Go Back   EQ2Flames Forum > General Discussion > Combat Discussion

Reply
 
LinkBack Thread Tools
Old 04-19-2008, 08:10 PM  
Visitor
 

Posts: 29
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

SK's Need An Attribute Revamp Seriously.. Reasoning?

SKs Gains right now go as.

STR = Weapon/CA gain / Mana gain
STA = HP gain
INT = Spell Dmg Gain /Mana gain
AGI = Nulled Avoidence Gain

Misc

Wis = Resist Gain..

As is Guards/Zerkers get

STR = Melee /CA gain / Mana Gain
STA = HP gain
AGI = Avoidence Gain

WIS = Resisst
INT = null


Numbers wise the Attributes STA/WIS are completly where they should be.

STR/INT though Is not. theres where the core DPS problem is comeing from, If you do the comparisons on both Classes DPS ratio useing the base of these numbers youll find out that SK's STR/INT Combined is scaleing the class the same way as Guards/Zerkers STR Hence As i pointed out to the devs SK's have no real DPS gain.. Especially if they have to take a hit on one of these stats.. AKA A gaurd With 700 str and an SK with 500int/700str or flip the numbers around the SK will still have lower overall base Damage output..

Now if we sit there and ignore this factor and decided Ok will just up the SK's overall DPS to compensate for this inbalance .. we will have tanking SK's Doing the proper damage over tanks, in raid settings... But we would have others in A pure DPS setting out parseing every other class in the game since our numbers will nearly sky rocket. it would be exploitable. Why ? Because we are takeing an sk with Tank gear setup which is STR STA AGI INT (Yes we Need AGI, Plus There is a real lack in Gear with just AGI/INT on it.. Esp tank gear.) boosting that past guards where they are at now.. Vs. an SK who will solely focus on STR/INT for dps..

The solution is to just reitemize it now and get it done with.. The only other steps are A. Patching by makeing sweeping changes to the Already fighter tank gear and adding INT (where does this leave pallies now ? ) B. Makeing changes to where the other fighers should desire INT/WIS more, that way classes wouldnt be sitting there focusing only on 3 stats. C. Makeing specialized seperate pally and sk gear for the entire game...

In the end the numbers are there, its just that the stats are not balanced. SK's should be seeing extra gains for haveing two seperate DPS stats not see it the same as another classes single stat... Its not like we have Two Tank stat gains off of just STA ...

As per post.. No we do not need dual wield that will just give the devs something more to nerf us on.

Last edited by Istar; 04-19-2008 at 08:15 PM.
Istar is offline   Reply With Quote
Old 04-20-2008, 01:57 AM  
You call that an Ice Nova? Watch this...
 
Demented Penguin's Avatar
 
Character: Aysha
Guild: The Black Knights
Server: Butcherblock

Posts: 21
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

I see the solution as being a resulting byproduct of the way the game has gone more than a class deficiency. The sk and pali still have their stregnths and weaknesses, it's that the content has been designed to circle around the warrior tanking methods with the crusaders abilities as back up for MA. What needs to be done is rather than gimp/nerf the guardians and piss everyone off (which is NOT what we are advocating, Guapo1), nor buff the crusaders up to be the uber tank and open a whole new can of worms (which would be nice, but again, is NOT what we are advocating), but rather two things need to happen. First, the crusaders need to have minor tweaks to balance us out due to the fact that we were completely overlooked in these buff ups that were done to the classes such as the guardians shield restriction removal on the mythical and what coercers are finally going to be getting here soon to name an couple of examples. Secondly, once the classes are better balanced, the raid content needs to be designed so it doesn't require you have the guardian taunts, absorbs, and aa skill to survive it but rather make it so that the zones have mobs that require high skill players, not players with the magical skill that counters that type of mob perfectly. Not sure exactly how this would be done now that the classes have gone down the paths that they have, but the problem lies more upon the fact that all mobs were created with equal standards. If they created multiple mobs that behave completely differently and are weak to different tanking aproaches and strategies, it would encourage people to use multiple tanking styles, which would in the end, make all tanks valuable. For example, make a mob aoe attack back when damaged by a reposte, or make it strike through stoneskin abilities, or make it agro 3 times harder to leeching abilities (for the sk), etc. Give a certain set of abilities or buffs that make the mob snap agro much faster towards a class based on what abilities and fighting methods they focus on rather than just make the mobs all follow the general cookie cutter "more dps faster = better tanking" because lets face it; most tanks only focus on how they can dps harder, not how to play the agro system to their favor, nor how to use the mobs buffs against them, or anything else. The raids these days just focus on that one bread and butter attack style that will own the mob, and it seems to always be more dps and more absorbing abilites = better tank. If the mob had something like the monk's mythical's effect, then it would shred a guardian in moments where as a raid force that played their stuns wisely would shred the mob no matter what class they used to tank. When I personally think about what it should take to do a high rank raid zone, the first thing that comes to my mind would be "a mob that makes you stregnthen the weakest part of your class, so that only the most well rounded can succeed with ease." And personally, I'd love to see raid zones that play off of that concept.

