OFFICIAL 8vs8 Thread

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Kelodiran
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Postby Kelodiran » Jan 11, 2013 15:45

Xedie wrote:
kima wrote:yea and don't stick me every fight xD


I would appreciate that, too! :P

Ok, then i will stick u from now on, xedie-hase. :D
U are even allowed to choose the weapons that will penetrate ur body: Sword of Pain, Hammer of Doom or Spear of Back-Luv. :D
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Celteen wrote:Myth: Kelodiran crashed the server twice

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>>>Requiem-Forum<<<

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Fortyseven
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Postby Fortyseven » Jan 11, 2013 15:49

Locked. You were warned by Nerzal that, should there be any further derailments in this thread, it would end up locked.
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Maidrion
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Postby Maidrion » Jan 11, 2013 16:51

Discussion time.

Charge is way too good on this server and should be removed. It greatly limits caster-oriented play, it leaves other melee classes pretty much redundant, has no counter and doesn't encourage thoughtful gameplay. Case in point: almost every group setup on any realm ever on this server.

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Fortyseven
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Postby Fortyseven » Jan 11, 2013 16:59

Unlocked, as requested. I also moved the only productive post over. The follow-up thread has been removed however.
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poplik
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Postby poplik » Jan 11, 2013 17:09

Maidrion wrote:Discussion time.

Charge is way too good on this server and should be removed. It greatly limits caster-oriented play, it leaves other melee classes pretty much redundant, has no counter and doesn't encourage thoughtful gameplay. Case in point: almost every group setup on any realm ever on this server.


I agree, but I dont think this will ever come, staff would only implement this with full OF RA overhaul and that wont come anytime soon...
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shintari
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Postby shintari » Jan 11, 2013 17:44

Maidrion wrote:Discussion time.

Charge is way too good on this server and should be removed. It greatly limits caster-oriented play, it leaves other melee classes pretty much redundant, has no counter and doesn't encourage thoughtful gameplay. Case in point: almost every group setup on any realm ever on this server.


with or w/o charge - bms, zerks and mercs will not be replaced (no alternatives in meleesetups). but take my charge, just give me tireless, and ill be happy. mercs fall of so hard on uthgard compared to bms and zerks its not even funny. :oops:

Xedie
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Postby Xedie » Jan 11, 2013 18:39

shintari wrote:
Maidrion wrote:Discussion time.

Charge is way too good on this server and should be removed. It greatly limits caster-oriented play, it leaves other melee classes pretty much redundant, has no counter and doesn't encourage thoughtful gameplay. Case in point: almost every group setup on any realm ever on this server.


with or w/o charge - bms, zerks and mercs will not be replaced (no alternatives in meleesetups). but take my charge, just give me tireless, and ill be happy. mercs fall of so hard on uthgard compared to bms and zerks its not even funny. :oops:


But it will open way more oppotunities for caster grps.
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shintari
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Postby shintari » Jan 11, 2013 19:16

caster(heavy)groups have and always will dominate if played properly. charge, banelord and tons of added rupt features didnt stop them on live. the fact that they seemingly do not rock on uthgard is simply the lack of decent players ;) it simply requires more skill to run them properly. thats why all the idiots run stickysticky groups on live. from a theoretical / paper daoc point of view it should me ridiculously easy to play a castergroup on uthgard if u got decent players. :wink:

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pweet
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Postby pweet » Jan 11, 2013 19:39

this is the same myth as u can beat dg with a rr4 grp if u just ve wtf players ;)
casters are just gimp on uth and with the same players u ll always be more sucessfull with a tank heavy grp than with a caster heavy grp.

Oswaldo
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Postby Oswaldo » Jan 11, 2013 19:54

pweet wrote:this is the same myth as u can beat dg with a rr4 grp if u just ve wtf players ;)
casters are just gimp on uth and with the same players u ll always be more sucessfull with a tank heavy grp than with a caster heavy grp.


Can some1 translate this please?
- Honey Badgers
- Winkz

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RonELuvv
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Postby RonELuvv » Jan 11, 2013 19:55

Charge 3 is rough since it can be used multiple times in a fight with a 1 minute reuse timer. Charge 2 isnt so bad since its usually only up once in a fight and maybe twice if its a long close fight. Taking away Charge from tanks would indeed make caster groups much better, but lets be honest, if you take away charge no instead of everyone complaining about how easy mode tank set up groups are you would instead be hearing about how op'd caster groups are. How do you close distance on a good caster group w/out charge? I'm not saying its right or wrong to have Charge on this server, only that if you didnt have it then we would still here QQ's but instead it would be about op'd casters.

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pweet
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Postby pweet » Jan 11, 2013 19:56

it just states u can keep playing ur 2 button char, u dont need to learn a real class 8)

Oswaldo
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Postby Oswaldo » Jan 11, 2013 20:09

pweet wrote:it just states u can keep playing ur 2 button char, u dont need to learn a real class 8)


Well looking at how you play I can tell you that I most likely use more buttons than you.
- Honey Badgers
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Oswaldo
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Postby Oswaldo » Jan 11, 2013 20:12

RonELuvv wrote:Charge 3 is rough since it can be used multiple times in a fight with a 1 minute reuse timer. Charge 2 isnt so bad since its usually only up once in a fight and maybe twice if its a long close fight. Taking away Charge from tanks would indeed make caster groups much better, but lets be honest, if you take away charge no instead of everyone complaining about how easy mode tank set up groups are you would instead be hearing about how op'd caster groups are. How do you close distance on a good caster group w/out charge? I'm not saying its right or wrong to have Charge on this server, only that if you didnt have it then we would still here QQ's but instead it would be about op'd casters.



well yea, but if we go old ra's. casters will lose purge3 and moc every 15 min( or is it 10?) and pd
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Nef Melody
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Postby Nef Melody » Jan 11, 2013 20:26

shintari wrote:caster(heavy)groups have and always will dominate if played properly. charge, banelord and tons of added rupt features didnt stop them on live. the fact that they seemingly do not rock on uthgard is simply the lack of decent players ;) it simply requires more skill to run them properly. thats why all the idiots run stickysticky groups on live. from a theoretical / paper daoc point of view it should me ridiculously easy to play a castergroup on uthgard if u got decent players. :wink:


Caster grps are much easier to play than any tank grp that doesn't do a straight assist with their melees. On top of that, Hybrid groups have always been the top tier on live. Pure castergrps were trash and easy to counter.
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