07-18-2011, 06:12 AM | #131 | |
Master
Join Date: Jul 2010
Location: kaZantip (orange republic without panties)
Posts: 534
|
Quote:
for all other - sounds good!
__________________
Sooner or later, you know, that the world around you can't change. But when all illusions are destroyed, you can start to build one, the one great illusion.
|
|
07-18-2011, 10:38 AM | #132 |
Banned
Join Date: Sep 2009
Location: The Netherlands 8-D
Posts: 653
|
Meeeh I give up playing Hunter like this... When does NGD opens his eyes and sees Hunters need some balance as well... Nerfing our pets was fine, I aggreed with that, but nerfing camo (no pets in camo), nerfing mobillity, nerfing passive speed, nerfing dmg, nerfing ambush now...
Do you see a 80kg dude with a sword as long as himself running after a 60kg weighting guy with a little bow with almost 0 armor and catch him up? Nah me neither... |
07-18-2011, 11:10 AM | #133 |
Count
Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
|
Jeez... Balance updates now shouldn't be about overpowered and underpowered classes. There are still far too many conceptual problems that require radical fixes! And those fixes would, obviously, cause a nice chaos again. There's just not the time for small steps now, every real fix will nullify them anyway.
Just to mention one of those problems: And another one is - oh surprise - CCs. An 8 seconds knockdown, even a 5 seconds one, is always overpowered. Not when the old movement system was still there, but now, with the increase of mobility and speed, it certainly is. (Or hunters... they still lack a definition what they should actually be, there's no way you can balance that with small steps. Or the balance problem with spells, level 37 mages deal just as much damage as level 60 ones. Or... The list seems endless, small steps?! Wtf?)
__________________
|
07-18-2011, 12:57 PM | #134 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
|
Quote:
|
|
07-18-2011, 01:05 PM | #135 | |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
|
Quote:
I thought about your ideas Seher, and a fixed duration knock is probably the most valuable and ingenious idea I have ever seen regarding this CC. Two or 3 seconds no matter the level and another component be it damage or debuff (varies with class) to partner it. That has to be the best solution. It is probably the only solution.The game has reached the point where we do not need long duration, all in one KO crowd controls. Why try to force and balance durations when other components would be easier to scale? If this is done then skill setup, experience, armour, weapons and tactics will be more important that who can hit their cc chain first. In that way CC will not mark your grave stone. I don't know if others see it yet but NGD is actually making SLOW the next OP and ridiculously irritating/frustrating CC. It is already borderline and any new moves will push it over the fence. I am sure most of you see it already. Slow will take the number 1 slot on the hate list of CC soon enough if they keep this direction. We shall see how they go. NGD I suggest you take a good few months to finish these balance rounds. It is that important to the game going forward. Last edited by bois; 07-18-2011 at 03:05 PM. |
|
07-18-2011, 01:12 PM | #136 | |
Marquis
Join Date: Jul 2007
Location: England
Posts: 2,419
|
Quote:
I don't have a hunter, and I've suffered under several iterations of hunters when they were at assorted levels of overpoweredness. But right now its a busted class. They are defensive? Marks have higher armour and better damage prevention spells. Most of the hunters CC/debuff ability's are in tricks, and thus shared with marksmen. They are offensive? What hunter wouldn't swap 'dual shot/shield piercing (shared spells in separate trees!!), and ensnaring arrow' for Ethereal Arrow, Serpent Bite, and Winter Stroke? It's flailing in the middle with little to no purpose. And need a redefinition or at least drastic refinement of their role. No one wants to grind a hunter to 60 and find all its good for is killing low-hp grinders in 3 shots or running away from people.
