Flimgoblin said: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.
Sounds wowish :SEthild said: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.
agreed....remi said:What's with all the MoC? a good caster wont even have MoC if you ask me.
Bubble said:MoC3 and Lifetap doesn't heal against a Light Tank Banelord.
If you wish to double casting speeds, why not HALF all movement rates
remi said:3 lighttanks on Remisk, ½ second till death.
soo, same with casters really, 3 casters free nukeing, stuff will(and should) die.
mikke said:ehm, 3 stlthers on you, you moc. you win.. and 3 you's on a slthter stlther dont got any OP imba abillity, and you still win.. uber ballanced indeed..
mikke said:ehm, 3 stlthers on you, you moc. you win.. and 3 you's on a slthter stlther dont got any OP imba abillity, and you still win.. uber ballanced indeed..
mikke said:ehm, 3 stlthers on you, you moc. you win.. and 3 you's on a slthter stlther dont got any OP imba abillity, and you still win.. uber ballanced indeed..
noaim said:Dont you understand that casters are visible assassins kinda, they have to kill fast to kill at all, or they will be interrupted. Reduce their damage and they will be useless. If you play well, you can take a caster out, if he mocs there are demo, zou, debuffs to make him useless in moc. If the caster plays well he will however be free for a little while now and then and will probably kill something then. Exactly how it should be.
Flimgoblin said:I'd say it works at high rr/mls - banelords to counter the casters, moc to counter the bzillion interrupts (but you're still casting slower and at 25% reduction in damage and it's only for 30s)
I don't think it works at low RR because the banelords have no counter and your healers can't cast anymore either, doesn't work at low MLs/for groups without a banelord because there's no banelord to screw up the caster in the first place
Remove banelord interrupts (keep the effects) and I'd be a happy bunny, but also scale the top end of caster damage/cast speed/whatever down a bit to stop the twinked out ubernukers being _quite_ so evil - should still be better than a non twinked out ubernuker of course (diminishing returns are a good thing, caps not quite so good)
That way you don't always need moc3 to cast in a fight and you don't get instantly vaporised by a caster because you don't have a banelord in your group.
(of course if you _do_ have the banelord there's still the nice cast speed debuff, pbaoe damage, snares etc. - the effects of the spells rather than just the interrupts - to help out and if you do have MoC it means that shaman spamming disease/aoe root on you won't be interrupting now - after all it'd be a bit silly if getting these abilities did nothing but it's a bit silly being unable to do anything a lot of the time without these RA/MLs)
Flimgoblin said:I'd say it works at high rr/mls - banelords to counter the casters, moc to counter the bzillion interrupts (but you're still casting slower and at 25% reduction in damage and it's only for 30s)
I don't think it works at low RR because the banelords have no counter and your healers can't cast anymore either, doesn't work at low MLs/for groups without a banelord because there's no banelord to screw up the caster in the first place
Remove banelord interrupts (keep the effects) and I'd be a happy bunny, but also scale the top end of caster damage/cast speed/whatever down a bit to stop the twinked out ubernukers being _quite_ so evil - should still be better than a non twinked out ubernuker of course (diminishing returns are a good thing, caps not quite so good)
That way you don't always need moc3 to cast in a fight and you don't get instantly vaporised by a caster because you don't have a banelord in your group.
(of course if you _do_ have the banelord there's still the nice cast speed debuff, pbaoe damage, snares etc. - the effects of the spells rather than just the interrupts - to help out and if you do have MoC it means that shaman spamming disease/aoe root on you won't be interrupting now - after all it'd be a bit silly if getting these abilities did nothing but it's a bit silly being unable to do anything a lot of the time without these RA/MLs)
fettoken said:Couldnt be arsed to read through the whole lot, but i agree that there is far too many interupts that can make your day to a living hell, tho high rr casters with very high dex, about 400 tend to be able to cast even tho theyr getting hit at occasionaly.
Sollac said:lifetap is the problem.....make it so you dont do damage if your at full health ...
remove all instant spells and i mean all...
now if you was a caster irl (step out of the box) and i shovel my shield in your face...you reckon you would still be able to cast? i think not.....
add some realism to melee combat...
Ogen said:Just nerf sm pets plus make the sm nuke, baseline. Warlocks dont need to be commented. Remove any uninteruptable interupting spell on any dmg dealing caster. Wouldnt mind making moc cancel the lifegain, if not else then just to see horner /DELETE
mikke said:ehm, 3 stlthers on you, you moc. you win.. and 3 you's on a slthter stlther dont got any OP imba abillity, and you still win.. uber ballanced indeed..
Dakkath said:As far as I can see from my perspective as a light tank, it's not that casters are overpowered in FG v FG, its actually that grp tanks make them OP...
There are two abilities I would personally like to see removed from game: BG & Grapple. IMO the most OP of these being grapple.
There's nothing worse than charing down a nuker only to be grappled and helpless while a nuker takes two steps back and killy you so damn fast your head spins. Being pinned down. Be unable to do a sodding thing other than the odd caster interrupt on a very limited reuse timer (usually being the time it takes a caster to get 3 casts off) is only ever going to end badly.
Facing a BG'd caster is never fun but at least you can disengage and work on another target, while praying that the caster is working on nuking someone else.
Arumos said:please, please, don't try and make out an rm is op. like remi said getting moc on an rm itsn't worth it, if u are interupted to the point where u need to use it 9/10 u will be getting attacked by a tank at this point anyway so u will die. MOC imo is only OP when a pbaoe class or LT class has the option of speccing for it.
and to combat moc LTers, stealthers do get mezz poison, disease, vanish? not hard if u know how to play your class well and have the tools at your disposle. yes moc is overpowered but thats only because half of the people that come against moc shit themselves and bash their keyboards.
Deepflame said:The only thing I don't like is casters nuking me to death before I know I'm being nuked. Other than that, I think the idea behind casters is ok. They're the artillery of the realm, after all.