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Celteen
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Postby Celteen » Apr 02, 2011 00:45

Muh who cares about buff pot changes, I started 'cause the freezing news said old RA.
WTF, can't take any news serious anymore if this isn't an april fool.
4 Month ago they said it's gonna come soon and now they tell us sry 1 more year muh.

However it's fun here even with NoCCGard =)
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Jonah
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Postby Jonah » Apr 02, 2011 00:47

Im really confused about the 2 "buffs" limitation now.

What counts as a buff? How about AF, DA, haste, health regen, end regen, abla charges etc?

When u say buff is it just stat raising buffs u talk about? In that case this effect wont have a major effect as u manage pretty fine on Str/con, dex/qui only.

But caping stuff like AF, haste etc i see no resson to as they are freestanding.

Nymeros
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Postby Nymeros » Apr 02, 2011 00:56

You're talking nonsense.

First of all, buff limitations will actually help Solo RvR, and second of all, in between all that OH BOY PLEASE UNDO THIS CHANGE OR I WILL HAVE TO PWN ALL HAHA you're opposed to limiting buffs that you as a ranger actually have to use.

MT-Pear wrote:That means DA charge (30secs), endu regen(2 min) too? Well, I'm not sure if this would work ^^

To caunt 10:00+ min as buff would be a good limitation.

I agree, that would be a good and logical limit.

Still leaves the question of procs, for example if someone has two buffs/charges already and their ablative procs, or they have a weapon that procs a DEX/QUI buff... should the procs be unaffected by the limit?

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Seyha
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Postby Seyha » Apr 02, 2011 00:58

The 2 buff system could work fine. The problem is that there is one class, and one class only, that is imbalanced on this server in such a way that it will ruin the system for everyone else.

:rolleyes:
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Celteen
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Postby Celteen » Apr 02, 2011 00:59

Seyha wrote:The 2 buff system could work fine. The problem is that there is one class, and one class only, that is imbalanced on this server in such a way that it will ruin the system for everyone else.

:rolleyes:

Minstrel + Empyreal Elder?
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Seyha
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Postby Seyha » Apr 02, 2011 01:01

Celteen wrote:Minstrel + Empyreal Elder?


That's imbalanced no matter what self-buffs you're running.
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Jonah
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Postby Jonah » Apr 02, 2011 01:13

Nymeros wrote:You're talking nonsense.

First of all, buff limitations will actually help Solo RvR, and second of all, in between all that OH BOY PLEASE UNDO THIS CHANGE OR I WILL HAVE TO PWN ALL HAHA you're opposed to limiting buffs that you as a ranger actually have to use.


I actually will have more benefit with this change as it makes most of my enemies softer but i care more about balance and gameplay then beeing op.

And i dont see any way that limiting buffs will help solo rvr, it will just get more zergy and all stealthzergs will take a buffer and hide it somewhere. Creating inbalances = creating zergs as ppl will gather up to kill what they dont stand a chanse against.

Self buffers and charm classes will have to big advantage with this change, they are already very strong and dont need a boost.

But it feels staff hasnt decided what buffs that will be in the 2 cap limitation yet so i wait and see.

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RonELuvv
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Postby RonELuvv » Apr 02, 2011 01:28

Thank you staff for the updates :) Sounds like good new's for the most part. I like your ideas on the port timer reduction bonus, the keep take structure and how that effects relic gaurds, the rvr dungeon, and changes to RvR tasks. I really didnt see much in there I didnt like. I like the idea of limiting buffbarrels/charges, but I do agree that it does pose some problems.

As Minplus and several others pointed out, how does this work w/ HoT charges, DA charges, and other things that last much less time then 10 minutes. I shouldnt have to run w/out one less "buff" up just so i can use my DA charge that lasts 30 seconds in a battle. I would say a buff/Charge counting for the 2 max shoudl last 10minutes or more. Think that makes it most fair for all.

Now onto this bs about how much this helps rangers... I will admit, I love rangers. Ranger was my first char on DAOC live classic all the way thru ToA and was my first char on here. I have no clue how many times I've said it, and its been posted on here. Self buff line is what rangers get to counteract abilities that other classes have. A scout gets a shield w/ a anytime 9 sec stun and ability to block my arrow shots. Hunters get a pet that is very good for interupting a ranged class, but admitedly kinda sucks.

