Caster damage, melee damage

Flimgoblin

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Discuss :)

Do things need to be modified? is casting speed too much? is dps from casters too much? is it balanced by interrupts? is melee damage too weak?
 

Neo

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Just make it so they cant have more then 1 brittle guard :X
 

Bracken

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Just think caster damage needs to scale with casting speed, like melee does :p (Yes Im biased ^^)
 

Ethild

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I think a nice solution would be to just decrease *all* game damage, by say 30%? Keep everything else (including heals) the same.

Fights happen way too fast at the moment unless the groups are very balanced opponents. Lowering all damage would be a small nerf to casters as it would allow extra time for someone to interupt them, but I think that's fine. In return melee damage against them would be less. For me the best fights are the long ones, so anything that can 'slow' a fight down is good in my book.
 

Bubble

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Unlike with other mmorpgs
When the melee character reachs melee range of the caster, the caster gets one more spell before perma interupts. So if you want to nerf casting speed, you must also sort out the interupts.


Maybe instead oif Quickcast(which is useless almost), give casters a 'focus casting chant' (reduces magic output by 50% but its uniteruptable) that lasts as long as they keep the chant off, they remove the chant when they want to do full damage again.
That way casters will not feel totaly fooked the moment they are in melee range (which will happen alot more if you nerf casting speed) Remove MoC from the RA list too.
 

Bubble

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Btw as a sorc i'm kinda bias about this but-

If you reduce sorc casting speed, albion will LOSE every crowdcontrol battle (not that, that matters with Warrior/Hero boost :p) as Insta mez will once again rule the crowd control sceen (or Lul mez from bards)
 

Wazkyr

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Bubble said:
Remove MoC from the RA list too.
You must be on drugs, cant remove moc, its the high cost i win ablity for all lt casters :D. Nothing like 1. getting paed 2. getting cded 3. you purge 4. you moc 5. 3 other stealhers add on you, you just spam lt/mess/debuff and wait for the 4k rps :worthy:
 

Bubble

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Wazkyr said:
You must be on drugs, cant remove moc, its the high cost i win ablity for all lt casters :D. Nothing like 1. getting paed 2. getting cded 3. you purge 4. you moc 5. 3 other stealhers add on you, you just spam lt/mess/debuff and wait for the 4k rps :worthy:

LIFETAP LIFETAP LIFETAP LIFETAP LIFETAP LIFETAP LIFETAP LIFETAP LIFETAP



RR8!!!

:)
 

remi

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Bubble said:
Maybe instead oif Quickcast(which is useless almost), give casters a 'focus casting chant' (reduces magic output by 50% but its uniteruptable) that lasts as long as they keep the chant off, they remove the chant when they want to do full damage again.
That way casters will not feel totaly fooked the moment they are in melee range (which will happen alot more if you nerf casting speed) Remove MoC from the RA list too.


dunno how u can say quickcast is useless? of course your spoiled with sorc utility, but for a RM quickcast is the only defense.
 

GReaper

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Dark Age of Castalot vs Dark Age of Tankalot! ;)

There is nothing wrong with the current casting speeds! Main problem is that tanks are unable to deal damage vs bodyguard/grapple - casters will never face this problem as they can just hit moc3 to start nuking again.
 

remi

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What's with all the MoC? a good caster wont even have MoC if you ask me.
 

Svartmetall

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GReaper said:
There is nothing wrong with the current casting speeds! Main problem is that tanks are unable to deal damage vs bodyguard/grapple
Main problem is that heavy tanks, the supposed tough damage sinks of their realm, are getting nuked to a pair of smoking boots in ~4 seconds by overpowered god-mode casters.
 

remi

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Svartmetall said:
Main problem is that heavy tanks, the supposed tough damage sinks of their realm, are getting nuked to a pair of smoking boots in ~4 seconds by overpowered god-mode casters.


3 lighttanks on Remisk, ½ second till death.


soo, same with casters really, 3 casters free nukeing, stuff will(and should) die.
 

Svartmetall

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remi said:
3 lighttanks on Remisk, ½ second till death.


soo, same with casters really, 3 casters free nukeing, stuff will(and should) die.
3 what tanks...?
 

remi

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Svartmetall said:
3 what tanks...?

doesnt really matter what tanks, i die so fast u wont even notice i was there.


If we add an uber bodyguarder as my pet(Hi Majsan!) , my survival rate increases drastic. But that's another story.
 

noaim

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Svartmetall said:
Yes, it does.

