PDA

View Full Version : Pre-Order = PVP conflict...


Mitch
02-12-2005, 04:54 PM
Tell me if I am ahead of my time but the +50 amor gem that comes along with the pre ordered game will cause conflict. The +50 armor gem is just another bonus added on for mage in pvp and not melee... Are they going to some how disbale the gem when PvPing or have they not thought of the outcome of these gems yet?

<Ramuh>

Maxiums Wargod
02-13-2005, 01:40 AM
How is it for mages and not anyone else it is for who ever preorders not just mages. :eek:

Mitch
02-13-2005, 04:23 AM
+50 armor is gonna help a melee against a mage...? Nope.

Cezium
02-13-2005, 06:29 AM
+10% health ruins the pk game for everyone high level.

people need to die more.

Mitch
02-13-2005, 02:06 PM
^^^ This is also true. Turbine if you do read this my suggestion is to make the spells dissapear soon as someone goes pklite or unable to use when someone is pk or pklite. Thanks.

<Ramuh>

eelektrik
02-13-2005, 04:19 PM
Although I dont PK, I could see how these would be an unfair advantage and agree that they should be PvM only...

ElronOfDarktide
02-13-2005, 04:36 PM
Ever notice how using the SIX credit healing skill it gets harder and harder to heal when you have more and more HP????

this means every single time they add anything that raises HP its a nerf to melees / archers and it is love for mages.

also. its a PERCENTAGE of hp.... mages start 100 endurance and melees don't.... so its MORE HP FOR MAGES. if it was like +20 hp then it would be equal but as a % its mage love ......

^^ no one even thought of either of these ... the +50 armor is the obvious slap in the face of turbine saying " we don't even think before we make changes no player ever asked for "

Elron

Bunyun
02-14-2005, 06:40 AM
While I am not sure the effect the +10% health will have the +50 armor will have a very minor effect. I did some armor testing long ago and saw some posted (can't find the link, but I could redo the testing). It seems that in order to halve damage you need to double armor. So lets say a typical person has armor that buffs to 1000 and a melee hits him for say 50. the addition of 50 armor would make the hit be 47-48.

ElronOfDarktide
02-14-2005, 01:40 PM
Well if its 47 thats a 6% reduction in damage....while there is no gem that reduces mage damage at all.....

How would you feel if there was a 6% war damage reduction gem but NO equivalent gem for melees......???

If a mage uses both gems they will have +10 % hp and take 6% less damage from melee attacks....... wow thats NOT significant in your opinion????

Elron

Cezium
02-14-2005, 04:37 PM
the armor isn't al on items armor it's the natural armor/spell type. the type counteracted by imperil. Test what 50 does on those numbers. It might make phantoms more attractive again but I doubt it.

Mitch
02-14-2005, 05:49 PM
Maby if they upgraded phantoms it would make sense but that means making melees better.... All these points above are true and i wish a game creater or ibn would post here...

<Ramuh>

Metonic
02-14-2005, 06:44 PM
So what your saying is.. either a 3rd gem for magic d is put in, all gems be removed, or mages be nerfed.

Mages = powerful

Melees= powerful

Archers = powerful

Whats diffrent between these?

Lets take an Archer, Mage, and Melee turn them red and put them in an arena to fight. Ofcourse the Archer would have just finished flitching so it doesnt get killed standing still, so its burden is now 170%ish, The Mage has loaded up on comps beign at 170%ish and the Melee has worn his strongest armor and a necklace that gives him major sword, he is at 90%


Mages War Magic is at 350, Archers Bow is at 350, Melees sword is at 350.

It seems as though the Melee would have the upperhand. With lower burden, and a major sword. However....

Mage finds a spot to perch on. Archer shoots at Melee as melee starts chasing Archer. Melee catches up to Archer. Melee may be able to kill archer or archer maybe able to kill Melee. Either way the mage is blasting lvl7 war spells at them both. Mage Wins.

If Archer and Melee work together...
Archer shoots at mage, Mage finds cover. Melee Atttacks mage. Mage Blast him with lvl 7 war spells. Melee is dead. Archer tries to come at mage, Mage has already moved. Archer gets blasted from behind. MAGE WINS.

The way i see it, Mages win because one.. Melees cant get to them, Two Archers have to aim a little more.

Silifi Of Death
02-14-2005, 07:58 PM
So what your saying is.. either a 3rd gem for magic d is put in, all gems be removed, or mages be nerfed.

Mages = powerful

Melees= powerful

Archers = powerful

Whats diffrent between these?

Lets take an Archer, Mage, and Melee turn them red and put them in an arena to fight. Ofcourse the Archer would have just finished flitching so it doesnt get killed standing still, so its burden is now 170%ish, The Mage has loaded up on comps beign at 170%ish and the Melee has worn his strongest armor and a necklace that gives him major sword, he is at 90%


Mages War Magic is at 350, Archers Bow is at 350, Melees sword is at 350.

It seems as though the Melee would have the upperhand. With lower burden, and a major sword. However....

Mage finds a spot to perch on. Archer shoots at Melee as melee starts chasing Archer. Melee catches up to Archer. Melee may be able to kill archer or archer maybe able to kill Melee. Either way the mage is blasting lvl7 war spells at them both. Mage Wins.

If Archer and Melee work together...
Archer shoots at mage, Mage finds cover. Melee Atttacks mage. Mage Blast him with lvl 7 war spells. Melee is dead. Archer tries to come at mage, Mage has already moved. Archer gets blasted from behind. MAGE WINS.

The way i see it, Mages win because one.. Melees cant get to them, Two Archers have to aim a little more.

That's not why mages are the best. The reason is that they have the most efficient way to heal. Nobody, except a mage, can do over 120 damage in a single hit. And Heal VII can heal up to 120 I believe. That's the big problem in PvP. It doesn't matter how much damage you can do over time, because healing takes care of it. What matters is how much damage you can do in a single strike. It has to be enough that one heal can't outdo it, so currently, as most healing skills can restore around 80-100, that means that you have to deal out over that amount of damage.

Mitch
02-15-2005, 01:02 AM
I dont think Metonic understands pk to well but i am not getting into what is more powerfull. I would get into it but i know it wont change. Melees should crit way more and i think it would even out.

But as for the gems. Metonic is right there should be one for + magic d or somthing. I think the simplest solution would be to eleminate these gems from PvP. When you turn pk/pkl you cant use gem. You use gem and turn pk/pkl the gem spells disapear seems simple enough.

<Ramuh>

Cezium
02-15-2005, 01:17 AM
of course then darktide or avid pk/l'ers get no reason to pre-order.

Make a +10 damage gem that works on war spells and +5 on all fast speed melee ones, +10 on full strength. Then we die more :D

Mitch
02-15-2005, 10:03 AM
Forgot about dters. But that is a good idea cez.

Metonic
02-15-2005, 02:04 PM
I dont think Metonic understands pk to well but i am not getting into what is more powerfull. I would get into it but i know it wont change. Melees should crit way more and i think it would even out.

But as for the gems. Metonic is right there should be one for + magic d or somthing. I think the simplest solution would be to eleminate these gems from PvP. When you turn pk/pkl you cant use gem. You use gem and turn pk/pkl the gem spells disapear seems simple enough.

<Ramuh>

lol yeah im not much of a pk'er so I dont understand it all the way. I do know who ever kills the other guy wins.. An to kill the other guy, you have to 1)Think Better 2) Hit better and 3) Heal better then the other guy.