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View Full Version : This game really is a joke now.


Ethan Hunt'_DT
07-24-2005, 10:16 PM
It's not the vitae system that will make me quit (it does suck though) but what will is being a maxed out melee getting evaded by any old mage because they can have melee d now. It was bad enough having melees running around with wands out all the time and not their weapon but mages can even shoot you with wars while they get evades. I love being a melee and i shouldnt have to switch to a mage just to play this game. Forget that and forget this game. It's such a joke that we pay Turbine to just laugh in our faces. I don't really care if this posts gets locked or deleted because all it means is someone from Turbine had to of read it. Can they destroy pvp anymore?

Ethan Hunt'_DT
07-24-2005, 10:23 PM
Mages being able to evade every hit from a melee would be like a melee getting an item they can use and still be able to attack while getting a resist from any spell casted on them. If that happened how long would it take Turbine to fix it?

Frank The Knife
07-25-2005, 07:49 AM
Mages being able to evade every hit from a melee would be like a melee getting an item they can use and still be able to attack while getting a resist from any spell casted on them. If that happened how long would it take Turbine to fix it?


Considering the speed at which they deleted the debuff breastplate / spell words patch I would say it would be within hours of the patch going live.

Mystic-Rogue
07-25-2005, 11:43 AM
I agree, it's completely overpowered I am picking up Melee d on all my mages, b/c this is so unfair as much as I hate the idea of melee d on a mage.

Heideggar
07-25-2005, 12:20 PM
It's not the melee D, but that there's no viable loot generated PvP weapons to balance it out.

Regardless, it's gone on for a very long time.

Either you (Turbine):

1) Take out the ability for loot generated wands to effect melee D modifications in the PvP environment.

or

2) Create viable loot generated PvP weapons so players can create weapons to fight mages with melee D.


I'd like to see #2 personally. I hate to say it again, but the xpack forced players to deal with these long standing issues even longer. I'm sure it's also delayed the solution even more with resources just starting to get allocated towards monthly content patches.

See, this is the #1 reason the xpack is in no way equal to 3-4 monthly content patches. The xpack solves nearly zero current game balance or bug issues.

Ethan Hunt'_DT
07-25-2005, 12:48 PM
I actually use my ar 400 wield sword more then i use my weeping. Max damage c5 tinked 10 times is nice but it still can't go thru a melee wand.

Virindi Clown
07-25-2005, 01:59 PM
They introduced melee d wands in March LAST YEAR after we warned them beforehand, and were, as usual, ignored until it was too late. Not one little change has come since. It's also been over a year since they screwed up weepings, and they never even just put it back to the way it was.

That's on top of the severel years in which they have done nothing about the problems with spin jump and other related bugs, god moding elixirs, housing, sticky melee bugs, full speed melee balance, impairing differences between melee skills, war spell tracking, the aegis, missile defense, and a ton of other stuff I am not going to bother typing out.

It has become regular practice for them to just outright ignore problems, and us.

Just look at the vitae increase. Yeah, they've taken note of the problem NOW, after it's too late to do anything. And has it been fixed? Nope, and a fix can't be seen coming in the near future at this point, either. IF it is fixed, the fix is likely to come too late for DT at this point. It was already too late when the ToD patch hit. After all the neglect and no patches or even bug fixes for six months, when people found out that they were paying the same and waiting just for that, they lost their interest.

I doubt that ANY of this stuff is ever going to be fixed. It's looking like DT won't last long enough for any of it to happen at the rate problems are dealt with.

Ethan Hunt'_DT
07-25-2005, 02:35 PM
Heh i do like that they can not fix any bug or have a patch for six months but they can shut the world down to take the lever dungeons out. Lever dungeons were a blast and they got taken out for a lame reason. I bet if you put all level lever dungeons in people won't complain about vitae as much since they can try to pull a lever.

ElronOfDarktide
07-25-2005, 04:25 PM
How many months ago did they realize that melee d wands are a serious problem????

THE DEV's ARE THE JOKE

they have known melee D wands were ruining melees for years.

