Making the Case for Legendary Weapons

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TheRat
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Postby TheRat » Jun 26, 2009 17:29

One thing I have noticed about playing on Uthgard is that the legendary weapons do not exist here. I understand that they were introduced as a part of Trials of Atlantis and that Uthgard strives to be a classic server, but hear me out.

Currently Uthgard has New Frontiers style Realm Abilities. One of the most powerful of these is Physical Defense. For those of you who are not aware of what PD is, it increases the melee absorption for the classes which can get it. This means that crush/slash/thrust damage is reduced, but magic damage is not.

New Frontiers was released in patch 1.70 (June 22, 2004), well after Trials of Atlantis (1.66, October 28, 2003). The developers had to have been aware when they introduced physical defense that there was already a sufficient counter to this RA in game in the ToA legendary weapons, since the legendary weapons were all exempted from the PD damage table and put on the bolt magic damage table instead.

The counter to legendary weapons then, of course, is Avoidance of Magic (AoM).

Since we're all currently playing under the NF RAs, this makes physical defense unintentionally overpowered because there is no counter to it. It almost certainly was not introduced by the original developers to be an un-counterable RA, and thus is too powerful to have on Uthgard without having the legendary weapons added as well.

Noir
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Postby Noir » Jun 26, 2009 18:27

You're right.

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kikoo
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Postby kikoo » Jun 26, 2009 18:32

There have been many discussions in this forum about NF RAs with regard to pre-ToA content, and GMs are well aware of the unbalances. Although this has not been scheduled yet, they are considering a downgrade to 1.65 patch, along with an implementation of OF RAs.

For now, their task at hand is about implementing Old Frontiers map.
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Nymeros
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Postby Nymeros » Jun 26, 2009 18:38

You're right of course.

But:

1.) All of NF is balanced for ToA, IMO there are things with much higher priority then Legendary Weapons (Viper, etc)

2.) 8-mans are already melee heavy, and casters and archers are the classes that are hurting the most on Uthgard, so any nerf to them (even if it IS technicaly balanced), would not be a good idea.

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Funkling
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Postby Funkling » Jun 26, 2009 19:52

Legendary weapons did exist on Uthgard but were removed because people whined about casters having charge debuffs on their staves.
Artificial intelligence is no match for natural stupidity.

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TheRat
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Postby TheRat » Jun 26, 2009 20:11

Nymeros wrote:You're right of course.

But:

1.) All of NF is balanced for ToA, IMO there are things with much higher priority then Legendary Weapons (Viper, etc)

2.) 8-mans are already melee heavy, and casters and archers are the classes that are hurting the most on Uthgard, so any nerf to them (even if it IS technicaly balanced), would not be a good idea.


The problem is not that it's just casters who are affected by it. Archer classes are melee gods on this server because it's just too powerful and there is no way around physical defense.

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Musikus
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Postby Musikus » Jun 26, 2009 20:57

TheRat wrote:
Nymeros wrote:You're right of course.

But:

1.) All of NF is balanced for ToA, IMO there are things with much higher priority then Legendary Weapons (Viper, etc)

2.) 8-mans are already melee heavy, and casters and archers are the classes that are hurting the most on Uthgard, so any nerf to them (even if it IS technicaly balanced), would not be a good idea.


The problem is not that it's just casters who are affected by it. Archer classes are melee gods on this server because it's just too powerful and there is no way around physical defense.


please differ between the archers...there is just one of the 3 archer who are 'melee-gods'. thats the rangers which using too high growth rates(already prooved and still not changed)
the scouts and hunters are far away from being a melee god.
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Funkling
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Postby Funkling » Jun 26, 2009 21:00

Well a high RR melee hunter could kill any tank 1on1.

Scouts will suck until they learn to play on their own of course :P
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jrhadden
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Postby jrhadden » Jun 27, 2009 02:14

I still cant figure out , why people think it is the hunter that is strong in melee.


Compared with a ranger...

Pathfinding > Beastcraft. More and better Buffs.
Dual Wield > 2H, since it halfs Hunter's evade chance.
Duel Wield offers an evade stun, while Hunter has an after evade stun combo on sword spec =/ (100% Str, and since evade is halfed on hunter...).

But sure proof me wrong :)

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Funkling
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Postby Funkling » Jun 27, 2009 03:35

So... because rangers beat hunters that means hunters are weak. Point taken.

Excuse me while I lol.
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Musikus
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Postby Musikus » Jun 27, 2009 07:58

Funkling wrote:So... because rangers beat hunters that means hunters are weak. Point taken.

Excuse me while I lol.


as sensefull as the rest of your comments..

every style or style combo of the hunter has at least one style which gives penalty on defense..
hunter only has evade 2 instead of evade 3 like scout and ranger.

hunter IS a weak melee class at least on uthgard..maybe you know it different from were ever..but utghard dont has all the archer-love patches.
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PNG
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Postby PNG » Jun 27, 2009 08:52

Im sure, that a capable hunter who is able to strafe in backstun can beat a tank in 1on1, with pd4 or higher ofc.
But that's a major prob on Uth, nearly 90% of the population are noobs which try to figure out the game mechanics and aren't even able to play their class in a decent way. Thats the prob with classic... it has only been created for daoc beginners ....

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aCt1oNyogi
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Postby aCt1oNyogi » Jun 27, 2009 12:06

alb stealther zerg ftl :O

jrhadden
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Postby jrhadden » Jun 27, 2009 12:22

Believe it or not, if the enemy is capable there is no backstun at all...

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Ati
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Postby Ati » Jun 27, 2009 12:33

jrhadden wrote:Duel Wield offers an evade stun



Its actually L26 piercing style that offers after eveid stun.

And hunters BS stun is god, i play svg myself and BS stun is the way i play and in over 50% cases im abel to kill anyone 1v1, ofc it relies on quad hits :)
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