Banelords Be Gone!

Gamah

Banned
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Dec 22, 2003
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13,042
Slitzzz said:
aww did i kill you again:) ? No so zerkers kan acually use behindchain in solofights .....

Don't think you have ever killed me :>
 

Malcolm

Can't get enough of FH
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Dec 23, 2003
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598
Askr said:
It's on the test servers, it's not the final note. Let's hope they find a middle road, but as far as I care it's a good change. Instant-area-interupts suck... back to when casters had to interupt and tanks can go back to do some damage :p

Reavers are hybrids, interrupting is part of their role.
 

Raven

Fuck the Tories!
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makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

toa comes out, the game is fucked up maters!!!1!!

they fix one of the main toa abilities, the game is fucked up maters!!!1!

seriously stop whining about every patch and adapt or quit.
 

Ethild

Fledgling Freddie
Joined
Dec 29, 2003
Messages
499
Raven said:
makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

Before banelords, was also before 10% resist pierce, 10% cast speed, 10% range bonus and 10% cast damage.
 

Gahn

Resident Freddy
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Messages
5,056
Ethild said:
Before banelords, was also before 10% resist pierce, 10% cast speed, 10% range bonus and 10% cast damage.

And Speedwarps and ML9 Pets etc etc etc
 

raid

Can't get enough of FH
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Ethild said:
Before banelords, was also before 10% resist pierce, 10% cast speed, 10% range bonus and 10% cast damage.

can also add bodyguard to the list
 

prOx^^

Fledgling Freddie
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Dec 13, 2004
Messages
253
Gamah said:
Maybe a year ago, but we are quite up to date these dyas.

have we got the "uber-palla-patch" yet? it was years ago they got it on us
 

Arkian

Fledgling Freddie
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Jan 7, 2004
Messages
372
raid said:
can also add bodyguard to the list

And +101 dex +101 acuity.

As raid said, some people must have played in and against some terrible groups if banelord in it's current form meant that they won or lost the majority of the time. Against good groups, I hardly ever got stunned unless they were 90% sure they could take me down in the stun duration, so spamming tendrils was a situation that didn't occur too often.

Fighting against Boys Don't Cry and Our Group to name but two is just an absolute fecking nightmare as a light tank, and that's with Banelord in it's current pre nerf state.

As the light tanks are mainly included for banelord interupts, why would anybody run with them when banelord mainly won't interupt anymore, when there will be more effective ranged interupt options available to groups?

What's going to happen if everybody just runs kite groups?
 

Septina

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Dec 23, 2003
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4,746
Collateral said:
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.

Compared to alb castergrps with theus that can spam pets, 2 sorcs that has boltrange interrupts and cabalists with unccable ml9 pets. No interrupts there at all.
Removing banelord interrupts from tanks will just lead to castergrps dominating rvr.

But its all good i guess, healer, healer, shammy, rm, bd, 3x sm grp inc ;D
 

Manisch Depressiv

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Septina said:
But its all good i guess, healer, healer, shammy, rm, bd, 3x sm grp inc ;D

Yeah, while all other classes try to get 1000 RPs/h and to hide from the stealther zerg. Balanced mates!
 

Eregion

Fledgling Freddie
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Jan 21, 2004
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Raven said:
makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

toa comes out, the game is fucked up maters!!!1!!

they fix one of the main toa abilities, the game is fucked up maters!!!1!

seriously stop whining about every patch and adapt or quit.
I'm sure ppl will adapt if this gets through, but does that mean we have to like it?
 

Darzil

Fledgling Freddie
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xxManiacxx said:
tomorrow. 2 months aprox after it landed in US

Well a bit less that 2 months, really.

Launched in US on 19th April
Then probably the usual hotfixes that are done post patch
Launches here on 8th June (including those fixes)

So that's 50 days, ignoring the hotfixes, less if you consider the patch not done til the last hotfix is in place.

Darzil
 

Septina

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Raven said:
makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

toa comes out, the game is fucked up maters!!!1!!

they fix one of the main toa abilities, the game is fucked up maters!!!1!

seriously stop whining about every patch and adapt or quit.

Cause only tanks became overpowered with ToA... oh no wait, casters became ever more overpowered with ToA and now they're nerfing the one thing tanks can do to interrupt casters in rvr.

