Banelords Be Gone!

Pirkel

Fledgling Freddie
Joined
Sep 13, 2005
Messages
1,888
Sharkith said:
do you have AoM?

The ra that does absolutly jack shit for people with decent resists in their template?

Waste of points.
 

Stallion

Can't get enough of FH
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Jan 16, 2004
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2,732
Pirkel said:
The ra that does absolutly jack shit for people with decent resists in their template?

Waste of points.

can tell you for sure, taking on Raid with high AoM takes the pistt :m00:
Not wasted for the purpose tanks have had..
 

Pirkel

Fledgling Freddie
Joined
Sep 13, 2005
Messages
1,888
Stallion said:
can tell you for sure, taking on Raid with high AoM takes the pistt :m00:
Not wasted for the purpose tanks have had..

Point taken
 

Straef

Can't get enough of FH
Joined
Feb 21, 2004
Messages
5,890
Chimaira said:
Sms could just loose MoC3 now since pets will make sure they dont get interupted while banelords only have a few good effects but no interupt xd
That'll be fun, like they weren't hard enough to take out before :< Now they'll be like bonedancers are now..
 

Corran

Part of the furniture
Joined
Dec 23, 2003
Messages
6,180
Posted this in the general discussion thread... but will post here as well... lest not whine and instead be a bit constructive and try to help balance!

..............

I play banelord at times, and to be honest it is stupidly overpowered. Especially the moment you get stunned. Gives you 45seconds+ of pure interuption on a massive radius.

With that said, they didnt need to nerf it this hard. I would have merely advised one the following:

1) All BL abilities interupt however radius of effect reduced to 750units stun immunity+tendril spam fixed as well as the timer (timer fix = stun immunity fix anyways)

2) BL abilities no longer interupt, timer reduced to 2.5minutes. Number of shared timers reduced. Radius kept the same.


Now, by doing either these you have nerfed the abilities to an acceptable level (I mainly play caster but tank experiences still back up this) but do not make the line useless. But to point out why i say this i will continue (maybe send feedback when home to mythic about my view to be ignored )

Option 1)

By reducing the radius they cant interupt everyone at once, got to be more selective when to do it. It still gives them the ability to interupt though which allows them to make an attack/escape without been insta killed by nukes. The fxing of tendrils would mean that they can not spam an interupt anymore and play more like a tank again.

Option 2)

Removing of interupts as already announced will weaken the banelords abilities and then there are further nerfs involved beyond that. Makes the line undesirable. As such this is a comprimise between what is proposed and keeping the line as worthwhile, especially at lowering casters fast nuking.

Removal of shared timers allows the banelord to use the many abilities they got that they have to pick between. With the removal of interupts this would no longer be that big an issue. Tendrils will very rarely be used now as is with no interupting involved.

Lowering ability timers .. this means that the tank can use zone of unmana on the same radius as is now but more often. It will not interupt but it will reduce caster DPS due to slow cast times. It be up in all fights and multiple times per fight. Will keep caster damage more in check and give support chance to keep tanks alive now they cant interupt.


........

Now, I cant decide which will be best right now. It basically comes to the lesser of 2 evils. Instead of complaining about this change, lets try be constuctive. Dont like my ideas? Then help me adjust them to something which we can happily approach Mythic and GoA with in order to achieve a balance between the players and the companies ideas.
 

xxManiacxx

Can't get enough of FH
Joined
Jan 25, 2004
Messages
3,042
Punishment said:
This is just bollox tbh :(

1st i get my Hero BG ages ago and then warden bger's become fotm ...

Then 2 weeks before my shade dings rr5 remedy to all ...

And a week before i get my firby bm ml10 this happens :(

But on the upside atleast my Hero will be more viable in groups now and also Blademasters are now damage dealers and not interrupt bots which will make choosing furby with 406 str w/o aug str a good choice :D

stop being fotm ;)
 

Gamah

Banned
Joined
Dec 22, 2003
Messages
13,042
prOx^^ said:
2 months ;o?

havent al the other patches from us to eu been like 5-6 months from each others..

Maybe a year ago, but we are quite up to date these dyas.
 

~Latency~

Can't get enough of FH
Joined
Jan 22, 2004
Messages
1,517
Corran said:
Posted this in the general discussion thread... but will post here as well... lest not whine and instead be a bit constructive and try to help balance!

..............

