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01-15-2008, 10:03 PM
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Visitor
Character: Verdell
Guild: Den of Madness
Server: Nagafen
Posts: 93
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Re: Overpowered stoneskin needs changing - badly
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Originally Posted by Kruhl
If it helps at all, the screenshot was taken of all the possible stoneskin procs. The stoneskin at the top of the screenshot is the first proc.
Also, we didn't attack the warlock until last, so all stoneskin procs should have procced when it was just us 3 vs. him.
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You still have no credibility for you 3 vs 1 3 minute fight argument. I have a warlock with 3 dispersion items, i dare you to attack me with everything you have, i won't put manashield up, and i guarantee i won't last 15 seconds. Let alone 3 people.
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01-16-2008, 04:00 AM
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Regular
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by Dairuin
You still have no credibility for you 3 vs 1 3 minute fight argument. I have a warlock with 3 dispersion items, i dare you to attack me with everything you have, i won't put manashield up, and i guarantee i won't last 15 seconds. Let alone 3 people.
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Ask Krokorouge himself. He'll tell you about the 3 people beating up on him I'm sure.
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01-16-2008, 05:50 AM
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Regular
Character: Daimyo
Server: Nagafen
Posts: 146
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Re: Overpowered stoneskin needs changing - badly
IMO it's still just the wiz/locks thats are OP with these items "combined" because of the combined increased proc rate and manashield (which regenerates with proc)..
You canot seriously consider other mages as being OP with these items and they are practically defenceless atm anyway.
Is there anything else to discuss?
~Daimyo the last shogun
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The daimyo (大名, daimyō) were the most powerful feudal rulers from the 10th century to the 19th century in Japan. From the shugo of the muromachi period through the sengoku to the daimyo of the Edo period, the rank had a long and varied history. It was usually, though not exclusively, from these warlords that a shogun arose.
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01-16-2008, 08:17 AM
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Regular
Character: Froggleg
Guild: Vae Victis
Server: Nagafen
Posts: 646
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by Daimyo
IMO it's still just the wiz/locks thats are OP with these items "combined" because of the combined increased proc rate and manashield (which regenerates with proc)..
You canot seriously consider other mages as being OP with these items and they are practically defenceless atm anyway.
Is there anything else to discuss?
~Daimyo the last shogun
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Yep, my point exactly.
You're talking mostly about 1 class who not only has manashield, but has proc enhancing AAs. Don't nerf something because it is OP on 1 maybe 2 classes and leave the other mages defenseless...again.
Think about the conjs and necros of PvP.
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01-16-2008, 09:47 AM
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second worst brigand on Nagafen
Character: Become
Guild: Vae Victis
Server: Nagafen
Posts: 2,006
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Re: Overpowered stoneskin needs changing - badly
conjurers and enchanters are nowhere near "defenseless". they are extremely solid in 1v1's unless jumped while trying to solo hard encounters (which sucks no matter what class you are). if you think they are defenseless, you havent fought a good one yet.
the baseline issue here is "Should a ~40-65% stoneskin proc be allowed in solo or small group action?". i don't care how physically weak a class is, that mechanic just screams unbalanced to me. mages are supposed to be physically weak and not able to take sustained battering, thats part of the very core of their class design. they rely on either DPS, control, or protection from groups to succeed. if you wanted to play a beefcake, roll a fucking warrior.
oh, and while i'm bitching i figure i'll offer up a proposed solution to balance it. i know, i know, it's something that most people ignore when they complain about something, but hell, i'm feeling froggy today. the question of balance boils down to: what is the maximum acceptable stoneskin % (after proc chance buff cap) that a mage should be allowed? keep in mind that there is a linear correlation here. 50% stoneskin is an instant 50% improvement in dmg absorbed, which, due to combat mechanics translates into a greater than 50% improvement in survivability in most situations (including PvP). how much are we willing to instantly boost mages survivability based off of a few pieces of legendary/treasured gear?
my answer to the above? 20%. and that's with capped proc chance. therefore 10% total before buffs. every piece should have 2-3% chance on it. i also think that having this on treasured and legendary gear is galactically stupid, but god knows the devs have a historical hardon for putting great procs on legendary gear and sticking the same old boring +5 crit on the fabled raid gear.
for a game with a pretty damn decent engine behind it, the itemization is basically fucked. maybe someday it'll make sense. who knows.
