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Old 10-16-2008, 05:49 AM   #81
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Quote:
Originally Posted by Hally
After reading this thread I do have the feeling that most of the disagreement about SC comes from the fact that players without SC only remember the biggest SC they received.

As a SC user, I know I can do 2.5k, but most of the time it lies between 1 and 1.5k, which is of course strong I agree. But it is also a choice : except SC the bettest barbs spells are in the other discipline which means that if you want to have a good SC, you accept to remove other good spells.

Non-SC users dont know at all the efforts that a Barb has to do get a SC higher than 2k ! He has to spell at least 4 to 5 buffs before, and to have put most of his powers on damage/force enhancement. Just think at what can a archer or a mage can do during the barb's buff casting (off with their head, berzerk, thisrt for blood, etc ... ) ! There are some tactics to prevent from high damages, and some players have understood that !
Think also that to do such damages the barbs has to renounce to defensive spells...

Anyway my main point is that most of you remember the very strong damages that they once received and forget about most of the SC that are far to make 2k damage.
Anyway, I really dont mind if SC is removed or reduced : I will turn back to spears of blunt weapons that are also very powerfull.
No, that is atleast not what I am talking about.

I talk about the fact that you CAN play with a setup like mine, fully defensive using Blunt and Slashing, lvl 3 South Cross and that's usually enough.
I don't know about other barbs, but if I included SC in my setup I would not suffer any loss since Brain Piercing was "nerfed" last update anyway...

I could just play like normal, but replace my Forcefull Blow with South Cross lvl 3 that would do 125% or 225% weapon damage each 6:th second

I have since long accepted those barbs exists that plays like you describe (even if I pity them ), and yes, as I said in another thread this is not as much of a problem as a barb who can play effecient with two weapons combining the strength of South Cross with good defence and Blunt/Piercing skills.

This is why I suggest to move South Cross to position 17 in the tree, make it 100% chance to succeed on lvl 5,200% weapon damage on lvl 5 and give it 20 seconds cooldown, that would solve pretty much every problem and also remove a big luck factor.
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Old 10-16-2008, 05:57 AM   #82
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Quote:
Originally Posted by Znurre
No, that is atleast not what I am talking about.

I talk about the fact that you CAN play with a setup like mine, fully defensive using Blunt and Slashing, lvl 3 South Cross and that's usually enough.
I don't know about other barbs, but if I included SC in my setup I would not suffer any loss since Brain Piercing was "nerfed" last update anyway...

I could just play like normal, but replace my Forcefull Blow with South Cross lvl 3 that would do 125% or 225% weapon damage each 6:th second

I have since long accepted those barbs exists that plays like you describe (even if I pity them ), and yes, as I said in another thread this is not as much of a problem as a barb who can play effecient with two weapons combining the strength of South Cross with good defence and Blunt/Piercing skills.

This is why I suggest to move South Cross to position 17 in the tree, make it 100% chance to succeed on lvl 5,200% weapon damage on lvl 5 and give it 20 seconds cooldown, that would solve pretty much every problem and also remove a big luck factor.

good suggestion

although im curious to see what would be in the new number 9 slot

and i find that sc lvl 2 is all you really need, i consider it fair, flip of a coin on a good hit or mediocre one, makes the game a little more interesting too and since my knight is pretty much pure % chance might as well give him a little more
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Old 10-16-2008, 10:56 AM   #83
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Originally Posted by SmUrV
although im curious to see what would be in the new number 9 slot
South Cross and Fatal Strike would switch places.
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Old 10-16-2008, 12:07 PM   #84
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Quote:
Originally Posted by Znurre
This is why I suggest to move South Cross to position 17 in the tree, make it 100% chance to succeed on lvl 5,200% weapon damage on lvl 5 and give it 20 seconds cooldown, that would solve pretty much every problem and also remove a big luck factor.
I like your idea, it will give an alternative to mind squasher when it comes to marksmen with fatal strike at 9 I think ripost should switch its place with multiple thrust too (now that it works). This would give more abilities to knights when it comes to fort doors, and avoid a ripost spree if SC is moved :P
 
Old 10-16-2008, 03:15 PM   #85
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If south cross is moved, I will probably max piercing. As it is at the moment south cross is a free lvl 3-4 spell which is nice, but ehhh something should be done I reckon.
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Old 10-16-2008, 06:05 PM   #86
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I honestly don't see the problem with limiting the max damage that south cross does currently...

I am kind of getting sick of people complaining about spells, and then when they get modified more people bitch...
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Old 10-22-2008, 02:20 AM   #87
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Quote:
Originally Posted by bigjim
I honestly don't see the problem with limiting the max damage that south cross does currently...

I am kind of getting sick of people complaining about spells, and then when they get modified more people bitch...
Refe just realise that everyone bitches 24/7 on this forum about everything and stop caring like i've, people will always complain about everything that according to them is overpowered.

I don't have a problem with sc or ripost barbs anymore even though they can 1-2 shot me since i use my brain and use skills that makes them unable to kill me like steel skin, beetle swarm, mind push and in worst case sanctuary, only problem i have is when 2-3 barbs come and do it at the same time.

Only "nerf" i would do too south cross is increase cooldown to 15 sec. Since increasing it too 20 would probably make every barb go piercing instead.
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Old 10-22-2008, 07:35 AM   #88
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now see, this is all wrong.
SC is nearly all a warrior's got to get himself a piece of rp pie.
sure, warcries are dandy, but they dont help get in any hits.
mages and archers can whup a warriors ass using skills, ex. ensnare etc, unallowing the warrior to get anywhere NEAR the range-class before its dead.
If anything, weaken it slightly, give another high dmg skill, because sc is barely enough.

sc's all a warrior's got to get a good hit, period.
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Old 10-22-2008, 08:10 AM   #89
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Quote:
Originally Posted by niemi
sc's all a warrior's got to get a good hit, period.
As a barb you got unstoppable madness, with it you'll reach archers and mages quite often.

And warriors got loads of good skills, SC is in no way the only skill that does damage .

Hmm how come that 1k-2.5k (yes even a knight does 1k dmg with SC) dmg is barely enough? You can hit for close to 2k with Ripost and probably around 1k with forcefull blow.

Quote:
Originally Posted by G40st
Only "nerf" i would do too south cross is increase cooldown to 15 sec. Since increasing it too 20 would probably make every barb go piercing instead.
Yes that would be the best change to SC.
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Old 10-22-2008, 08:20 AM   #90
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unstoppable madness is very high mana cost, buffs are too,
if you even manage to get a shot, its almost certain you get knocked down, frozen, dizzied etc, and ganked. while all other classes can attack from a distance, warriors must go the whole way to get hits in, and are usually caught up within enemy lines when they get hits in.
but youre right, my earlier post is rather extreme, what i really mean, it should perhaps be slightly nerfed, but not removed, because the way it is now is closer to equality than INequality between classes.

but yea, youre right. :P
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