About rvr change...

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Blue
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Postby Blue » Mar 02, 2009 16:24

Murax: I have some serious doubts about the animist pets. I see no point where they are balanced. Animists level very easy. Too easy imo. Fighting red or purple mobs solo shouldnt be possible successful, everything else is the cause of bugs and imbalances.

I still wonder what to do. Caps of 15 pets will not solve that. Maybe the recasttimer of the pets must be changed or cast behaviour must be changed at all so that they dont cast so often.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

Blairo
Myrmidon
 
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Postby Blairo » Mar 02, 2009 16:35

Murax wrote:you have no chance when 2-3 ani´s are camping keep plus realm guards. Its enough to stop 2 fg´s maybe 3 aswell.

In Addition to that, how long do you think it lasts with this 2 anis in keep when you attack in the rush hour?



u QQ about animists? .. let me think about the 2 hit savages? WHY should the animists be nerfed just because they are stong? savages can kill you in some seks! why dont nerf them first? or even reaver or valewalker../ironic on the animists have to be live like like the other si classes are here and not be changed the way it is balanced for uthgard /ironic off

but what im talking about.. nothing will happen there -.-
<img src="http://www.die-webas.de/daoc/sig.php?chars=Blase;Temujine;Hasipupsi;Blaira;Blairo;Ingooo">

Demiurgo
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Postby Demiurgo » Mar 02, 2009 16:41

Blue wrote:Murax: I have some serious doubts about the animist pets. I see no point where they are balanced. Animists level very easy. Too easy imo. Fighting red or purple mobs solo shouldnt be possible successful, everything else is the cause of bugs and imbalances.

I still wonder what to do. Caps of 15 pets will not solve that. Maybe the recasttimer of the pets must be changed or cast behaviour must be changed at all so that they dont cast so often.


Maybe it depends on level difference for spell resist from pet and mob level.
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Blue
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Postby Blue » Mar 02, 2009 16:52

Blairo: I heard since our latest fix on stacking buffs the Savages arent that strong anymore.
It's done when it's done. Thanks for your patience.
Every bug gets fixed. Sooner or later.

"It is an inescapable law of nature that the amount of satisfaction one gains from achieving something
is related to how hard it is and easy things can only elicit a fleeting superficial sort of pleasure."


Blue says, "you used macro tools or macro keyboard"
Pala says, "i am disabled. and i have a mechanic left hand that can be programed. its hard to play woith one hand"

[Appeal] Bxxxxxxxx: "why is RA first aid cann man i stealth use and not unstealth cann man ra if man use unstealth ?????????"
BannedUser: "i was not using automate game action my hand was fall on keyboard during i was sleep .... i was completly fall on keyboard ..."

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Duke
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Postby Duke » Mar 02, 2009 16:54

Noone fixes Bonedancer or Savage just because they are strong. It would be unfair if now, to make a class less attractive if they are like this on live servers.

If you do so, please remove the Bonedancer instant lifetab and reduce the savage weaponskill.


Thx

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Murax
Eagle Knight
 
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Postby Murax » Mar 02, 2009 16:58

@ Blairo:

I didnt QQ.

If you have read my post carefully i wrote:

>"But if this is working as intended (dunno that) I´m fine with this."<

I Just wrote down my little experiences with Ani.

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splitfire
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Postby splitfire » Mar 02, 2009 17:18

salbei wrote:3 am on a monday morning ... and i though i got no life :roll:


3 am where you live... You do know there are players that live beyond your time zone :roll:

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Runis
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Postby Runis » Mar 02, 2009 17:34

Duke wrote:If you do so, please remove the Bonedancer instant lifetab and reduce the savage weaponskill.
Thx


Savage weaponskill was "fixed" one time until now, to be "livelike".

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Murax
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Postby Murax » Mar 02, 2009 17:38

just remove Si Classes and everything is fine :-)

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salbei
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Postby salbei » Mar 02, 2009 17:39

ani vs svg^^


animist:

1.speed:
first of all shrooms got a 5 second casttime and dex is an animists 3. attribute (with lvl50 you got the same dex as a champion lol) , the starting races are poor too for a caster.you need roughly 3 seconds (depends on buffs) for one shroom - that is a lot.
1 shroom won´t kill anything - you need like 10 for that.

