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Old 08-18-2010, 01:05 AM   #1
_Enio_
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Originally Posted by Arafails View Post
Very soon, everyone else will be whining again.

Yes.

The key problem on all the kiting and dying in war is, from what i experienced, that you basically are helpless while approaching your target and since you got UM the only way to deal with you is to take you out fast.

Instead of giving Melee more options to dodge heavy fire or heavy cc they insanely changed the speed they have to get to the target while keeping their CC immunity up. I would have preferred a mix of this with a shorter UM but a new tool spell allowing to have impact on such situations.

Melee with CC immunity hitting on you while having more speed of course will produce frustration on the class that cannot do anything against it.


Im very very curious how this works out on war where we can support eachother.
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Fix the Marksman subclass: Suggestion
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Old 08-18-2010, 02:06 AM   #2
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Originally Posted by _Enio_ View Post
Im very very curious how this works out on war where we can support eachother.
Playing barbarian is most fun when there is a good amount of warriors on either side. But by virtue the game design having 2/3 of all players ranged, warriors are suffering. Horus fights as a barb can get frustrating in forts.
Consider this scenario when you take a fort,
First, the rangers keep hitting each other from range for like 10minutes. If you step out you are mince meat. So you stay in waiting for the fight to come to the door.
But the opposing team decimates you rangers on wall before moving to the door for the kill. This means 2/3 of your team is dead even before you can start fighting. So when you step out to fight, the rest of the players from the opposing team have come back from save, and you are targeted. With lesser number of players you invariably loose the battles. Some of the rare good battles are when there is a GC and the door is down, and both the teams have equal number of players. This is when there is a lot of opportunity for both ranged and the warriors to play.

In case of attacking a fort, its the same case, you cant get near the wall unless the rangers on the wall are neutralized by your rangers. Which reduces your role as just a door basher. Result is, as a warrior the battle is decided even before you start fighting.

Speaking of which, just gave me an Idea. Ding !
Why dont NGD just remove the concept door bashing? Whenever a fort is captured you get a GC with open door. The GC has a decent HP and normal attacks, which can be upgraded to the current level GC with areas and higher hp. The GC cannot be just chipped at from range. You have to come close range to kill the GC.

This way, the warriors get to play right from the beginning of the fort capture. This also prevents the attacking team from leaving the fort after capture and go to the save to camp it. The attackers need more warriors to kill the GC. The defenders need more warriors to protect the GC and their own rangers/conjus from the defenders. Redesign the fort structure so that there is a pedestal in the center where the GC stands. The defending rangers stand on the parapet or on the pedestal with the GC to target the attackers. The attackers must coordinate and kill the defenders before being able to kill the GC. Just make the forts larger bigger than castles, in turn turning it into a huge PvP arena.
Basically envision the fort as a huge arena with an aztec temple (pedestal) at the center. The current towers are seriously messy and too small for group tactical battles.
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Old 08-18-2010, 03:15 AM   #3
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Originally Posted by veluchami View Post
....
Yes veluchami, i experience the same on my barb.


I just fear the part of experiencing frustration has now partly shifted to archers as they have no way to counter a faster class with immunity to CC. I would have preferred a way that puts the balance into the abilities the classes have to counter eachother.

This has to be tested though, it might aswell end up that heavy slowdowns will be skilled evrywhere and barbs end up the same as where they been before in many matchups.

The core problem from my perspective, the lack of interaction abilities for melee while being kited, hasnt changed in any way by this updates. Instead ngd attempts to remove the so bad kiting. Thats a bad idea as kiting is a core theme in melee vs range design. It has to be balanced, not to be taken out.
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Fix the Marksman subclass: Suggestion
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Old 08-18-2010, 06:03 AM   #4
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This has to be tested though, it might aswell end up that heavy slowdowns will be skilled evrywhere and barbs end up the same as where they been before in many matchups.
.
I would just as well stop playing marks, I dont want to spend all my power points in tricks to try slow down the barbs and hit like a pussy. I chose to play marks for a reason. As it is, I am having a shortage of power points in Amun.
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Old 08-18-2010, 06:19 AM   #5
Shwish
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i dont find the marksman class boring at all. many people just chose a boring playstyle but thats for the player to decide
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Old 08-18-2010, 07:12 AM   #6
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I like marksman it's hard to get one lvl 50 but if you have one the efford was worth it
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