I play banelord at times, and to be honest it is stupidly overpowered. Especially the moment you get stunned. Gives you 45seconds+ of pure interuption on a massive radius.

With that said, they didnt need to nerf it this hard. I would have merely advised one the following:

1) All BL abilities interupt however radius of effect reduced to 750units stun immunity+tendril spam fixed as well as the timer (timer fix = stun immunity fix anyways)

2) BL abilities no longer interupt, timer reduced to 2.5minutes. Number of shared timers reduced. Radius kept the same.


Now, by doing either these you have nerfed the abilities to an acceptable level (I mainly play caster but tank experiences still back up this) but do not make the line useless. But to point out why i say this i will continue (maybe send feedback when home to mythic about my view to be ignored )

Option 1)

By reducing the radius they cant interupt everyone at once, got to be more selective when to do it. It still gives them the ability to interupt though which allows them to make an attack/escape without been insta killed by nukes. The fxing of tendrils would mean that they can not spam an interupt anymore and play more like a tank again.

Option 2)

Removing of interupts as already announced will weaken the banelords abilities and then there are further nerfs involved beyond that. Makes the line undesirable. As such this is a comprimise between what is proposed and keeping the line as worthwhile, especially at lowering casters fast nuking.

Removal of shared timers allows the banelord to use the many abilities they got that they have to pick between. With the removal of interupts this would no longer be that big an issue. Tendrils will very rarely be used now as is with no interupting involved.

Lowering ability timers .. this means that the tank can use zone of unmana on the same radius as is now but more often. It will not interupt but it will reduce caster DPS due to slow cast times. It be up in all fights and multiple times per fight. Will keep caster damage more in check and give support chance to keep tanks alive now they cant interupt.


........

Now, I cant decide which will be best right now. It basically comes to the lesser of 2 evils. Instead of complaining about this change, lets try be constuctive. Dont like my ideas? Then help me adjust them to something which we can happily approach Mythic and GoA with in order to achieve a balance between the players and the companies ideas.

How do you suggest banelords be used if they don't interupt? With the kite game rvr is atm a tank can't really go anywhere near the enemies support/casters unless banelords are up to _INTERUPT_ or you will die in a few seconds to assist nukes then the enemy group will push over your body so you will stay dead.. tanks are almost useless with these changes
 

Lethul

FH is my second home
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Jan 25, 2004
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Stallion said:
Most of you claim the gameplay will be the same with tanks beeing in centre of damage. Keeps amazing me reading reply after reply..

its quite funny isnt it? :)
 

Corran

Part of the furniture
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Dec 23, 2003
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~Latency~ said:
How do you suggest banelords be used if they don't interupt? With the kite game rvr is atm a tank can't really go anywhere near the enemies support/casters unless banelords are up to _INTERUPT_ or you will die in a few seconds to assist nukes then the enemy group will push over your body so you will stay dead.. tanks are almost useless with these changes

I would play it the same way as i did BEFORE ToA and not get extended. People seem to forget what it was like before. If you got a group that can constantly put ZoU on enemy casters then their DPS is less then half what it would normally be. Add in the old fashioned ways of interupting (flurries, charges etc) and then pull out. But that is why i gave to options. One where there are interupts but needing more effort to interupt everyone/more abilities adn the one where there no interupts but you can lower DPS more often off enemy casters/slow supports heal ability.
 

Icebreaker

Fledgling Freddie
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Dec 23, 2003
Messages
1,294
I don't get it.......

First Mythic says we improve the Classes who are more ore less gimped like Heavy Tanks. They give them more HP's, higher resists and some useless new Buttons to click ( Climbing Spikes lol what the fuck should a Heavy Tank do up there apart from dieing) and almost at the same time they improve/add several Spells on Hybrids and some Mages to negate the Tank Improvements again....And now they make sure Banelord Tanks can sit together in a Keep with their Heavy Tank Friends to play with their balls!

I think Mythic has no clue how to balance the Game...they just throw in new Abilities left and right with the hope to balance it.

(I don't have any BL Chars!!1)
 

Vladamir

FH is my second home
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Dec 28, 2003
Messages
15,105
Just had a thought. If ml9 doesn't get nerfed, then mid groups will probably run the 1 sham 2 healer 3 sm's 1 rm 1 bd again. Could have up to 4 ml9 pets in one group.