I dont think you have any idea what you are commenting at. Leave a caster free and he will kill something, dont leave him free and he is useless.

For all I care lifereturn can be removed when moccing, or moc removed completely from casters, since its not a needed RA.

And have you tried killing something as a debuffed, sheared, demoralized, zone of unmanaed, or maybe even just interrupted caster? Try that, then whine "about all the ways to negate tank damage". Its very well balanced atm, with debuffnuking being the exception.
 

Celestino

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i think the real problems are lots of small things like runspeed issues (charged tanks + sprint > caster sprint = dead caster; casters with speed kiting non speed tanks coz they lagged out of melee range for a few secs), bodyguard eating up attacks instead of transfering them to the bodyguarder, casting lag issues (2-3 casts coming in the very same time due to the fast castimes nowaday as well as casts beeing completed even tho the requirements aren't met anymore) etc etc

Apart from that i do think that there is a reason for the enormous mass of lifeleech casters and that this needs fixing...

I do think that the survivability of a class should reflect their damage potential and usability.

@ bubble
Thats the way its supposed to work, a tank reaching a caster is lucky to be alive but as all casters do have a certain amount of cc spells, this one spell will be enough leave melee again and gain your range advantage a second time unless the tank uses/used an RA or artefact which you are free to do as well.
Reducing spell damage / castspeed would require a caster to use his skills to kill a tank on open field instead of just one button...

But well, no matter how much you change castdamage, as long as convoker ml9 creates commandable fulltanks that do all the work while the caster runs away.....

Maybe give warlords or battlemasters the ml9 ability to create a 5 min duration caster pet that nukes for 500 dam / sec and procs a 1 min ae mezz :)
Just to even the odds :)
 

remi

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Yea, agree on the lifetap part, mayby remove the lifetapping component when useing MoC would solve alot of issues.
 

GReaper

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Svartmetall said:
Main problem is that heavy tanks, the supposed tough damage sinks of their realm, are getting nuked to a pair of smoking boots in ~4 seconds by overpowered god-mode casters.

Casters can be interrupted fairly often with banelord interrupts. Tanks cannot deal enough damage during this time against groups using bodyguard/grapple effectively.
 

Svartmetall

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GReaper said:
Casters can be interrupted fairly often with banelord interrupts.
Heavy tanks can't be Banelords.
Tanks cannot deal enough damage during this time against groups using bodyguard/grapple effectively.
Not quite sure what point you're making here...?
 

Svartmetall

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noaim said:
And have you tried killing something as a debuffed, sheared, demoralized, zone of unmanaed, or maybe even just interrupted caster?
Have you tried surviving for more than a few seconds as a CC'd, debuffed, sheared, nuked-to-fuck-by-overpowered-god-mode casters heavy tank? Try that, then whine about tanks being too strong.
Its very well balanced atm
rofl...the only people who think it's balanced between casters and tanks at the moment are casters who don't want to lose their overpowered god mode.
 

Nate

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i'll tell u what this is all about, this is about bainshees!
 

Ailyn

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Svartmetall said:
Heavy tanks can't be Banelords.



Well its a RvR Game! so just group up with someone that can be a banelord?


Honestly you sound a bit narrowminded when it comes to Tanks Vs Caster ... . and will likely whine about tanks being killlable until mythic removes spells from casters :<.

anyway i think its just fine as it is right now. 1.81c sounds nice aswell for heavytanks xD. But then again 1.91c will likley give casters instant Tank-kill-buttons :)
 

Azathrim

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Ethild said:
I think a nice solution would be to just decrease *all* game damage, by say 30%?

That's actually more or less what they are doing with Darkness Rising. Everyone gains extra hits with each Champion Level.
 

Tilda

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Svartmetall said:
Main problem is that heavy tanks, the supposed tough damage sinks of their realm, are getting nuked to a pair of smoking boots in ~4 seconds by overpowered god-mode casters.
You do know that tanks, infact all classes can get items with dot or DD charges in them, many with a range of 1500?
In addition to throw weapon and alsorts of toa tricks.

Its really not hard at all to interupt a caster.
 

Phoebee-v-

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Tilda said:
Its really not hard at all to interupt a caster.

Even if you don't have a banelord its very easy indeed.

AE mezz still interupts with timer. Amnesia. Reavers, Thanes, skalds, bard's and many other classes have as 1 of the main dutys to interupt. Not hard at all.

I face a caster group any day over a banelord/reaver/MA train group that knows what they are doing.
 

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