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09-15-2008, 08:59 AM | #111 | |
Marquis
Join Date: Jan 2007
Location: RA
Posts: 1,897
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Quote:
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Winning a fight is not what makes you a good player, it's how you do it.
http://home.znur.re/screenshot%20201...2011_39_37.jpg |
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09-15-2008, 12:14 PM | #112 | |
Baron
Join Date: Jun 2007
Location: Polish Side of RA
Posts: 779
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Quote:
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Pizdzius Swedzioszek Leader of CBA
Regnum Comic <- my Regnum Comic , RSS version -> RSS (if you wish to contact me on my other realm character: Ignis - Josephine) |
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09-15-2008, 12:16 PM | #113 |
Marquis
Join Date: Sep 2007
Location: Australia
Posts: 2,439
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And ripost too, although that tends to do lower damage.
SC with a slow 2 handed sword unbuffed seems to do around 1.2k - 1.5k damage, which is far more appropriate but not underpowered IMO. |
09-15-2008, 12:21 PM | #114 | |
Count
Join Date: Jan 2008
Location: England, UK.
Posts: 1,055
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MattdoesJOKE_#40_NOT_FOUND
RA / Hor... Haven? |
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09-15-2008, 01:49 PM | #115 | |
Count
Join Date: Jul 2007
Location: Toulouse
Posts: 1,335
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« Thanks all, you are right I'm great with the barbarian ... for killing mobs. » -- Athena Stillwater
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09-15-2008, 03:36 PM | #116 | |||
Banned
Join Date: Jul 2007
Posts: 1,994
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However, barbs that go "all out for offense", even vs acrobat 5, they can do 1300+ dmg with ease with skills like Balestra. Add in evasive tactics 5, and a max damage barbs balestra still does in the range of 700-900 dmg per hit, even on lvl 1. Material wall is great...it can take that same 700-900hp hit and reduce it to about 500-600dmg...but a barb can counter that with mindsquash, which not even DI will protect you against. Barbs are bad enough in 1 on 1s, but in large battles when they are superbuffed with auras, they're completely over the top. I love shooting at a charging barb that's protected by heroic and blocking auras, becuase i love wasting money on EXTREMELY EXPENSIVE arrows that, when they're not blocked(which in fort wars about 80% of them are), do well under 100dmg to my enemy. (text in green is sarcasm) Quote:
WAY too many barb attack skills are +% weapon dmg, so everything they do can potentially be a 1000+ dmg attack. Last edited by Valorius; 09-15-2008 at 03:49 PM. |
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09-15-2008, 05:04 PM | #117 | |
Baron
Join Date: Jun 2007
Location: Polish Side of RA
Posts: 779
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Quote:
__________________
Pizdzius Swedzioszek Leader of CBA
Regnum Comic <- my Regnum Comic , RSS version -> RSS (if you wish to contact me on my other realm character: Ignis - Josephine) |
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09-15-2008, 05:08 PM | #118 | |
Banned
Join Date: Jun 2007
Location: Łódż, Poland
Posts: 1,506
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Quote:
only there seems to be some problem. We already have a skill like that without percents and fixed damage only, called Expanisve Wave, but it seems to do very little damage, Why is the difference between a Level 1 Typhoon and a Level 5 one only about a 100 damage ratio? On level 1 its 50 Slashing damage and 100% weapon damage, and on 5 its 400 (if im correct?) the damage is different, This is also why you see alot of lvl 1 skills from barbarians, because theres no real difference, if NGD does want to do fixed damage it needs to be changed so it works. |
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09-15-2008, 05:15 PM | #119 | |
Marquis
Join Date: Jan 2007
Location: RA
Posts: 1,897
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Quote:
__________________
Winning a fight is not what makes you a good player, it's how you do it.
http://home.znur.re/screenshot%20201...2011_39_37.jpg |
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09-15-2008, 07:34 PM | #120 | |
Initiate
Join Date: Jun 2007
Location: Poland
Posts: 127
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Quote:
Generally reading ur posts I can say u give too many advantages to a single barb. With ur barb description it would mean we have lvl 19 slashing, warcries, blunt, 2h mastery and tactics trees and about 80 skill points to distribute. Also u think every barb has DI, material wall, knight auras, lvl 5 conju buffs, limitless mana given by conju, unstoppable madness during most of the fight. But on the topic (which I guess has become another barb discussion) - Im against turning %s into dmg like meteor and golem fist. Why? Because then all dmg improvements coming from buffs, weapon, rings/amus/armor/whatever u use to improve ur dmg would become far less useful, since they would improve only ur basic hits. My solution would be limiting the max %s the attack could be boosted. Like with speed - its capped, so u cant run faster than 150% - so would be with meele attacks. The exact value would need to be stated, but I think 200-250% weapon dmg is high enaugh. On the other hand, since this would nerf pretty much attacks like sc or ripost (3-4k+ dmg sc has like 400% dmg risen by buffs? ) barb would need something what would help him to survive a bit longer - we die very often, comparing to other classes because of poor defense (and I dont mean armor points, but general RO game tactics - barbs are targeted 1st in fort wars, they are most common victims of different tricks , like mind push, stunning fists, ambushes, etc. most of u overestimate the power of madness - it has long cooldown and huge mana cost, also the duration isnt that impressive). No idea what could that be, though.
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Foggia Syrtis RA Foggia Alsius Horus Last edited by Piccolo53; 09-15-2008 at 07:52 PM. |
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