Dex/Qui Charge

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Der_Eisbaer
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Postby Der_Eisbaer » Jan 05, 2010 10:57

Zarkor wrote:
Nayru wrote:And what does that have to do with charges?


Well, it makes the effect of charges (dex) have a way bigger impact on casting speed than they have ever had in any DAoC setting for casters.


Of course, giving casters some charge value love doesn't really solve the actual problem.


Are you referring to old OF when casters could get Masters of Arts? Well this ofc is true but in the same way tanks could get Masters of Arms so this did not give casters a non-RA-advantage like tanks have with haste and celerity. Same was with ToA: There also was +castspeed as well as +melee-attackspeed. Again nothing to "counter" haste and celerity. Hence in every DAoC-setting tanks had an advantage above casters with haste and celerity so this is no reason for anything at all.

I indeed do see a bit a point with the dex-issue when running solo or in small groups. But as staff stated before: Buff potions' and charges' values were chosen in a way that in group game buffs coming from buffing classes are better. As in my opinion the RvR-balancing in terms of bigger fights should always paid more attention to than to RvR-balancing in terms of solo or small group fights I now agree on the value of the charges. The only thing that I would like to see improves is the value of the potions: Put Base-Potions to 30 (which is only half of the base buffs of base buffing classes) and Spec-Potions to 40 (also about half of the spec buffs of spec buffing classes).

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Xuji
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Postby Xuji » Jan 05, 2010 13:12

Nice job Salbei!


hey Braxis! /wave :grin:

Braxis
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Postby Braxis » Jan 05, 2010 14:23

Eclipsed wrote:Nothing.

Whats new here?

I get your point of view from a FG/zerg type of player, but have you ever played solo/smallman with visible classes?

Some of you (especially the staff) should not be so shortsighted and try to look at these problems from the point of all the players, and RESPECT other styles of play.
Just because the loudest part of the forum community plays in fg/zergs, does not mean that the almost gone part of the player base who like to play solo/smallman with visible classes don't get a say in this.
Have you ever tried to go solo with a caster? How about hybrid?
Well imagine going like that without buffs. I sure as hell cannot.
But sure, go ahead, do a fatality on the already ruined solo/smallman action.

First of all, when in a grp, you not only receive buffs from your support, but healing/cc/rupting potential too, so making buffs closer to live would not make supporters not needed in endgame rvr or any rvr for that matter.

Secondly, live buffs (pots/charges) are in no way better then their support cast counterparts. Why?
1) cast buffs have a 25% higher values then delve (which charges/pots do not).
2) cast buffs are FREE, thats right free. As in you have to put some real effort in obtaining and up keeping them, while your support on the other hand just clicks a button.

PS: what salbei wrote will come true if you continue with this shortsighted way of thinking.

Zarkor
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Postby Zarkor » Jan 05, 2010 14:29

Der_Eisbaer wrote:Are you referring to old OF when casters could get Masters of Arts? Well this ofc is true but in the same way tanks could get Masters of Arms so this did not give casters a non-RA-advantage like tanks have with haste and celerity. Same was with ToA: There also was +castspeed as well as +melee-attackspeed. Again nothing to "counter" haste and celerity. Hence in every DAoC-setting tanks had an advantage above casters with haste and celerity so this is no reason for anything at all.


No indeed, it did not give casters a non-RA-advantage like tanks with haste and celerity. But please enlighten me why that is of ANY relevance to the fact that casters NEED it (it was OBVIOUSLY ment by Mythic for the casters to have the option on getting +casting speed as it was NEVER unavailable! you COULD say the same for +melee speed, BUT it's entirely possible to get to a swing speed where it barely matters without it, which is why it's FAR from as important as +casting speed).

You simply can't cancel out +casting speed with the argument that there also was +melee attack speed, simply because IT JUST DOES NOT WORK LIKE THAT. Any melee swing speed increase will scale with your damage per swing, any +casting speed will NOT affect your casting damage, hence, it is UNCOMPARABLE. Not to mention that casters can be RUPTED by melee, which makes +casting speed EVEN MORE vital than it is already.

Now claiming that 'everthing is fine' is probably the worst thing you can claim if you have ANY clue about how DAoC works. Any caster with common sense will GLADLY take +casting speed and have the option for +melee attack speed with it, simply because they need it. BADLY.