10x3 seconds = 30 seconds unherassed preparation.

2.mana-investment:
the shrooms you are talking about here are the lvl50 ones . each one costs 13% mana.

10x13% = 130% mana (so you need either good mana reg or potions)

manareg is maaaaad slow.

3.shroom live
they got a lifespan of 2 minutes. after that they die.

so you need 30 seconds to burn all your mana into one field just to hope someone will come close to you within the next 1.5 minutes (cause you are out of mana after that and can´t do anything)

savage:

savage just runs to you and 3 hits even druids with an anytimer .

1.speed
usually hitting at 1.5 second hardcap

3x1.5 sec = 4.5 seconds

2.investment
10% endurance/style - high regenerating through tireless + endu buff from shaman.

3x10% = 30% endu . regging at lightning fast speed

-<>-
don´t get me wrong here , i´m not ****** about savages here. it was designed like it and thats the way it should be. compare these 2 classes and you seriously think the animist is the one that needs to get toned down ?

ani kills within seconds , right. but needs a long time to setup and an idiot willing to run next to the shrooms.
savage kills within seconds - needs no time to setup and an idiot willing to be in his way.

it was designed like that for a reason and i´m not complaining about savages here ^^
Last edited by salbei on Mar 02, 2009 17:45, edited 3 times in total.

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Duke
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Postby Duke » Mar 02, 2009 17:39

Runis wrote:
Duke wrote:If you do so, please remove the Bonedancer instant lifetab and reduce the savage weaponskill.
Thx


Savage weaponskill was "fixed" one time until now, to be "livelike".



I know.

I think there is no question that SI Classes are more powerfull than Classic ones - so if you reduce one more than Livelike, you should do it to them all.

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Maidrion
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Postby Maidrion » Mar 02, 2009 17:52

AE mezz on shrooms or even ae dot and they're dealt with :roll:

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salbei
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Postby salbei » Mar 02, 2009 17:58

Blue wrote:
I still wonder what to do. Caps of 15 pets will not solve that. Maybe the recasttimer of the pets must be changed or cast behaviour must be changed at all so that they dont cast so often.


messing around with casttime is a very bad thing. changing castspeed won´t change anything at all once critical mass is reached (10+) and would be the same category.
all you could do is reduce the maximum ammount of pets.

pets attack randomly everything in its range . so once a 2nd person comes into range you loose 50% of your damage output (cause the damage is spread and is much more likely to be healed). in keepfights you usually have at least 8 ppl to spread the damage to literally nothing while a single aoe cast takes care of all shrooms.

it has always been a very strong pve class - pallys can chain red/purple too on low level . scouts can chain purple mobs too when you use the propper tactic (crit , shoot - backup- stealth - repeat). no real argument there.watch cabby/ench/sm chainpull 3 orange mobs+ .... afterall its all the same

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wla
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Postby wla » Mar 02, 2009 18:06

3.shroom live
they got a lifespan of 2 minutes. after that they die.


maybe this could be the point the gm's can work with. 2 minutes are a lot 2 my mind. if u compare those 2 mins to a e.g. theu pet oO

the dmg ist that much, the max life of the shrooms is also ok to my mind


another point the gm's could work with, is the amount of shrooms available in a certan area
if u e.g. put a cap of 10 shrooms in a 1500AOE this would be a fine nerv 2 my mind, espacially for the rvr
Image

Don't argue with idiots - they'll drag you down to their level and beat you with experience.

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salbei
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Postby salbei » Mar 02, 2009 18:11

reducing the 2 min lifespan ? lol

how about reducing your mezzduration ?

both not gonna happen :)

just fix the bombers then you could lower the shrooms to 1 per 1000 area ^^

btw it´s not the dd shrooms that make the class viable for grp rvr :lol:

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