View Full Version : More pvp feedback!
ChildoftheKoRn
03-26-2006, 03:56 AM
Ok great changes this patch. now some things we would like to see in upcoming fixes to pvp would be as follows, which wouldnt be hard to change.
A set to aegis to 15% no magic d required.
Wards reduced, preferebly minors - 5, mods - 7 and majors 10% they are just reducing warmagic way too much
Ravens fury gone and abolished.
Now as for the harder things to do that we would like to see
INT HE VERY LEAST, barriers gone from RED ownership. Just set it to where if the owner of hte household is red, that the house will have no barriers. Is it really that difficult?
Tinkering abolished from pvp yet imbueing to stay in! (possibly make tinkered al only valuable during pvm that way it woudl be easier not only to compete but to balance as well. same goes for weapon variance) Onlyt hing able to determine additions to damage woudl be ar cs cb or some other kinda imbue of the sorts
Feel free to add
Cezium
03-26-2006, 04:49 AM
I don't know if they could ever do the tinkering thing, that is how it should have been done from the start tho.
ward changes would be good because it would help melees and mages.
i'd like to see the aegis change but maybe it should take *Some* xp. like keep the formula the same as it is now but cap at 15% (232 base skill according to a calc online)
what about red house ownership on a white server? owner is a white mule and the main on the account is red? not really that important overall.
ChildoftheKoRn
03-26-2006, 12:45 PM
I don't know if they could ever do the tinkering thing, that is how it should have been done from the start tho.
ward changes would be good because it would help melees and mages.
i'd like to see the aegis change but maybe it should take *Some* xp. like keep the formula the same as it is now but cap at 15% (232 base skill according to a calc online)
what about red house ownership on a white server? owner is a white mule and the main on the account is red? not really that important overall.
i guess 232 skill wouldnt be too bad, of course it would be better than needing max.
Who cares about white servers??? White servers have ab marketplace and that new pkl dungeon their not really ment for wars and such. Darktide is about wars and having no safe zones........eliminate them.
Monster
03-26-2006, 03:22 PM
This thread is obviously biased coming from a level 87 extreme melee.
A set to aegis to 15% no magic d required.
No, you shouldn't get a free 15% absorbtion bonus just by equiping a shield. If you want to do well fighting a mage you need... get this... magic defense, makes sense doesn't it? This means you have to design your temp to fight mages instead of melees.
Wards reduced, preferebly minors - 5, mods - 7 and majors 10% they are just reducing warmagic way too much
It doesn't only reduce war magic. Do you understand how much a major ward helps reduce this insane melee damage?
Ravens fury gone and abolished.
Is this even a problem anymore? I've been hit quite a few times by this spell since they did that fix and I've been one shot just once. Unless you totally freak out and run into them all you're not going to get 1 shot.
Tinkering abolished from pvp yet imbueing to stay in! (possibly make tinkered al only valuable during pvm that way it woudl be easier not only to compete but to balance as well. same goes for weapon variance) Onlyt hing able to determine additions to damage woudl be ar cs cb or some other kinda imbue of the sorts
They would have to completely rework melee damage to do this. What would be the point?
I agree about the barriers... go ahead and remove them.
I'd also like to add this: unless they expect mages in al 474 base armor with full major wards they went way overboard on melee damage. I agree that a suit like that isn't that hard to make now. That's the only possible set up a mage could be in where a fight between a melee and a mage could be considered balanced. Yet mages are still running around in the COAB and weak al majors. As long as their in something like a COAB I've been tearing certain mages apart 1v2 since I rip them apart so fast. Also, dodging is something that I'm rarely forced to attempt when doing this kind of damage.
ChildoftheKoRn
03-26-2006, 05:50 PM
This thread is obviously biased coming from a level 87 extreme melee.
No, you shouldn't get a free 15% absorbtion bonus just by equiping a shield. If you want to do well fighting a mage you need... get this... magic defense, makes sense doesn't it? This means you have to design your temp to fight mages instead of melees.