No amount of baod is gonna counter that :p
 

Gamah

Banned
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Dec 22, 2003
Messages
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Vladamir said:
Just had a thought. If ml9 doesn't get nerfed, then mid groups will probably run the 1 sham 2 healer 3 sm's 1 rm 1 bd again. Could have up to 4 ml9 pets in one group.

No amount of baod is gonna counter that :p


...and to think, you'll be joining such a realm of skill!
 

Loonatik

One of Freddy's beloved
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May 14, 2004
Messages
141
Time will tell if the change is good for the game or not, but I guess ANY nerfs related to tanks/hybrids will be yelled at considering the current RvR situation. The number of tanks in the frontiers has probably never been lower, and I don't think this will get more people to roll one.

I just got a new toon close to 50 (yes, a caster...) and the usual PL spots were filled with.... casters. Wizards, Cabas, Sorcs, Tics and a few rogues. If I focus really hard I can remember an Armsman standing in a corner somewhere, but that's about it.

Let's hope Mythic has some kind of caster nerf ready for launch to even things out a bit.
 

Gethin

Fledgling Freddie
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Jan 21, 2004
Messages
293
Maybe this fix is a prelude to an even more needed change. Reduce interrupts so that casting speed can be slowed down, wouldn't that be nice!

As for Banelord abilities, they were a tad silly imho and needed a minor nerf here or there.

As an aside, I would like to know if this also means archers wont be interrupted.
 

Succi

Fledgling Freddie
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Jan 24, 2004
Messages
1,266
Anything to change the current (boring) state of tank being interupt bots is good imo
 

Collateral

Fledgling Freddie
Joined
Feb 22, 2006
Messages
252
banelords suck the way they are. ridiculous that there were fights where i couldn´t cast a single spell and kinda insta died multiple times by tank at.
pressing one button and raping the enemy group is just far too easy.
charging in, bl-stuff a bit and run out again...very tank like btw

and i still think that tank groups won´t disappear.
...and high rr tank groups will be still capable of fucking up caster groups anyway.
 

raid

Can't get enough of FH
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Collateral said:
pressing one button and raping the enemy group is just far too easy.

the enemies you meet must be really really bad ;) if the fg scene goes to more and more casters, i'm pretty sure the random grps will just get raped faster than before.
 

Straef

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Flimgoblin said:
that's the buffs on the pets - make ML9 strip all the buffs it might be a good enough nerf.
Then it'd nerf the damage along with the defence...
Zaffa said:
no it will give BL tanks same chance of getting groups as those other tanks have :)
Nil :<
Svartmetall said:
I dunno. Warlocks got nerfed into the floor, and yet Sorcs and Bainshees got off scot free.
Sm's and bonedancers didn't?
Jobbegea said:
does it still have selfstun? if so, that sucks bad. either remove the self stun and set it on 5minute timer.
or set it to 20secs reuse with current stun immunity
I agree that it'd be silly to have the ability only once every 5 mins and to still get stunned by it :<
 

Gamah

Banned
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Dec 22, 2003
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Omg streaf how are you going to play now you cant run round like a headless chicken and still interupt? :<
 

Cloudz

Fledgling Freddie
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Jul 18, 2004
Messages
434
Dont want to write my merc off just yet but it doesnt look good for him, if they do decide to start giving bl to other class's and tanks like zerk/bm/mercs dont get some sort of boost and/or casters dont get a nerf worth doing, then it could be over for him :<
 

Slitzzz

Fledgling Freddie
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Mar 3, 2004
Messages
438
Gamah said:
So you could FZ the targets you add on to make sure they dont get away :D?!

aww did i kill you again:) ? No so zerkers kan acually use behindchain in solofights .....
 

Malcolm

Can't get enough of FH
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Dec 23, 2003
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Muylaetrix said:
first this will allow the banelord path to be spread to a few new classes that would have been totally OP before the change.

Hmm nerfing classes who already use BL so that classes for whom it wasn't designed for can use it? Sounds like a bloody stupid idea actually.
 

Svartmetall

Great Unclean One
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Jan 5, 2004
Messages
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Collateral said:
...and high rr tank groups will be still capable of fucking up caster groups anyway.
And high RR caster groups will anally rape everybody else in 0.003 seconds. Yeah, that's going to be a great RvR experience for 99% of the playerbase.
 

naic

Loyal Freddie
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If they don't add in some caster tweaks I forsee a great future for our tank based group :D
 

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