Oh and not to mention.. we have New RAs without MLs. This just makes it worse, but I'm not going to go into it all, I'll just give you 1 example: Charge.



PS: I'm using my shift button quite frequently because I hope it helps kicking the ignorance out of your brain, which is probably not going to work anyway, but at least I can try. Before you see why you just had no clue about how important it is for casters, please stop spewing out complete and utter bullsh*t. My apologies for the rough language, but it was necessary. Thanks.

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Der_Eisbaer
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Postby Der_Eisbaer » Jan 05, 2010 15:22

Zarkor wrote:You simply can't cancel out +casting speed with the argument that there also was +melee attack speed, simply because IT JUST DOES NOT WORK LIKE THAT. Any melee swing speed increase will scale with your damage per swing, any +casting speed will NOT affect your casting damage, hence, it is UNCOMPARABLE.


You failed on that one, sir: +melee-speed indeed improves your melee damage over times because the value of either base damage or style damage (I am not sure which one) stays constant when +melee-speed is taken into account. Hence +Castspeed either via ToA-items or via OF-RAs can be compared with +meleespeed.

Zarkor wrote:Not to mention that casters can be RUPTED by melee, which makes +casting speed EVEN MORE vital than it is already.


Oh, so casters will be less interruptable when they can cast faster? That sounds new to me. Can you maybe proof that one with some tests? :lol:


The rest is worth no comment at all. If you want to know the reasons check out your awesome thread in the english section.


Zarkor wrote:PS: I'm using my shift button quite frequently because I hope it helps kicking the ignorance out of your brain, which is probably not going to work anyway, but at least I can try. Before you see why you just had no clue about how important it is for casters, please stop spewing out complete and utter bullsh*t. My apologies for the rough language, but it was necessary. Thanks.


PS:
I do not apologize anything, so:

Moderator please. I am tired of that child persecuting me with its kiddo-language. Thanks.

Zarkor
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Postby Zarkor » Jan 05, 2010 16:41

Der_Eisbaer wrote:You failed on that one, sir: +melee-speed indeed improves your melee damage over times because the value of either base damage or style damage (I am not sure which one) stays constant when +melee-speed is taken into account. Hence +Castspeed either via ToA-items or via OF-RAs can be compared with +meleespeed.


Oh, so casters will be less interruptable when they can cast faster? That sounds new to me. Can you maybe proof that one with some tests? :lol:

The rest is worth no comment at all. If you want to know the reasons check out your awesome thread in the english section.


PS:
I do not apologize anything, so:

Moderator please. I am tired of that child persecuting me with its kiddo-language. Thanks.


Comical. Seriously.

The correlation between the damage increase for Melee and Magic is of such a low value that it is neglectable, especially since there are perfectly viable alternatives for it already. Why do you think everyone here talks about casters being nerfed by not having casting speed, but not a single word about +%melee swingspeed? (Until your ignorance made an end to that of course.) Ok, i admit that you can compare it, that's true, but again, if you do, you will see that the difference in damage and performance for tanks is neglectable compared to that for casters. If you think I 'failed' there, then that's just wonderful for you. :)

Ever heard of getting more casts out before you get into melee range or having to kite? Ever heard of spells finishing as long as you have not been interrupted before half of the spelltime has passed, which leads to being less likely to be interrupted in such situations when casting faster? I guess not, which makes you nothing but ignorant about this issue, which in fact is the only thing not worth a comment... Oh and no, I'm not holding back here, because it's the truth. If you want to to ban me for speaking the truth then go ahead, do so, I don't care. You aren't going to twist reality because you banned me... I'm not going to apologise for speaking the truth because that's been done way too much already (see Western society vs Islam O.o).

In fact it feels great to have reality at your side, really. You should try it once. :lol:

Camulos
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Postby Camulos » Jan 05, 2010 17:17

Zarkor wrote:PS: I'm using my shift button quite frequently because I hope it helps kicking the ignorance out of your brain, which is probably not going to work anyway, but at least I can try. Before you see why you just had no clue about how important it is for casters, please stop spewing out complete and utter bullsh*t. My apologies for the rough language, but it was necessary. Thanks.

I will make it short: Next time you post something like this you are gone for some time (forced forum downtime).

Behave or begone...

Camulos

nixian
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Postby nixian » Jan 05, 2010 17:28

Locked

might be reopened later when people have cooled down but don't count on it

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