Thats my 2c worth, although I'm pretty sure no one would like that especially since it would make many more tanks think and react to mobs fight to fight or at least alot more than they have to now.
__________________
A raid consists of 24 players all supporting each other with the goal to kill the mob, survive, and get loot. NOT 23 slaves purely to make the guardian parse higher.

Post count does not indicate your intelligence, it just shows how many times you've pushed the submit button. Your intelligence is shown by the words and ideas portrayed by the arguments you make.
Demented Penguin is offline   Reply With Quote
Old 04-20-2008, 02:39 AM  
Fuck You
 
Narkle's Avatar
 
Character: Gnarkill
Guild: Onyx/Darkhand
Server: Nagafen/Badlands

Posts: 2,085
Photos: (1)

Default Re: The fix to crusaders being left in the dust for DPS...

Zomg wall of text just made my eyes bleed. I am sure you were right whatever you said..Paragraph please
Narkle is offline   Reply With Quote
Old 04-20-2008, 02:40 AM  
Regular
 
guapo1's Avatar
 
Character: guapo
Guild: evolution
Server: splitpaw

Posts: 578
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

Quote:
Originally Posted by Demented Penguin View Post
I see the solution as being a resulting byproduct of the way the game has gone more than a class deficiency. The sk and pali still have their stregnths and weaknesses, it's that the content has been designed to circle around the warrior tanking methods with the crusaders abilities as back up for MA.

What needs to be done is rather than gimp/nerf the guardians and piss everyone off (which is NOT what we are advocating, Guapo1), nor buff the crusaders up to be the uber tank and open a whole new can of worms (which would be nice, but again, is NOT what we are advocating), but rather two things need to happen.

First, the crusaders need to have minor tweaks to balance us out due to the fact that we were completely overlooked in these buff ups that were done to the classes such as the guardians shield restriction removal on the mythical and what coercers are finally going to be getting here soon to name an couple of examples.

Secondly, once the classes are better balanced, the raid content needs to be designed so it doesn't require you have the guardian taunts, absorbs, and aa skill to survive it but rather make it so that the zones have mobs that require high skill players, not players with the magical skill that counters that type of mob perfectly.

Not sure exactly how this would be done now that the classes have gone down the paths that they have, but the problem lies more upon the fact that all mobs were created with equal standards. If they created multiple mobs that behave completely differently and are weak to different tanking aproaches and strategies, it would encourage people to use multiple tanking styles, which would in the end, make all tanks valuable.

For example, make a mob aoe attack back when damaged by a reposte, or make it strike through stoneskin abilities, or make it agro 3 times harder to leeching abilities (for the sk), etc. Give a certain set of abilities or buffs that make the mob snap agro much faster towards a class based on what abilities and fighting methods they focus on rather than just make the mobs all follow the general cookie cutter "more dps faster = better tanking" because lets face it; most tanks only focus on how they can dps harder, not how to play the agro system to their favor, nor how to use the mobs buffs against them, or anything else.

The raids these days just focus on that one bread and butter attack style that will own the mob, and it seems to always be more dps and more absorbing abilites = better tank. If the mob had something like the monk's mythical's effect, then it would shred a guardian in moments where as a raid force that played their stuns wisely would shred the mob no matter what class they used to tank.

When I personally think about what it should take to do a high rank raid zone, the first thing that comes to my mind would be "a mob that makes you stregnthen the weakest part of your class, so that only the most well rounded can succeed with ease." And personally, I'd love to see raid zones that play off of that concept.

Thats my 2c worth, although I'm pretty sure no one would like that especially since it would make many more tanks think and react to mobs fight to fight or at least alot more than they have to now.
There people can actually read that alot better now.Major reason alot of people run with guards as mt, is becuase they are a hell of alot easyer to keep up.It is what we where designed to do.This will not change im sry to burst your bubble.

Btw learn how to type with out run on's ,and paragraphs from hell.

Last edited by guapo1; 04-20-2008 at 02:41 AM.
guapo1 is offline   Reply With Quote
Old 04-20-2008, 03:23 AM  
Regular
 
Guild: RL
Server: I got my life back!

