Caster damage, melee damage

Shike

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just remove LT and its all fine imo. Casters die fast to tanks if they are caught without BG, tanks die fast to casters if they are allowed to cast.

Grapple could use a timer though, so could BG.
 

Elftor

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give tanks a moc that makes melee go through bg imo

Yeah I agree. Casters rarely face interrupts, only once every 10th fight or something. While tanks face BGs everytime they meet a caster.
 

Flimgoblin

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the main problem is that once you're taking damage you've got almost no time to react to do anyting about it - unless you see that luri gearing up to stun/vaporise you the reaction time is nonexistant and if there's any lag yer dead before you know it. I don't mind the constant damage with cast speed - I do mind how fast they cast.

All combat is too fast - slow the game down again. It's fine for the high RR opted ventrilo groups that have instant communication and things like DI3 to look after them (and MoC to ignore those oh so evil interrupts... and 4 brittle guards....)

tilda = charges are great, but they're only one every 90 seconds and shorter range than a lot of spells (not many tanks will have +10% spell range ;) though it's not a huge distance to close before you can interrupt). Not that you can use them when stunned of course (though I imagine any tank you fight has det5, is on ventrilo is ML10 banelord and has healers looking after it).

twinked out list casters are stupidly powerful, twinked out light tanks are too (heavy tanks are a bit crap prior to these pendragon changes - little point taking one over a light tank other than for bodyguard), shame about everyone else ;) (and anyone without MoC3 or Det5)

Giving casters silly damage wasn't the answer to interrupts - giving them ways around interrupts (like quickcast, moc3 or brittle guards perhaps ;) oh wait... nah I mean more ways around interrupts) or reducing things like 1000 radius spammable interrupts from light tanks is what's needed.
 

anioal

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Shike said:
just remove LT and its all fine imo. Casters die fast to tanks if they are caught without BG, tanks die fast to casters if they are allowed to cast.

Grapple could use a timer though, so could BG.


word tbfh!

the lifetap part of the spells should be removed from the game
 

Kaun_IA

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imo its fine for the caster to hit 400+ dmg..........BUT wtf take away the lifetap.
remove it from the game. unfair to hit for huge dmg and gain hp at the same time....
 

Aran Thule

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Lifetap is just silly, at least in RvR, several times you come up against a MoC or strafing mage and they end up on full health while your on the floor.

As ive mentioned before the easy solution would be to put in a dex cap like the quick cap melee and archers have.

On another note unless it causes damage spells should not interupt.
 

swifteagle

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As I posted in the other thread on this archers+ casters both ranged damage dealers,both get interrupted by exactly the same things therefore archers should have 400-700 dps same as casters how many casters agree with this ?

Not many I bet because they know the dps is way too much when it comes to an archer having it yet our dps is reduced to 0 in exactly the same way as a casters,they have quickcast and MoC to carry on nuking at full damage ,archers get aimed shot to hit for maybe 150 every 3 seconds a slight imbalance there as well ;)

Yes i'm biased because i'm an archer class but all casters seem to think they have it tougher than anyone else when their dps is reduced to 0 and cant fight back properly,well welcome to the club a caster or tank getting to grips with me will knock me over faster than i can hit /face when engaged in melee or nuked ;)

Also why not give archers brittles and a magic BT as well ,it was archers and the whine from casters being killed by them that brought BT in first off if I remember right, so now the boots on the other foot and casters are smashing everyone about why not a few defences for us too ? ;)

Not being serious about brittles and stuff before anyone has a fit :D
 

noaim

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Svartmetall said:
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.

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.

So a heavytank is getting nuked to shit by a caster in 1on1, and based on this you want casters nerfed? I am pretty sure you dont have the slightest fucking clue about what you are crying for, but why dont you roll a caster and join the god mode club? Its a nice view from up here and nothing is stopping you.
 

Arumos

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Elftor said:
Yeah I agree. Casters rarely face interrupts, only once every 10th fight or something. While tanks face BGs everytime they meet a caster.

rofl, and whos fault is that? certainly not the casters fault if he recieves no interupts, u can stop a caster from doing dmg by interupting him,u can however, not stop a tank.

any tank who has the tools available, like tilda said, charges and toa abilities can make a caster useless. But a tank can carry on < this reason enough should balance out both classes. yes a caster does do ALOT of damage, but anyone with a clue can stop them.

throw weapon, reaver auras, twf, wrath of champions, bows, banelords (><), debuffs of all kinds, nearsight, shield of chaos charge thingy, golden spear charge thingy, several class rr5s, dds from say mincer/skald, any spells from enemy casters, shears (no dex buffs and a caster is near useless), charge (can't escape), DET5 (can't CC), dots, bleeds, snares, diseases, stuns....

decrease casting speed from a caster? do this and u may aswell remove them from the game, zone of umana, debuffs, shears already do this...don't forgot caster do have a significant reduction in hp to tanks, they also wear cloth, and have to make sure shields are kept up. there are sooo many things in this game which are made to flaw the casters if u don't use the abilities at your dispossol then u deserve to die...