YEARS.......

really..... is there anyone at turbine who would respond to this ????? You realized it was a MAJOR MAJOR problem YEARS AGO..... what have you been doing???????

they have been giving mages more skill credits thats what they have been doing.

seriously..... if you still pay turbine you are a joke too.

Elron

Cezium
07-25-2005, 06:23 PM
they should put a +99 attack mod on phantoms until they can get their stuff in gear.

jfilip112
07-25-2005, 06:59 PM
Or give us a salvage for magic defense mod and up the base skill bonus given on weapons. Then when every mage evades melees, and every melee resists mages. Then archers will kill everyone. Then they'll put salvage for missile defense modifiers. Then we can all have safe pk fun cause no one can die!

Virindi Clown
07-25-2005, 10:46 PM
really..... is there anyone at turbine who would respond to this ????? You realized it was a MAJOR MAJOR problem YEARS AGO..... what have you been doing???????

they have been giving mages more skill credits thats what they have been doing.


They also differintiated between the damage bonus on the new loot wands for PvM and PvP, but still gave a bonus to PvP knowing that the wands would only be used by mages against melees. Even if it is smaller, really, what logical purpose of doing that could there possibly be?

Stabber5
07-25-2005, 11:01 PM
I play a mage for the most part, and I agree 100% with Ethan. The addition of extra skill credits made it so mages can easily obtain melee defence and not be able to ever die to melees. Jumpspin is what makes mages be able to get away from gangs of melees, but 1 v 1 there is no reason for a mage to be able to never be hit by a melee, even if they started with 10 quickness and coord. In effect, you have made it so a melee who wastes 180 innate attribute points(100 str/coord), and 16 skill credits(spec sword), can not hit a mage who wasts 10 skill credits on melee defence, and 0 innate attribute points.


Some options to change this are

adding a requirement for wands tinkered with brass so that mages cannot use them

completely removing melee d bonuses from the new war magic wield wands

significantly raising attack mod on loot generated weapons so mages dont evade maxed melees at all unless they spend innate points into quick/coord and spec melee d.

make it so you cant have both melee d and war magic trained.

Virindi Clown
07-25-2005, 11:11 PM
Some options to change this are

adding a requirement for wands tinkered with brass so that mages cannot use them

completely removing melee d bonuses from the new war magic wield wands

significantly raising attack mod on loot generated weapons so mages dont evade maxed melees at all unless they spend innate points into quick/coord and spec melee d.

make it so you cant have both melee d and war magic trained.

Turbine will do not do any of these things because it changes PvM.

That's funny, though. Melee d wands are many times more unbalancing in PvM than they are in PvP, as loot wands are the most powerful weapon against monsters. They completely destroyed PvM balance for mages by creating the wands. They never hesitate to shoot down an idea for PvP when it increases offense in PvM and messes with the balance they supposedly work so hard to achieve. However, when it comes to defense, they completely ignore every aspect of it. They do it in PvP, as well.

The strange thing is that before the wands came out, Turbine said that they were making the change so that melees and archers could evade monsters as they were balanced to with the buffed mods on their weapons, but with wands equipped.

Now, they will tell you that they want every class to be able to make use of every skill. Go figure.

osirisd3t
07-26-2005, 09:29 AM
I got a quick fix, if you're a melee and a mage evades you report him and get him banned.. be quiet i'm a mage without melee d and I used to have melee d with a +41% CS wand and let me tell you, I evaded hollows about 50% and weepings 10% if the person was near maxed or maxed..

Mystic-Rogue
07-26-2005, 11:41 AM
Make loote gen weapons a viable melee/archer pk weapon is really their only option.

Brutal-Force Jr
08-01-2005, 02:52 AM
I recommend one of two options.

1) Find a maxed 400 weild sword with +15 to attack, AR it, and tinker it up to 24%. (You won't hit for as much, but you will hit). Don't forget, while the mage is holding his Melee D wand, he is not holding his weeping. If he can't then neither should you.

2) Change to a mage like I did. I still get killed by archers, and a melee or two has killed me when I had vitae. There is no one "perfect" template. But if you want to be close, be a mage.

