him again same thing. Eventually mages stats run down=mage dead

Vehementi
01-31-2004, 02:14 PM
--rahul--: Mages can loather weepings but in the O.o servers, it'll be considered debuffing and the melee will throw a hissy fit
http://www3.telus.net/vehementi/emot-wtf.gif

No, seriously.

Spoiled
01-31-2004, 03:36 PM
hmm if they take out animation breaks i want a wand that can have wars that never miss, that or bring back drain and harm to the power they once had...


and faster casting level 7 wars

Virindi Clown
01-31-2004, 04:01 PM
I always get killed by mages in the marketplace because there are stairs and things to run past everywhere and I get stuck and they start casting wars =/

Paraduck, you know your PvP stuff. Just because someone plays on an NPK server doesn't mean they don't.

Just because someone plays on DT doesn't mean they do. The majority of DT is whiny carebears that have migrated because they think they are uber gods with their never ending macros.

CouchAttack
01-31-2004, 07:00 PM
you have a level 210+ melee and you died to a NON fastcasting mage 1 on 1.

Unless you were unbuffed, laying down, and afk that is not possible... unless you suck

Virindi Clown
01-31-2004, 08:21 PM
Lets make personal attacks about his PvP skill which none of us have ever witnessed just because he was constructive.

(let's leave it at that)

Phat-DT
01-31-2004, 11:48 PM
if you have a decent level 200+ melee you have to be really really unlucky(i choose a nice word) to die to a non fastcasting mage. Elixers heal faster than a mage standing still can cast, and a level 200 melee will tripple tank very very often if hes equipped right. I had a melee tank 4 wars the other day. (full wards + aegis, under 100 dmg a hit) yes i died.

Paraduck
02-01-2004, 12:25 AM
Thanks, VC. :)

CouchAttack
02-01-2004, 09:36 PM
In NO WAY would I ever consider someone intelligent for wanting to remove movement/animation breaks in this game.

And commenting on PvP skill DOES have a point. People who suck(the whiners) are the people who want other classes to be so bad that they can't kill their character because of template(IE: Sword Ppl).

Its already damn near impossible

Paraduck
02-01-2004, 09:41 PM
Sorry you feel that way, Couch. Here's part of my post on the exploit thread:
Now, I don't mean to imply that mages shouldn't have a way to run away from melee fights... just not something that totally cripples the melee and leaves them with doing nothing for a few seconds (or they jump and reset it.)And I was against raising melee weeping weapon damage the second time (After elemental weepings came out.) I certainly don't want to be totally unkillable; however I do feel that some of the things that are frequently employed in PvP combat are bad for the game.

TheeAngryOne
02-01-2004, 10:52 PM
If they got rid of jump spin, mages will never survive if someone has a melee.

If they got rid of fastcast/slidecast, mage pk would be dead.



If you are a melee and you die to a non-fastcasting mage, you are a noob at melee pk.

Paraduck
02-02-2004, 12:09 AM
PK is on all servers, not just DT. I'm not someone who decides to go PK for a weekend every two weeks either. I'm red. If it weren’t for the fact that I've spent over three years building my character and relationships on MT, I'd primarily play DT.

TAO, I recognize that and that is why I said there still SHOULD be a way to get away (I mean, it's not that hard to get away from a mage), but it shouldn't cripple the melee for a few seconds. Does a melee running away affect a mage's ability to move or cast spells? No.

Hubbell
02-02-2004, 12:26 AM
Actually it does. It makes it utterly pointless because there is no chance to hit him. The ONLY way I can kill melees is by holding my war for 15+ seconds after I fastcast one to hit him, then releasing an arc followed by a fastcasted bolt + delayed streak if required.

Lutieus
02-02-2004, 12:39 AM
I think Paraduck meant that mages at least can cast, heal and such while the meleer runs around, while meleers get stuck puttering around until their clients catch up. Just how I read it.

Paraduck
02-02-2004, 10:35 AM
Yes, Lutieus, that is exactly what I meant. :)

I gotcha
02-02-2004, 12:06 PM
Yeah and mages hit for over 200 damage....quit crying you know that melee's get the shaft in this game....We got a weeping that actually did some good damage....then all the mages cried and said it was unfair, so turbine went and nerfed the weeping on us...thanks again.....Fricking mages hit for 200 and your still not happy!


Now you want to cast wars at us while we run away...ya thats fair...if you get that then make the weeping good again...and get rid of the buffable properties! So we can smack ya for 100's while you fast cast.....

Paraduck
02-02-2004, 12:25 PM
I don't think debuffable weepings need to go away. I agree that it doesn't have the same effect on mages as it does to melees and archers... However, we've gotten our bonus damage increased twice, plus the ability to have elemental weapons. I was very much against it but I've played with the changes and they're not that bad. (Plus, I can always switch to another Weeping...) However, I do think a level item dispel is useful -- especially after the Sing Caul changes.

Hubbell
02-02-2004, 03:30 PM
Any melee who gets hit for 200 by a mage is either a very lucky crit or just doesn't have an aegis + wards. I just fought a melee where my average hit (he is level 170 or something, aegis + wards) was 110. I am level 106. Only reason I beat him is because of my delaycast + the fact that he is UA. If he was sword, it might have been a LOT harder.

