09-15-2011, 01:11 PM | #91 | ||
Master
Join Date: Feb 2009
Location: France
Posts: 414
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Next step, get rid of offensive beacon to make CC useful again. As Bois said: Quote:
/me hopes one day we will get rid of crappy and unbalanced WM spells.
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09-15-2011, 01:15 PM | #92 |
Count
Join Date: Apr 2009
Location: Bavaria
Posts: 1,026
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So true... hack&slash your CCs, without any need to think about it. There's your chain, it's the same all the time, and that's it. And for RvR there isn't even a chain, you just spam the most powerful CC that currently isn't on cool down.
To me long CCs numb this game down, CCs are what reduces player skill. (And they're frustrating, of course)
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09-15-2011, 01:30 PM | #93 | |||
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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A little example trying to show my PoV: Greatly reduced complexity. I hope this isnt too confusing and that it makes my point more clear, i am just trying to outline how CC is the main factor for skill having impact by letting the Decision Tree explode in complexity. At such a point, when you cant quickly find the best option the "skill" gets impact. Experience, anticipation, knowledge - all that gains more weight with increased complexity. And IMHO this is what is needed for a game to hook players and keep it interesting and fun. You *need* the option to improve in the game to make it fun. That implies you need the tools that allow your actions to have impact on the outcome, which is by my logic connected to having cc as a tool. Pure hack 'n slash clearly does not. Highly chance based mechanics do not. To come back to RO specifics, myself and other players are disappointed by the gameplay that we get forced towards update after update. We are trading situations that can be frustrating for the less experienced players for less frustrating but also less interesting and fun situations. The problem is, newer players can increase their level of play and get better in the first version, in 2nd the options are reachd quickly and another kind of frustration kicks in, that one which makes you go for another game. I fear that RO slowly but surely transforms into a transit game with great hook for new players and a merely boring endgame once you maxed out your non-skill related but very lucky-box related options. And i dont want that. Quote:
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Why? I really dont understand that at all. I mean, if you playd a little in wars youd know its quite frustrating to not know if someone is immune to cc as just trying often means if it fails you are dead. Same wit DI animation which doesnt show. But sorry thats goin offtopic. Looking forward to more more exciting changes. Last edited by _Enio_; 09-15-2011 at 02:40 PM. |
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09-15-2011, 02:00 PM | #94 | |
Baron
Join Date: Dec 2008
Posts: 886
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As you realize, the problem is that NGD is nerfing them only partially. This leaves other OP CCs untouched, resulting in an extreme difficulty curve to classes that have fewer CCs such as Hunters and Conjurors. One of the key support conj defenses, Will domain, has been nerfed, (after Beetle swarm no longer stops a UM barb), leaving Support Conjs extremely vulnerable in comparison to Warlocks, who still have Slow. There are many more examples of this, for example the current state of Marksmen that people claim is overpowred is because they are literally kiting gods, not even Hunters can catch Marksman easily due to rediculous Winter stroke SPAM. I've seen small groups of Marksmen kill entire parties of enemies just by WS, damage, run, WS, damage, run. Me and Nekoko have even done this quite a few times ourselves, once killing over five persuers. Throughout everything Conjs have suffered, Mental was their saving grace in fort wars. Now they just die worse than ever before. The Knight has retained Feint while Barbs had it removed, so they get off easy, but the Hunter is a little less lucky when two of their only three *non-Slow* CCs (which are all shared) got horribly nerfed. Nerfing CCs is the right approach, but not as long as strong and equivalent CCs still exist in enemy hands. You have to do all of the balance to CCs at once, or you make the game extremely frustrating for certain classes during the mean time and the net result is that you lose players on top of a game that has already lost hundreds if not thousands of players. At the moment supporters of NGD just say players have to wait it out, be patient and deal with it. Well, you wait it and be patient, but don;t be suprised when your friends list keeps getting smaller and smaller as people are left unable to win battles by not being able to close the gap between DPS and non DPS classes. Worse is that some classes have so few CCs already that nerfing them leaves then almost literally naked. Last edited by Kitsunie; 09-15-2011 at 02:12 PM. |
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09-15-2011, 02:07 PM | #95 | |
Master
Join Date: May 2007
Location: Here & There
Posts: 439
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You can flip a coin a hundred times and get heads every time, it is possible no matter how unlikely - either way my point is that you can tell tales of flipping heads a hundred times but you could also land a hundred tails next time. In short, your examples aren't substantiation. Nor can I find it written officially that constitution effects resistance rate - although I would like this implemented in future, this way knights can tank more effectively by combating CC's. Block chance is a completely different beneficial factor than resist rate.
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Psy Dizzy thumbs, itchy fingers
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09-15-2011, 02:13 PM | #96 |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
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09-15-2011, 02:14 PM | #97 | |
Banned
Join Date: Dec 2009
Posts: 843
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I saw many times 4-5 barbs kiled in a row by beetle 2-3 without touching someone from enemy realm....and 10 seconds of protection vs beetle is not so bad...you can cast as conj when you are under still skin after UM gone... I dont play barb anymore but belive me....beetle is damn powerfull CC...worst that confuse. On confuse at least you can cast attack powers. On dizzy effects you can make normal hits.... On bettle swarm you can't do something...is as you are knoked for 15 seconds...complete disabled.... I remember once..if i find that old video record to see ...that chain of 5 barbs killed in row by beetle swarm ...was wowoww...7 seconds from that 10 barbs run.....after proly he knock you....only if MS works he can kill you ...if not slow->and beetle,priky, etc... after...conj have somehow protection if are not MS-ed... And i play conj ,the think is conj must waste 30% of his PP on protection if not...=>dead conj...and i don't think conj plays anymore as solo hunt,just support group.... But about beetle is fine as it is.....if revert back...even today barbs with uber dmg will become back useless barbs as a wile back in RvR situation... |
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09-15-2011, 02:16 PM | #98 |
Master
Join Date: Jul 2010
Location: Poland
Posts: 285
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Where is Darkness and Confuse duration nerf?
One of these casted on CONJURER make this class USELESS. You want ppl to play this class- nerf this shit or make DI cast on yourself. Greetings, Veteran CONJURER Up: beetle have short duration, don't cry. |
09-15-2011, 02:38 PM | #99 | |
Banned
Join Date: Aug 2010
Location: Russia XD
Posts: 592
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09-15-2011, 02:40 PM | #100 | |
Banned
Join Date: Aug 2011
Posts: 4,089
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As I said in the previous balance stages, there's no need at all to get angry at changes, since as the very word says it, these are stages. More changes will come. Be patient. |
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