I played my character as a melee for 5 years, now I have taken the opportunity to become a mage, with maxed melee d. I should have the right to use my melee majors.

:rolleyes:

Gudrun
08-01-2005, 03:31 AM
agree 200%

i have unsubscribed 6 accounts cause of this

Mimir
08-01-2005, 04:16 AM
I really don't think turbine has the time to be messing around with things like "PvP balance" there are more types of flightless birds that need to be added to the game before things like "melee D wands" are adressed

Gudrun
08-01-2005, 08:58 AM
I really don't think turbine has the time to be messing around with things like "PvP balance" there are more types of flightless birds that need to be added to the game before things like "melee D wands" are adressed


yeah right 80% of the server stops play cause of this...

you work on turbine?

Mimir
08-01-2005, 04:30 PM
I'm just saying, turbine doesn't care about PvP, they never have. once in a great while they throw us a bone and that bone usually has no meat on it.

Virindi Clown
08-01-2005, 05:13 PM
Or more likely, it is rotten and ends up doing more harm than good. :(

Bad-Day
08-01-2005, 09:12 PM
I agree with Ethan full fledge, but heres a suggestion, although they should fix the problem instead of putting a band aid on it

how about 350 375 and 400 "imbue" (lack of better word, maybe a quest to get another style heart) to up the attack and defense mod on weepings, could even up the mana conversion mod on weeping wands and the defense mod on archery weapons?



-----Deveraux

Oblique
08-10-2005, 04:18 PM
Why not just...

Make a Human Slayer Imbue, like weeping weapon.

But make the gem even harder to find than Jet... So the option is there but takes some work to get.

That way you could choose... either hit for alot of damage if you hit with granite and iron OR tinker with velvet and granite and hit often.

Meola
08-10-2005, 04:34 PM
Being a person who plays both a mage and a melee I can agree to disagree to a certain extent. I dont think that its unfair for mages to have meleeD, because I would have to say its unfair for melee's to have magicD and yada yada yada.

Although being a person with meleeD on my mage, and I have had it since july of last year, it can be cheap for less skilled PKs to attack. With a 38% meleeD wand I can evade lvl.85 and under melee's roughly 80%+ of the time. However I also suffered the loss of Life Magic spec to have meleeD which makes it harder to fight Grief mages without a major life item.

Now I currently am not playing so I dont know if its possible to re-spec Life after your mage has hit 275, if so then I would agree that this is a problem; however you also get melee's out there with spec magicD that some mages cant kill because they resist so many of the spells casted at them.

In regards to the comment of increasing the attack rating on Phantom weapons, I couldnt agree more, that nerf pissed me right off as it was the only weapon my Ua guy could actually do damage with. As melee weeping weapons are a freaking joke, through level 7 buffs and banes they do weak damage unless your a maxed out character with a complete major suit.

The meleeD mage is simply a new template of mages in AC, we all know that mages are the most powerful characters in the game and we know its not going to change, but as someone who started on a melee I do think that we are not given enough love, and thats why I rolled a mage.

Sopron
08-17-2005, 11:16 PM
If Turbine has managed to dim Ethan's enthusiasm then they have officially jumped the shark.

Demonic_Melee
08-18-2005, 12:39 AM
I recommend one of two options.

1) Find a maxed 400 weild sword with +15 to attack, AR it, and tinker it up to 24%. (You won't hit for as much, but you will hit). Don't forget, while the mage is holding his Melee D wand, he is not holding his weeping. If he can't then neither should you.

2) Change to a mage like I did. I still get killed by archers, and a melee or two has killed me when I had vitae. There is no one "perfect" template. But if you want to be close, be a mage.

I played my character as a melee for 5 years, now I have taken the opportunity to become a mage, with maxed melee d. I should have the right to use my melee majors.

:rolleyes:



only response i agree with


i have max melee d (spec) and took my 100 innate end to raise my coord to 100 innate and i still only evade melees 25-40% of the time with weepin tops and fully warded melees i managed to crit for 108 ( ow lawl) with a +10% monster cs light wand +40 or 41% cant remember