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Old 04-09-2008, 03:19 AM   #13
CumeriTarenes
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Either you think this:

Quote:
Originally Posted by Mattdoesrock
Not because I dont want to agree with you, but it takes out the / my arguement of; "Damn they beat me! That class / spell is so overpowered."

When in reality its perhaps not because they're over powered, but because they're a better / smarter player.
Or this:

Quote:
Originally Posted by Mattdoesrock
To magnet - I didnt say that I didnt think certain classes were overpowered, as I do . Having spent half of yesterday and half of today in the arena against Marks, I can now say that I think they are overpowered.
I am confused...





Quote:
Originally Posted by magnet
Here it goes: Warlock or Warjurer sees me. Attacks me. Me resists. Me evades. But during that time I casted Death Sentence, starting taking my range back while casting Serpents bite, a few hits with recharge arrows (300 to 600 critical on mages), when they're low, they go for energy barrier, oh too bad, I cast Ethereal arrow, you dead anyway!
erm...cast wind wall and the marks will miss death sentence most probably...and if not, go near to the marks and death sentence is useless, at least when no other ranged classes are attacking you. And you want to protect yourself from taking high damage? You can have 1000 hp every 40 sec (energy barrier), you can cast protection dome. Once you lost hp or mana you can steal it from your enemy.
I agree, that when a marks sees a mage first the mage will have a bad time when the marks casts burst of wind at long range. But when someone sees another one first the agressor has always an advantage, no matter which class vs. which class.

Also you should consider that archers are the only class that has no auras/area ally spells all all. That means they are designed in a way that allows them to be more powerfull than other classes with single target/area enemy spells. But actually warocks spells are more powerful in the result, just lower range and longer casting time makes warlocks spells loosing some power.

I also don't think that marksmen's defence is too good. The only odd game design is that most of archer's evasion is in one skill tree. On the one hand that makes defence quite cheap because you just have to lvl up one tree for defence but on the other hand it is quite a big sacrifice to put points into a skill tree that has not a single spell which can be used on enemies, especially as an offensive class that a marksman is.

In general, when you compare defences of all offensive classes there is not that much of a difference. barbs are having caution, unstoppable madness, several passives to get dmg resistance and quite a lot of hp, marks are having
just about 200hp more than mages, spell elude, evasive tactics, strategic position, acrobatics and evade chance passive, warlocks are having energy barrier, spells to get mana/hp back, windwall, protection dome and some dmg resistance passives. Just to name the most important ones.

Of course I cannot realy see how it is to play other classes than archers, but I saw quite a lot other classes fighting against me and against others. And from this point I would say archers, and ecpecially marksmen are not that overpowered that they can eat others. I have a fair chance to win as well as to loose when fighting against others, that is what gives me the feeling that classes are quite balanced.

There are some minor corrections that have to be done in my opion, but this are not issues that would make one class totally overpowered.

minor issues I would like NGD would think about it again:

- combination camo+sotw
- effect of confuse on support conjus
- archers evasion tree, maybe split it up in other trees.
- warrior damage cap, maybe 1,5k dmg, because one hit kills are not this what I consider to be fun for both sides
- ranged attack damage cap, maybe 1k
- increase speed for knights sprint or improve duration/cooldown ratio to make playing knight on hunts more fun. should be knights only since barbs have onslaught already
- give knights (maybe barbs too, not sure about it) an INT passive. This would give more mana, faster mana regeneration and more spell resistance.
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