I mean, i think the game as it is at the moment is fun to play, yes it has several imbalances, bd/lock needs fixing also heavy tanks need a boost but that is coming. On the case of whether i think casters are overpowered in rvr, no i don't they are, there is only 1 thing is this game that makes casters overpowered in rvr and thats instant spells and moc, warlockbeing prime example a caster that cannot be interupted IS overpowered and does need thinking about by mythic. Don't like bringing up the warlock debate so don't quote me on this but i have seen the other side now and its not pretty.

hope my point is clear
 

Elftor

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If you couldnt tell I was being sarcastic, I tried to streetch it far enough that it would be obevious for anyone that read it, but sarcasm and internet doesnt mix well.

I cant recall the last fight I've been in where I wasnt interrupted atleast a few times(Not counting solo/duo). I do however remember alot of fights where I've been perma interrupted. That shit just doesnt happen for a melee, even if a caster is being BGed. Which the guy I quoted compared it to.
 

Nullifidian

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swifteagle said:
As I posted in the other thread on this archers+ casters both ranged damage dealers,both get interrupted by exactly the same things therefore archers should have 400-700 dps same as casters how many casters agree with this ?

can my wizzy have studded armor, stealth, slam, forceful zephyr and phase shift too? :D
 

Corran

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swifteagle said:
As I posted in the other thread on this archers+ casters both ranged damage dealers,both get interrupted by exactly the same things therefore archers should have 400-700 dps same as casters how many casters agree with this ?

Not many I bet because they know the dps is way too much when it comes to an archer having it yet our dps is reduced to 0 in exactly the same way as a casters,they have quickcast and MoC to carry on nuking at full damage ,archers get aimed shot to hit for maybe 150 every 3 seconds a slight imbalance there as well

Yes i'm biased because i'm an archer class but all casters seem to think they have it tougher than anyone else when their dps is reduced to 0 and cant fight back properly,well welcome to the club a caster or tank getting to grips with me will knock me over faster than i can hit /face when engaged in melee or nuked ;)

Also why not give archers brittles and a magic BT as well ,it was archers and the whine from casters being killed by them that brought BT in first off if I remember right, so now the boots on the other foot and casters are smashing everyone about why not a few defences for us too ? ;)

Not being serious about brittles and stuff before anyone has a fit :D

Haha, if your werent joking i would point out this thing called Melee which archer classes can do, said melee can also be spec'd to get decent dmg :D
 

LordjOX

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I think everything is fairly balanced now... some minor class issues, but imo they should keep it like it is, maybe reduce the banelord interrupt radius slightly so it can be used tactically instead of "omfg I interruptz half of agramon m8s"
 

Arumos

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Elftor said:
If you couldnt tell I was being sarcastic, I tried to streetch it far enough that it would be obevious for anyone that read it, but sarcasm and internet doesnt mix well.

I cant recall the last fight I've been in where I wasnt interrupted atleast a few times(Not counting solo/duo). I do however remember alot of fights where I've been perma interrupted.That shit just doesnt happen for a melee, even if a caster is being BGed. Which the guy I quoted compared it to.

that is correct, apologise if i didn't grasp your sarcasm in previous post, like u said very difficult to find sarcasm unless someone is speaking to you :cheers:
 

swifteagle

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can my wizzy have studded armor, stealth, slam, forceful zephyr and phase shift too?

I'm sure now that tanks are getting climb wall and anti mezz measures etc your wiz will soon get full plate armour and a big Axe as well and I did hear a rumour that all casters will be given their own summonable Tiger Tank as their RR5 ability in patch 1.81e :D
 

Tesla Monkor

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I don't really care how it is done, but casters need to have their damage reduced. Right now they have only bonusses and no penalties for gearing up to the maximum possible. Casters have no trade-off for getting better at what they do, whereas every other class ingame has. (i.e. their survivability actually goes UP along with their damage output when they TOA, gain CLs and gain RRs. The only other class that has a somewhat similar benefit is support - they get better at healing, but that's really a mixed blessing.)

Tanks, stealthers and hybrids all have to make decisions when they TOA/SC their gear. It's tit-for-tat, whereas Casters get every conceivable toy and no penalties. :)
 

Illtar

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Reduce caster damage by 10%, and remove casted resist buffs (off all sorts, including DR ones)

Fix some interupt bugs.

And its fair.

Currently casters hit to hard against clueless ppl, and ppl without resist buffs, and hit to soft (it hitting at all) against ppl with yellow/red resists up.
 

Howley

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wen DR comes out ...every1 can interupt..no more QQin about this class always interupts me etc...yes not all will be interuptting, sum will go for heals etc..but its their choice. every1 in this game has a choice of wat char / class they make. we all know wat they can do and who wtf pwnz them. its about roleplay, play "YOUR" class the way u wanna ... grp wit peeps that can help u and pwn those that can pwn u, thats the whole point of a set grp tbh, 1 class pwning "X" then "Y" that would of died to "X" kills "M" that would of killed "D" and "D" killed "X". :touch:
hope this doesnt come out wrong or anything but most the peeps that have or will QQ on this thread are the same peeps that QQ to mythic/goa ... STOP CHANGING THE GAME.... FIX IT FIRST, mmk

ps. spread the <3 :D
 

Darzil

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Well, playing both, I reckon Casters and Tanks are fairly balanced.

