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View Full Version : The true fix to pvp, not mage hunter


grimjawinflamez
10-17-2009, 08:34 PM
I'll be going mage killer, was one of 1st maxed archers in the game heh. Will be happy to see it usable again in competitive pvp. Archery will never been the key to a siege unless they give us exploding shots hah. But sounds like mage hunter will make the solo to small scale pvpers happy with archery :p.

But the fact is that this is still not a good fix to balance the game. This is suppose to be a skill based pvp game, or atleast that is what I thought was advertised before it was released. Back in the beginning of the game 1 person could take down 6 or so easy if he was skilled with archery/melee and hell even magic, and had good aim and good character movement. The massive no aim aoe nukes did not exist at this point, and whether you used MM/archery/melee you had to aim. With magics current system if there is no nerf to it, you will just see that people die insanely fast, even more so once mage killer is released, converting stats is nearly pointless in a 1v1 situation at this point. He who begins converting, loses, the person that continues to non stop nuke wins (THIS IS B/C PEOPLE DO NOT MISS). The ability for the zerg of noobs who dont aim AT ALL (lolz) to throw a rank 100 nuke or rank 90 nuke in the general direction of their target and hit for 60-90 is just fucking retarded.

Make the game where you have to aim again for all forms of attack, bring the game back to being skilled based, and remove the aiming at the fucking ground. As if aiming at the fucken ground isnt bad enough, you don't even have to aim in the vicinity of that person to land the attack. This is the 1st FPS MMO out, and you make aiming at the damn ground the #1 way to kill someone, what type of FPS did you guys play growing up eh? How about make the main spells for mage's BOLT spells, remove their mana cost and reagent cost, possibly even incrase the damage and MAKE A MAGE HAVE TO FUCKEN AIM IN COMBAT. How about anything with splash has the ability to land on the target for full damage, and any form of "splash" damage should be drastically reduced. How about global cooldowns so we have different style of mages in the game, instead of an elemental pooping machine is the only type of enemy you ever run across.

Just a thought :sly:[/

P4Я4N0ID
10-17-2009, 08:50 PM
/agree

Sayton
10-17-2009, 08:56 PM
Yeah, the splash damage really needs to be a lot lower than the direct hit damage.

turwen
10-17-2009, 09:26 PM
Agreed.

Splashdamage should only work if one Player/NPC gets hit.

Also it would be fine to nerf all max dmg to about 25 front and 45 back. And maximum Hitpoints should be 350 but reachable fast for everyone.

All heal spells but the two heals in lesser magic should heal other players only.

The funniest fights we all had were in the times when stamina-management was more important then healing yourself to win a fight because it took about 1 1/4 staminabar to kill someone (at least 1/2 if the person was standing still and not doing anything)! The fights lastet a lot longer wich gave more skilled players a great advantage and not so skilled players on the other hand a chance to hold out until reinforcements could get into the fight.

None of the last 5 fights I was part of in 1 on 1 had taken more then 10 seconds. 4 times i was killed within 10 seconds while harvesting/fighting mobs - i have only 235 hp - and 1 time i was able to kill someone standing at a wildernis bank trying to save his horse within this time (100 earth myself with 25 intensify, 80 in WC and updated spells and this alone is enough to kill someone standing still within 10 seconds with a good staff).

t527966
10-17-2009, 09:50 PM
They played quake1 back in the days with rocketlauncer. Dabiis mood, only rocket launchers allowed :)

Laz
10-17-2009, 10:06 PM
The game is pretty broken and the grind reduction just allowed gushing water to pour through the gaping hole in their game design.

Either they make some drastic changes to bring aiming back into the FPS element of the game or it will die a slow and lingering death at the hand of inactivity.

Making splash damage from spells do something like 10-20% of the hit damage would be fine, someone with solid aim would still destroy someone that hit nothing but the ground regardless of spec (not to mention you need to have a fucking skill cap or something like it that restricts skills that can be used at any given time (cool downs/gear/enchants), get over it AV).

xpiher
10-17-2009, 10:23 PM
splash damage should just be lower than direct hit damage. If it is hat way already, then the damage on splash should be lowered again. But the main problem with magic is the ability to cast 10 aoes in a row. Seriously, try just casting 2-3 aoes, your damage does down immensely.

Azraine
10-17-2009, 10:56 PM
i just want them to implement INTERESTING magic. The multiplayer version of dark messiah is the perfect example of a magic system that is actually interesting. If you dont know what im talking about look up you tube, i cant really find a good link to a video that displays the full array of spells and how they work, but its good. Shame that game didnt really take off.

Orolt Lifebring
10-18-2009, 01:02 AM
I agree but i don't think the nerf should be reducing the aoe of these spells. I think it's good there's the ability to use this kind of stuff in sieges when there's a lot of people bunched up, which is when big nukes should be really useful. The solution is make their mana usage/cooldown SIGNIFICANTLY higher, so that people can't simply spam these spells and they are something you use with knowledge of what you're doing, and using one of this spells for only 1 guy should make the mates of the guy that used it say: "Why the fuck did you do that dude??? Such a waste".

Goblin_aka_Dark
10-18-2009, 01:16 AM
agreed. lower splash (half or 1/3 from direct dmg would be nice), much mana cost and more cooldowns

Cunning
10-18-2009, 01:36 AM
I agree but i don't think the nerf should be reducing the aoe of these spells. I think it's good there's the ability to use this kind of stuff in sieges when there's a lot of people bunched up, which is when big nukes should be really useful. The solution is make their mana usage/cooldown SIGNIFICANTLY higher, so that people can't simply spam these spells and they are something you use with knowledge of what you're doing, and using one of this spells for only 1 guy should make the mates of the guy that used it say: "Why the fuck did you do that dude??? Such a waste".

This.

The answer is, spamming large dmg big aoe spells should exhaust a mage. Mana is like a mages stamina. If he spams 4-5 aoes he should be about out of mana.