In OF before NF and ToA and all that shit casters didnt cast spells with .1 sec castspeed a spell and didnt do 8k dmg a nuke. So the interrupt part wasnt as critical back then. But now, nerfing banelords but still having casters with insane castspeed/dmg is beyond retarded. :p
 

Lethul

FH is my second home
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Jan 25, 2004
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Raven said:
makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

toa comes out, the game is fucked up maters!!!1!!

they fix one of the main toa abilities, the game is fucked up maters!!!1!

seriously stop whining about every patch and adapt or quit.

and no grp used kite tictacs, im quite sure if we had the experience we have today there would be some caster grps back in the "golden days" aswell. but then again emain was so packed with enemys that if you kited in one direction you would most likely run in to more enemys :p
 

Septina

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Lethul said:
and no grp used kite tictacs, im quite sure if we had the experience we have today there would be some caster grps back in the "golden days" aswell. but then again emain was so packed with enemys that if you kited in one direction you would most likely run in to more enemys :p

Ilum ran his 4 mage groups right before ToA and it wasnt exactly hard when you had no banelords to interrupt you.
I mean, look at albcastergrps on Glaston :p Well hard to play a full castergrp when theres no banelords to interrupt you :]
 

Cloudz

Fledgling Freddie
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Jul 18, 2004
Messages
434
Raven said:
makes me wonder what you people did before we had banelords, in the so called "golden age" of 8v8

toa comes out, the game is fucked up maters!!!1!!

they fix one of the main toa abilities, the game is fucked up maters!!!1!

seriously stop whining about every patch and adapt or quit.

You do have to wonder if people like this have actually ever played fg vs fg action, and what they was really thinking at the time when they posted, Clue required please.

its a shame they cant just find a way to make both mercs+arms and svg's+zerks both useful in grps, it seems they just try to make 1 good for awhile, then make the other useless, visa versa.
 

ceixava

Fledgling Freddie
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Dec 22, 2003
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330
Sharkith said:
do you have AoM?

your body resistance has decresed
loltapper1 hits you for 600
loltapper2 hits you for 800
loltapper3 hits you for 450
loltapper4 hits you for 500
you die
 

xxManiacxx

Can't get enough of FH
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Darzil said:
Well a bit less that 2 months, really.

Launched in US on 19th April
Then probably the usual hotfixes that are done post patch
Launches here on 8th June (including those fixes)

So that's 50 days, ignoring the hotfixes, less if you consider the patch not done til the last hotfix is in place.

Darzil

ah yes. thought it was launched 11th april. Didn´t check it though.
 

Stallion

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Septina said:
In OF before NF and ToA and all that shit casters didnt cast spells with .1 sec castspeed a spell and didnt do 8k dmg a nuke. So the interrupt part wasnt as critical back then. But now, nerfing banelords but still having casters with insane castspeed/dmg is beyond retarded. :p

so is claiming casters doing 8k with .1 cast speeds. you clearly must meant 800 and 1.0 :cheers:
 

Sharkith

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ceixava said:
your body resistance has decresed
loltapper1 hits you for 600
loltapper2 hits you for 800
loltapper3 hits you for 450
loltapper4 hits you for 500
you die

yeah I know the routine :(
 

Septina

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Stallion said:
so is claiming casters doing 8k with .1 cast speeds. you clearly must meant 800 and 1.0 :cheers:

So i exaggerated a BIT :p you get the point tho :]
 

bigchief

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Ethild said:
Before banelords, was also before 10% resist pierce, 10% cast speed, 10% range bonus and 10% cast damage.

cos tanks didnt get 10%style 10%speed 10%dmg 101str and charge ?

O no wait, they did :<

Lets not forget that 2 of the spells still interupt, zou still works, demo still works. A *good* caster isn't interupted much by a tank, even with banelord as it is, but get caught in a demo and its fucking qq.

Compare banelord to the other offensive tank ML lines. Its still a damn good line. Its just not as stupidly overpowered vs random groups as it currently is, where one tank can basically nullify an entire group if they're shit.

NB: One tank should not be able to do this vs a good group so nothings changed so less qq imo. Just means people will actually need to do their job instead of f8 or assist nuking (theurgs, sorcs, tics, BD's, banshees, Elds, cabs, bards, pets .....)
 

Infanity

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Utter Bull shit change.

How the hell can you solo now and expect to cope with 3-4 casters at once (which you can when BL's interupt) with these changes.

Glad i play once every blue moon.
 

raid

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Being usually the "best" target to kill, lighttank is already all about surviving in FG fights... I for example gave up all offensive RAs to get AoM4 and Empty Mind, yet even with interrupting banelords I still have plenty of problems staying alive vs the best groups/casters.

Having played both caster and tank plenty, from my experience its very balanced as it is. Sure either caster dmg or banelords may look OP when you lose a fight, but it has much more to do with overall teamplay than anything being OP.

Can't see how this is good change in any way really :( Like Ere said, players will ofc adapt, but it doesnt mean players will like it. Now balanced grps (2BLs, 2casters, <randomclass>) are both effective and fun to play.

Afraid it will turn into 4+ casters, which makes fights very boring. People turn opposite direction on inc, waiting for anything to get into nuke range. Often the grp who can be arsed to wait longest prolly wins..
 

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