Last edited by firamas; 01-16-2008 at 09:57 AM.
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01-16-2008, 10:03 AM
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Retired
Character: Chimp
Guild: Guildless
Server: Nagafen
Posts: 298
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Re: Overpowered stoneskin needs changing - badly
Yeah I've been getting lots of tells from people within my own faction asking me about these stoneskin procs. I personally think they are way OP, but so is MS.
That being said...I got my ass raped upside down and backwards for a long long time before anything we had was considered OP...so basically my heart pumps piss for all you scouts until the fix it and get things right. 
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01-16-2008, 10:10 AM
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Fucking SICK of spell resists
Character: Aleraku/Alaedraa
Server: Blackburrow
Posts: 8,262
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by Daimyo
IMO it's still just the wiz/locks thats are OP with these items "combined" because of the combined increased proc rate and manashield (which regenerates with proc)..
You canot seriously consider other mages as being OP with these items and they are practically defenceless atm anyway.
Is there anything else to discuss?
~Daimyo the last shogun
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Guess what you should be nagging Aeralik about.
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80/140 Wizard, 80/140 Illusionist, 80/140 Warden, 80/128 Troubador, etc.

HA HA fuck you, Roger. And don't vote for Obama.
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01-16-2008, 10:23 AM
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second worst brigand on Nagafen
Character: Become
Guild: Vae Victis
Server: Nagafen
Posts: 2,006
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by Chimp
Yeah I've been getting lots of tells from people within my own faction asking me about these stoneskin procs. I personally think they are way OP, but so is MS.
That being said...I got my ass raped upside down and backwards for a long long time before anything we had was considered OP...so basically my heart pumps piss for all you scouts until the fix it and get things right. 
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that's right, because throwing one overpowered mechanic into the game to make a few people feel better about the fact that they wear cloth armor is a great idea. awesome strat. =)
oh, and btw, scouts are supposed to dominate mages in 1v1. not seeing an even 50/50 split in your win/loss vs scouts? GOOD! go jump in a fucking group if you want your class to be properly balanced.
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01-16-2008, 10:40 AM
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Why can't I be a FreePort Ranger /cry
Character: Pheelin
Guild: Darkhand
Server: Nagafen
Posts: 703
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by Kruhl
When I see such PVP imbalance, I think the developers need to be aware of it.
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im sure you let the developers know when you could drop someones mit to 0 and triple up and kill someone in literally 2.5 seconds
__________________
Average MegaRaptor = 8-9ft tall w/ 13 inch claw
Average Hippo = 5 ft tall no claws just fat
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01-16-2008, 11:02 AM
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Retired
Character: Chimp
Guild: Guildless
Server: Nagafen
Posts: 298
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Re: Overpowered stoneskin needs changing - badly
Quote:
Originally Posted by firamas
that's right, because throwing one overpowered mechanic into the game to make a few people feel better about the fact that they wear cloth armor is a great idea. awesome strat. =)
oh, and btw, scouts are supposed to dominate mages in 1v1. not seeing an even 50/50 split in your win/loss vs scouts? GOOD! go jump in a fucking group if you want your class to be properly balanced.
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No, but it was OK for scouts to just jump down on a mage and kill them in 2 seconds. So if the mage actually lasts for 30-45 seconds in the fight this is somehow bad for the game...or just for you because you are a scout?
Why should a class that already gets track, which means they can pick and choose whether to fight or flee, be able to kill any class that fast?
Shouldn't it be the other way around...where the mages get the track so we at least know we are about to die in 2 seconds.
That would have been the fair thing to do. When I get jumped and don't like the odds, I have stand and fight. You just get to evac...how is that fair?
Lets get one thing straight here...I am in no way, shape or form defending the dispersion items and the fact that the are OP, but if you think its not some sweet justice for us mages, you're crazy.
(by the way...I currently don't use these item...doesn't mean I won't though in the future.)
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