The problem I see is that combat is so fast that lag or just lack of reactions is a killer.

My characters are all low RR, so lack some of the tools, but they walk around in decent equipment, with mostly capped resists. They still die to stun-nuke-nuke-nuke, or melee assisting, unless there is a DI around.

Darzil
 

Arumos

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Tesla Monkor said:
Tanks, stealthers and hybrids all have to make decisions when they TOA/SC their gear. It's tit-for-tat, whereas Casters get every conceivable toy and no penalties. :)

no penalties?... unfortunatly we wear cloth and can also not do any damage in an entire fight, if we are interupted, our damage is also based on power, if we die once then we are extremly weaker. compare a PRed caster to a PRed tank.

however i am speaking along the lines of a runemaster, the balanced caster imo.

locks, bds, sms, sorc, cabs, theurg, eld, bainshee, anamist are a different matter.
 

Kaun_IA

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noaim said:
So a heavytank is getting nuked to shit by a caster in 1on1, and based on this you want casters nerfed? I am pretty sure you dont have the slightest fucking clue about what you are crying for, but why dont you roll a caster and join the god mode club? Its a nice view from up here and nothing is stopping you.

so what are you saying is that tanks shouldnt go 1vs1, only grp?? imo casters are the same. they are not meant to 1vs1. just the bullshit abils they have gotten has made the 1vs1 godmode.

if you remove lifetap, game will be alot more balanced..or just remove the HP gain from it as i said before
 

Everz

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Yeyeyeyeye lower caster dmg, make Dark Age of Tankalot!!!!11!!! :m00:
 

Zebolt

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Without the speed and dmg Runemasters and Wizards wouldn't even be worth touching. Every melee class in the game has access to insta interupts and without an intercepting/healing/chain stunning/snaring pet or mezz/stun/lifetap there's no way to survive without the heavy dmg and the high speed.

And Im not even gonna mention charge.... xD
 

Shanaia

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It all boils down to that it's NOT balanced one on one ... a solo (heavy) tank meeting a solo caster will die if the caster has half a braincell ... and that's fine because this game simply can't be balanced for one on one (or small scale) fights because then we'd just all end up with the same characters...

However in group vs group things ARE balanced... and that's what this game is about ... group vs group AND LARGER SCALE fights (before someone reminds me it's RvR not GvG)

So yeah Svart you can whine that you get nuked down in 4 seconds ... but why not whine at your healers and shaman in the group for not interupting that caster ... or to your banelord zerkers in the group for not using zone of unmana on it... etc etc etc.

It's RvR and in the end of the day Casters and Tanks are perfectly balanced atm. You just need to learn to deal with different enemies and be willing to spec the RA's for it.
 

Aeris

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Eversmallx said:
Yeyeyeyeye lower caster dmg, make Dark Age of Tankalot!!!!11!!! :m00:


your damage is low enough ;)

and if you want to make casters hit softer the faster they go, remove interupt code....simple. as it stands we are interuptted when someone farts on the otherside of agramon. oh and then we have nearsight......
 

noaim

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Kaun_IA said:
so what are you saying is that tanks shouldnt go 1vs1, only grp?? imo casters are the same. they are not meant to 1vs1. just the bullshit abils they have gotten has made the 1vs1 godmode.

if you remove lifetap, game will be alot more balanced..or just remove the HP gain from it as i said before

I am saying that a runemaster would get his ass handed to him by an ml10 charge3 blademaster or merc. Does that mean that RM´s shouldnt go 1on1, or that castspeed and magicdamage needs a boost?

1on1 means shit, the caster/tank-balance is close to perfect atm.
 

Flimgoblin

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Shanaia said:
It's RvR and in the end of the day Casters and Tanks are perfectly balanced atm. You just need to learn to deal with different enemies and be willing to spec the RA's for it.

at high RR's I'd agree.

At low RR's casters obliterate things unless there's a banelord around in which case casters are useless. Too much at either extreme imo, reduce interrupts and reduce damage or cast speed.
 

Flimgoblin

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noaim said:
I am saying that a runemaster would get his ass handed to him by an ml10 charge3 blademaster or merc. Does that mean that RM´s shouldnt go 1on1, or that castspeed and magicdamage needs a boost?

1on1 means shit, the caster/tank-balance is close to perfect atm.

and a SM with moc3 will still win easily ;) (well unless we include the "walk through the enemy to stop them casting" feature...)

reminds me - we've forgotten one counter to melee damage that reduces their dps to 0 (in the same way interrupts reduce caster damage to 0) - running away...

casters with permasprint... endless fun :p
 

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