It doesn't only reduce war magic. Do you understand how much a major ward helps reduce this insane melee damage?
Is this even a problem anymore? I've been hit quite a few times by this spell since they did that fix and I've been one shot just once. Unless you totally freak out and run into them all you're not going to get 1 shot.
They would have to completely rework melee damage to do this. What would be the point?
I agree about the barriers... go ahead and remove them.
I'd also like to add this: unless they expect mages in al 474 base armor with full major wards they went way overboard on melee damage. I agree that a suit like that isn't that hard to make now. That's the only possible set up a mage could be in where a fight between a melee and a mage could be considered balanced. Yet mages are still running around in the COAB and weak al majors. As long as their in something like a COAB I've been tearing certain mages apart 1v2 since I rip them apart so fast. Also, dodging is something that I'm rarely forced to attempt when doing this kind of damage.
Notice how i split the ideas into 2 separate sections??
wouldnt be hard to change.
harder things to do
That is why the al with melee damage and all is in the "Harder things to do" sections, I even stupidified but apparently even you couldnt understand that.
Ravens fury shouldnt of been implemented in the first place.
As for wards, Hell why do i care if they dont get taken out? Im just lookin for mages to get more dot as well. I'd rather not see them just get increase in damage instead of getting rid fothe item that is bringing it to nothing.
ya btw if you didnt read the entire thread
Originally Posted by Cezium
I don't know if they could ever do the tinkering thing, that is how it should have been done from the start tho.
ward changes would be good because it would help melees and mages.
i'd like to see the aegis change but maybe it should take *Some* xp. like keep the formula the same as it is now but cap at 15% (232 base skill according to a calc online)
what about red house ownership on a white server? owner is a white mule and the main on the account is red? not really that important overall.
i guess 232 skill wouldnt be too bad, of course it would be better than needing max.
Who cares about white servers??? White servers have ab marketplace and that new pkl dungeon their not really ment for wars and such. Darktide is about wars and having no safe zones........eliminate them.
notice the part where i agreed about the magic d. You shouldnt have to have max 300+ magic d in order to get the bonus, just think of hte people that dont have max magic d are only getting 2% reduction. in the very least make the mid levels of reduction easier to access.
Thadda Al-Munik
03-27-2006, 12:10 AM
For barriers, If it were possible, would be too much awesome packed into a patch.
As for the aegis, I was thinking of having the aegis being based off of melee def, and lowering it to a max of 15%, meaning as well that you have to have max melee to obtain it. Othwerwise, the aforementioned of maxing the potential of 232 magic def base should be ok, but remember the max is reached much easier this way.
Monster
03-27-2006, 12:29 AM
For barriers, If it were possible, would be too much awesome packed into a patch.
As for the aegis, I was thinking of having the aegis being based off of melee def, and lowering it to a max of 15%, meaning as well that you have to have max melee to obtain it. Othwerwise, the aforementioned of maxing the potential of 232 magic def base should be ok, but remember the max is reached much easier this way.
Great plan screw over melees who don't go heavy on melee defense, the ones who actually design their temps to fight mages. Melee defense helps against melees. Magic defense helps against mages. It's a simple concept. I have 35 innate focus, 10 self, and I have 297 base resist. Acouple extra % isn't going to make a huge difference.
A shield based off melee defense for absorbing war magic? That makes absolutely no sense.
Melee defense is hardly a prerequisite for being a melee. Probably even less so than other classes since they can wield shields.
Cezium
03-27-2006, 12:30 AM
Othwerwise, the aforementioned of maxing the potential of 232 magic def base should be ok, but remember the max is reached much easier this way.
well it could be tweaked to 265, the max magic d for the least prepared template, or any other value.
i also agree with monsters points. melee d shouldn't reduce magic damage. makes no sense at all to take melee d to fight a mage.
ChildoftheKoRn
03-28-2006, 03:03 PM
I agree on the melee d shouldnt ever reduce magic damage, but they should lower the cap on the aegis effect 260 even sound sreasonable.
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