Posts: 243
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

Quote:
Originally Posted by Istar View Post
SK's Need An Attribute Revamp Seriously.. Reasoning?

SKs Gains right now go as.

STR = Weapon/CA gain / Mana gain
STA = HP gain
INT = Spell Dmg Gain /Mana gain
AGI = Nulled Avoidence Gain

Misc

Wis = Resist Gain..

As is Guards/Zerkers get

STR = Melee /CA gain / Mana Gain
STA = HP gain
AGI = Avoidence Gain

WIS = Resisst
INT = null


Numbers wise the Attributes STA/WIS are completly where they should be.

STR/INT though Is not. theres where the core DPS problem is comeing from, If you do the comparisons on both Classes DPS ratio useing the base of these numbers youll find out that SK's STR/INT Combined is scaleing the class the same way as Guards/Zerkers STR Hence As i pointed out to the devs SK's have no real DPS gain.. Especially if they have to take a hit on one of these stats.. AKA A gaurd With 700 str and an SK with 500int/700str or flip the numbers around the SK will still have lower overall base Damage output..

Now if we sit there and ignore this factor and decided Ok will just up the SK's overall DPS to compensate for this inbalance .. we will have tanking SK's Doing the proper damage over tanks, in raid settings... But we would have others in A pure DPS setting out parseing every other class in the game since our numbers will nearly sky rocket. it would be exploitable. Why ? Because we are takeing an sk with Tank gear setup which is STR STA AGI INT (Yes we Need AGI, Plus There is a real lack in Gear with just AGI/INT on it.. Esp tank gear.) boosting that past guards where they are at now.. Vs. an SK who will solely focus on STR/INT for dps..

The solution is to just reitemize it now and get it done with.. The only other steps are A. Patching by makeing sweeping changes to the Already fighter tank gear and adding INT (where does this leave pallies now ? ) B. Makeing changes to where the other fighers should desire INT/WIS more, that way classes wouldnt be sitting there focusing only on 3 stats. C. Makeing specialized seperate pally and sk gear for the entire game...

In the end the numbers are there, its just that the stats are not balanced. SK's should be seeing extra gains for haveing two seperate DPS stats not see it the same as another classes single stat... Its not like we have Two Tank stat gains off of just STA ...

As per post.. No we do not need dual wield that will just give the devs something more to nerf us on.
You gain the same avoidance from agi as a warrior do. They have changed it around from the start it looked like this

Brawlers Gain more avoidance from Agi than the other fighters.
Warriors Gain more HP from STA than the other fighters.
Crusaders Gain more resists from Wis than the other fighters.

I have no idea for AGI and WIS atm. But the sta is changed so all Fighter classes gain the same HP from it.

And about gear... are you blind or something? Moste of the fighter gear have int on it atm... I have around 196 int on my guard atm... and i dont need it. So stats isent that big of a problem imo.

Last edited by Ower; 04-20-2008 at 03:28 AM.
Ower is offline   Reply With Quote
Old 04-20-2008, 03:49 AM  
Regular
 
guapo1's Avatar
 
Character: guapo
Guild: evolution
Server: splitpaw

Posts: 578
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

You know i have the answer the best solution to your guys problem.You want to mt you want to be the whole fuckin show.Go back to eq1 you know the game you guys fucked up with your wineing back then.Then you can be mt all you wish.

This is directly in regards to deule, steel ,and any outher that keeps bringing up this bullshit wine fest.Guardians are the shittiest to solo while the rest of the tank types can do with ease.You want equality fine give guardians self heals and fucking fd.

Like i said yes you need shit to give you a better role in raids best way of doing that.Would be give you something that benefits the entire raid.Period no guild takes more then at the most 3 plate tanks on raids anyways.Raise your dps, give you some kind of a da,a better raid wide ability.

Demented you do have alot of good ideas.However the outhers that continuosly keep refering to guards in this thread.Give us guard ability tos ,give us better survivability equivalent to guards, give us dw like guards.Brought the anger and pissed off people.I for one am tired of being fucking nerfed, every time one of you twats break a fucking nail.I dont care raise your damn dps leave guards out of your fucking wine fest.

Last edited by guapo1; 04-20-2008 at 04:01 AM.
guapo1 is offline   Reply With Quote
Old 04-20-2008, 04:16 AM  
Fuck You
 
Narkle's Avatar
 
Character: Gnarkill
Guild: Onyx/Darkhand
Server: Nagafen/Badlands

Posts: 2,085
Photos: (1)

Default Re: The fix to crusaders being left in the dust for DPS...