CouchAttack
02-02-2004, 08:52 PM
aegis + wards + high magic d(which you should have if you are a melee) and you will be hit for around... 100 every hit, and its dodgeable, and melees crit from more than that, and low pwr hits for more than that in the time it takes to regular cast a war spell.

Paraduck
02-03-2004, 11:03 AM
Originally posted by CouchAttack
aegis + wards + high magic d(which you should have if you are a melee) and you will be hit for around... 100 every hit, and its dodgeable, and melees crit from more than that, and low pwr hits for more than that in the time it takes to regular cast a war spell. Yeah, 104! Mages rarely hit for 100 in the situations you're describing... mostly mid-100s. So if you're losing your low end hit, I'll use mine: 25.

CouchAttack
02-03-2004, 02:38 PM
well, thats the average all mages hit for.

(if you know what you're doing) on a melee you will be attacking full power, hitting for more than 100.

also, low pwr <3

you will hit 4 times, then dodge our wars, doing the same amount of damage we COULD OF DONE.


You don't seem to realize we can't dodge your attacks.

Paraduck
02-03-2004, 02:42 PM
Originally posted by CouchAttack
well, thats the average all mages hit for.I'd have to disagree there. Definitely not in my expereince.

Originally posted by CouchAttack
you will hit 4 times, then dodge our wars, doing the same amount of damage we COULD OF DONE.*maybe* if I got lucky and got all 4 crits on low power, or a crit and a decent hit on full power. Crits are all luck and don't come that often.

CouchAttack
02-03-2004, 03:40 PM
everyone i know hits for 90-110 thru max magic d,

ppl crit for over 100 with sword AFTER BLOOD LOATHERED. If the melee is smart, you wont get blood loathered. Sword does WAY more damage over time than mages do, even if you can't dodge.

I gotcha
02-03-2004, 03:53 PM
Yeah how many ppl on the server are actually maxed out in magic D, strength , cord and sword...I would not say more than 20% and that would be high! Mages still have the advantage of hitting with higher pts!

Sword does not crit as much as you think...My sword guy is 131 and I don't crit enough to take down a mage that can fast cast and exploit on his movements. Granted they rarely kill me as they are easy to dodge...but trying to land a vuln on one with a life magic of 330 is really hard! So until they hit 200+ I think the mages still are over powered...and with the lag lately it makes the mages job a lot easier as most times I get lagged back into them and eat a war in the face!


My sword is over 480 and strength is almost maxed out so a complete character with sword, melee spec...it could take to 200+ to get life, and magic d high enough to be able to compete....and that would be against any mage over 100+.

Frank The Knife
02-03-2004, 03:59 PM
The only time I ever saw damage posted from a 126+ mage dip below 100 was from a lvl 200+ 100 10 10 10 100 100 mage with sword/magic d spec.

-Nosferatu-
02-06-2004, 04:52 PM
Thats because mage damage *rarely* ever gets below 100. But I frequently hit melees for 105-120 1-3 shots that are shot at them, and than they just run and heal and i heal and get my stam and mana back and its just like starting again. Unless the melee is a worth anything, and than I hit 1-7 and by that time my stam/health/mana are nearly exausted and they can just tank the 2nd war and finish me off. Melees in general are a little overpowered, but swords are alot. BL is now the only way a mage can survive reliably now imo.

Again, i personally feel that melees are group fighters more and mages are more solo.

Virindi Clown
02-06-2004, 05:26 PM
Melees crit 10% of the time, flat rate.

NO ONE does over 100 on a normal hit. That is a crit, which is an automatic double of max damage.

If you get hit for more than that on a normal hit, then you are either wearing horrible armor, not baning, or not buffing or something. There are standards, and just because you can hit a guy in al 100 store bought armor for 200 doesn't mean it has to be considered.

If you are crit for 120, then you are being hit for 30-60 on power. That means the average damager per hit would be around 50. That is fairly normal.

I'm going to guess that 98% of melees do not have enough magic defense to make an aegis do ANYTHING.

The ones that seem so strong have very ideal mage killer set ups, and that is ALL they amount to. They have maxed their magic defense with maxed out 70+ or so starting focus and self, have maxed health and endurance with higher starting endurance, have the best buffs and cantrips, have a full suit of major wards, and have also maxed their starting 100 strength and gotten their sword past 400 base.

To make this type of character requires INSANE amounts of experience and trading or major farming to get the exact items and skills, and only then does it have an advantage over mages.

Those characters are extremely few and far between.

They also pay a price. Basically any other melee will eat them alive because they will not ever evade a single attack.

A high level mage will still compare to that template, despite everything it takes. Granted, it would be extremely hard to actually kill off a melee like that, but high level mages will not have a problem such as being obliterated by the melee.

Yes, even a level 130 or so mage might have a very large problem with that type of melee, but the level of the type of melee we are talking about is just the same as a mage who would obviously outclass a level 130 mage.

A 400+ health mage (or anything even close) is the exact same thing to the vast majority of melees as a mage killer melee is to the vast majority of mages, but there are far more mages of ridiculous power than melees. They just need the xp, not absolutely perfect setups of majors.

Since the game came out melees have't compared to mages. It is still the case. Melees have always run into mages they CAN'T kill, and now there are a few melees that some mages have run into that they CAN'T kill.

It's frustrating, isn't it? But like I said, mages have always had that power in general over melees, not in some rare cases like it is for melees killing mages.

We have all seen that the comparison between exp levels are now completely thrown off. In the end, this is just another example to reinforce that.