__________________
Faith 50 Barb Faithless 50 Lock
Umaril 45 Conju Kailas 45 Marks Pel 45 Knight |
|
07-18-2011, 01:18 PM | #137 | |
Baron
Join Date: Jun 2008
Location: Brazil
Posts: 622
|
Quote:
Ranged classes need ccs to keep warriors away, or they need an incredible boost in damage to compete with warriors damage. For ranges to keep distance CC's in that classes need to be in more variety and more strong than warriors one (more time). Maybe knocks are really strong, cannot cast are really strong for mages too, so i think rangers should have strong stunt, immobilize, freeze, slow and cannot attack CC's. Specially strong freeze and stunt, cos the way they work makes it impossible to do a second attack while they effects are on, turning into REAL making distance spells. Instead of making all this changes, why not just switch places, cooldown, and casting time betwen dist. shot and ambush. So ambush will be a lvl17 spell with 60 sec cooldown and 1 sec casting time. Same way i would trade rigourous preparation or challenging for feint. will domain goes to splinter wall position while splinter wall goes to lock elemental tree and freezy goes to lvl11 mental tree. Just changing places, cooldown and casting time would be enough to do a lot of changes in CC's spells. Last edited by Gallus; 07-18-2011 at 01:38 PM. |
|
07-18-2011, 01:40 PM | #138 |
Master
Join Date: Mar 2009
Location: Peterborough ON
Posts: 597
|
I, as a marksmen, would trade Ethereal and Serpent for Ens alone, although I might be unwilling to give away Winter Stroke
|
07-18-2011, 02:14 PM | #139 | |
Master
Join Date: Jul 2010
Location: kaZantip (orange republic without panties)
Posts: 534
|
Quote:
i'm playing barbarian and hunter.... barbarian changes - good, for hunter - very bad...
__________________
Sooner or later, you know, that the world around you can't change. But when all illusions are destroyed, you can start to build one, the one great illusion.
|
|
07-18-2011, 02:57 PM | #140 |
Pledge
Join Date: Feb 2011
Posts: 7
|
I think this is what everyone has complained about and what NGD is trying to fix:
Barb: UM/Spring, Kick/Feint, and opponent dead. Lock: Meteor, Slow(if warrior), DoT DoT, Will Domain, DoT Dot, Frozen Storm or Freeze or Mind Push, get distance, Will Domain, DoT Dot, etc. Opponent is dead. Marks: BoW, hit hit, Ambush, hit hit, freeze, runs to get range, rinse and repeat. Opponent dies. With new proposed changes all offensive classes lose their guaranteed win combos. That is a plus, but the down sides to the changes create other issues for other classes. I agree with Barb proposal overall. Now they have to work harder to get the kill. I think the ranged slow does not make them OP because even if they get to you, they are not ensured the kill because they cannot chain cc as well. They still retain melee range advantage. I think there are enough counters to Lock cc's that if a Lock other than Heph is killing you consistently, you are unlucky or have bad timing: With barb, UM counters Meteor and Spring almost counters slow(-5%). You can cover the 30m distance from Meteor range with UM/Spring with only 10% chance of being cc'd. Counter Mind Push with Deafening Roar and you have all the time in the world to buff and get behind the lock for huge dmg before you kick. Then kick and be done with them. This is not a guaranteed barb win as the lock can create more distance by strafing and try to outlast your UM, but with the addition of a ranged slow for barb, it makes for a better fight. A Marks has SotW, so they can resist lock cc's for a longer duration while casting their own. I still don't think Will Domain should change at all. Nobody dies in 8 seconds from a lock. Removing dmg from BoW seems like a winner. As Marks, it isn't the dmg that I cast it for, its the 11 sec dizzy. I agree Marks need to lose the Ambush, but I don't think Hunters should. I still think switch Ambush with Ensnaring Arrow and nerf Ensnaring. That way Hunter still has the full knock. It allows Marks a chance to keep their much needed distance, but does not prevent barbs from using Spring to counter. It even allows a Lock the chance to rush during BoW. If Lock charges, 11 sec BoW gets followed by only 6 sec Winter Stroke, and the Marks has to make sure they are more than 30m from Lock to keep their advantage. Hunters need ambush and stunning fist. It is the basis for all attacks from hunter. Ambush/Confuse/Hit Hit/Stunning Fist/Cold Blood, or something like that. If a Hunter cannot come out of camo and kill an unbuffed person, they have less purpose. They certainly don't have any adVantage in an open field against someone who is buffed. Keep Ambush and Stunning Fist as they are, just move Ambush to Ensnaring Arrow position. I play conju 60/lock 60/barb 44 and have played my gf's marks 60/hunter 60. The only class I know little about it knight, but nothing here seems to benefit/harm knight. With these slight alterations, I believe every class keeps its own advantages, but with skill, any other class can get past them(*exception conju). I see no reason to complain if you die because 2 or more people kill you during a knock. 2 or more vs 1 would have killed you regardless. |
|
|