Yea...Guards have been SO nerfed they need to be revamped ASAP...Such anger
Narkle is offline   Reply With Quote
Old 04-20-2008, 04:50 AM  
NoFuture
 
Orochan's Avatar
 
Character: Jin-n

Posts: 1,713
Photos: (1)

Send a message via AIM to Orochan
Default Re: The fix to crusaders being left in the dust for DPS...

Quote:
Originally Posted by Ower View Post

Brawlers Gain more avoidance from Agi than the other fighters.
Warriors Gain more HP from STA than the other fighters.
Crusaders Gain more resists from Wis than the other fighters.

I have no idea for AGI and WIS atm. But the sta is changed so all Fighter classes gain the same HP from it.
hmm, I don't know 100% if this is true today , but didn't soe make it so brawlers have a higher base hp then other fighters, while crusaders had a higher base power pool then other fighters, and warriors being balanced among hp/power?
__________________
Orochan is online now   Reply With Quote
Old 04-20-2008, 05:37 AM  
You call that an Ice Nova? Watch this...
 
Demented Penguin's Avatar
 
Character: Aysha
Guild: The Black Knights
Server: Butcherblock

Posts: 21
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

Dude, we're not saying to nerf the damned guard. We've said it god only knows how many times. We really don't give a flaming rats impounded ass how much the guard does nor how much people will cry if their easy mode tank gets balanced back to a reasonable point. We are purely using the guard as a comparison because SOE basically is telling us that the guard is the physical manifestation of what the tank classes should be. If they want tanks to be like the guard in order to do anything at all, then why are they making it so increadibly difficult to compete with them at all?

What we want is to do more than 600-800dps, we want to not *NEED* to use our nuke heal just to survive a solo con even mob, we want to not have to sit there and get flamed for being a bastard hybrid class, and we would love to be able to do what SOE said we would be able to do from day one, and have yet to ever deliver to us on. Thats all. And again, this is ****NOT**** a nerf the guard arguement. Also, if you think that the crusader is the hot tank class to solo with, then you are truely more ignorant than i've been giving you credit for, and no longer deserve the benefit of the doubt nor to be babied anymore. I've got mostly legendary, some fabled gear, and a full set of healing gear, dps gear, agression gear, and surviveability gear. Using my surviveability gear, fighting a lvl 76^ trash named, i get out survived by a 73 bruiser, out dpsed, and the bruiser can fd where as i can't. That same bruiser can even heal better than my paladin. WTF, he just trumped everything in every category and at 7 levels lower. But even so, thats not what i mind. I really don't give a flaming horses ass about that either. What I mind is getting hosed on by ignorant people trying to start pissing fights because we look good on paper and in theory, and actually stink like dog crap in actuality because once all the buffs and aas and spells and mobs are taken into consideration, the last time we "really rocked" was in KoS, and even then, we got spanked by the zerker and guard STILL except for the one thing that we were made to do. AOE tank. But now, even that one thing is gone, because my friggen wizard takes hits just as well if not slightly better than my paladin. And the wizard is equally geared, and is in cloth, not plate, has 5k health, not 11k, can do a shit ton of dps (i've done as much as 8,700dps solo, and 3,700dps in raid/group, average about 2,500dps though), and the wizzy is 78, not 80.

That is what we're pissed off about. If you squished as easily as a mage, and got out dpsed by a warden and even a mystic, wouldn't you be a bit pissed off? Why not give it a roll and find out.
__________________
A raid consists of 24 players all supporting each other with the goal to kill the mob, survive, and get loot. NOT 23 slaves purely to make the guardian parse higher.

Post count does not indicate your intelligence, it just shows how many times you've pushed the submit button. Your intelligence is shown by the words and ideas portrayed by the arguments you make.
Demented Penguin is offline   Reply With Quote
Old 04-20-2008, 05:41 AM  
You call that an Ice Nova? Watch this...
 
Demented Penguin's Avatar
 
Character: Aysha
Guild: The Black Knights
Server: Butcherblock

Posts: 21
Photos: (0)

Default Re: The fix to crusaders being left in the dust for DPS...

On a side note, I'm going to replace my monk with a guard so that the next retard that sits there and starts talking stupid will have every one of their arguments cut off at the knees before they even start.
__________________
A raid consists of 24 players all supporting each other with the goal to kill the mob, survive, and get loot. NOT 23 slaves purely to make the guardian parse higher.

Post count does not indicate your intelligence, it just shows how many times you've pushed the submit button. Your intelligence is shown by the words and ideas portrayed by the arguments you make.
Demented Penguin is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are On


Sponsor Ads


All times are GMT -4. The time now is 12:47 PM.


Design By: Miner Skinz.com Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.1.0