I get so tired of hearing the nerf the ranger bs. Yes, were a great class whose current RA settings allow for us to be deadly against assasins. That will change w/ old RA's. You guy's feel the same way about rangers that I do about several classes. Just one example, the minstril is single handidly has the best utility and is the most op'd class in the game. Albs stealthers have insta stun, insta mez, sos, and another 9 sec insta stun from scouts. Mids, admitedly, get screwed for the most part, but Albs have no room to talk about how op'd a ranger is.

Nymeros
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Postby Nymeros » Apr 02, 2011 01:31

Jonah wrote:I actually will have more benefit with this change as it makes most of my enemies softer but i care more about balance and gameplay then beeing op.

And i dont see any way that limiting buffs will help solo rvr, it will just get more zergy and all stealthzergs will take a buffer and hide it somewhere. Creating inbalances = creating zergs as ppl will gather up to kill what they dont stand a chanse against.

Self buffers and charm classes will have to big advantage with this change, they are already very strong and dont need a boost.

But it feels staff hasnt decided what buffs that will be in the 2 cap limitation yet so i wait and see.

Self buffers are meant to be strong 1v1, and there are hardly any of them consistently out in RvR. Anything that gets more solo visibles out is a good change. After you kill someone you stealth, after a Thane kills someone he gets added and dies.

Stealthzergs already routinely take Bards/Druids and even Wardens with them, and I'd like to see someone finding a clever place to hide one around AMG. And bots are a bannable offense.

And what Charm classes? Minstrels are tough as they are, but I haven't exactly seen hordes of Ments and Sorcs soloing around Emain. Again, if this gets them out - all the better.

Since a Ranger will most likely have STR/CON and Haste up, he also loses base buffs+Ablative (unless procc'd, depending on what the staff decide on the way to handle them). Assassins have a STR/CON debuff poison for a reason, and Rangers can't use poisons anymore.

A SB might choose to get Aug STR and go around with AF+Ablative charge, freeing his armor up for DD procs. Any number of different things might happen, but I honestly don't see how people can think this is all about Rangers when EVERYONE loses something.

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Seyha
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Postby Seyha » Apr 02, 2011 01:52

Nymeros wrote: Any number of different things might happen, but I honestly don't see how people can think this is all about Rangers when EVERYONE loses something.


The problem is that the Ranger can cover all of the essentials (str, str/con, dex/qui, AF, haste) with a 2 buff limit, while his main opponents must sacrifice at least two important buffs (probably haste and AF).

It does make a strong class even stronger.
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Nymeros
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Postby Nymeros » Apr 02, 2011 02:14

I disagree. You can't count class buffs like they somehow became relevant just now. Rangers always had them and I doubt other classes ran with 7 buffs just to be even.

You as a Hunter also have some of those "essential" buffs, and I highly doubt all people consider that 5 buff combo you provided as essential (especially base STR, plus a lot of people are newbs and avoid AF). Priorities shift based on class. If it was normal for everyone to run around with 5 EXTRA buffs, then Rangers certainly didn't run with just two. Base DEX and CON are cheap to buy/make and they do make a difference, I used them even on my Minstrel where I actually had to run with 4 main buffs just to be competitive. And lemme tell you, it certainly wasn't Rangers that gave me the most problems.

Without poisons and with Viper 3 assassins around, I honestly don't feel this will make the Ranger class overpowered. At least not more then it already is (for some).

Not to mention that this totally screws over hardcore melee Rangers with 50 CD and little or no PF, which is a good thing.

katbird
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Postby katbird » Apr 02, 2011 02:36

Trishin wrote:
GreenP wrote:Rangers will get some huuuge advantage :confused: And people will start begging for aoe s/c and d/q all over the place so they can charge 2 different buffs by pots... hmmpf


Player interaction! Awesome :)





Sorry but i dont see having to beg buffs as positive interaction whatsoever

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Seyha
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Postby Seyha » Apr 02, 2011 02:50

Nymeros wrote:I disagree.


You make some good points. :) Don't get me wrong, I want this system to work. In fact I'm sure I suggested the 2 buff limit almost a year ago. But if I think there are problems with the system I will point them out, and the Ranger is a problem. You can not underestimate the value of the Ranger strength buff. It pumps the Ranger's damage stat to a level unattainable by any other stealth class.

With a 2 buff limit the Ranger's damage and defense will remain about the same (str, str/con, dex/qui, AF, haste - loss of ablative charge), but assassin defense and damage will go down (loss of AF and haste).

Its just something to keep in mind.
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katbird
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Postby katbird » Apr 02, 2011 03:05

Cap thier melee at 1/2 of thier level like it was at begining of game

problem solved :p

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Magicco
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Postby Magicco » Apr 02, 2011 04:11

nice news!

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