Flimgoblin said: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?
remi said:Yea, agree on the lifetap part, mayby remove the lifetapping component when useing MoC would solve alot of issues.
not rare to get hit for 850 dmg nowdays. That imo is just silly when it's a light tank who can't be interupted/stunned/rooted/mezzed...Matriarch|Sneakers said:not rare to get nuked for 850 dmg nowdays. Thats imo is just silly when its a caster with almost 400 dex, 10% casting speed...
Flimgoblin said:nah I mean more ways around interrupts) or reducing things like 1000 radius spammable interrupts from light tanks is what's needed.
remi said:What's with all the MoC? a good caster wont even have MoC if you ask me.
Shanaia said: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)
(invisibletank) said:kill or be killed, use tactics in ur grps, DR will bring a change to the set grp setups imo..seen as all chars have the option or interupt casters easily...but then again casters will have shields + styles...hm
GReaper said:More casters than ever have Erinys Charm and Jacina's Sash (or other artifacts) to get that perfect 10% resist pierce. Would removing resist pierce instead of reducing overall damage be more balancing?
Corrected it for you (as this seems to be the trend to do in this thread).Herjulf said:Yeah balancing is needed.
Some Tanks can dish out 500-900dmg/1.5s with extremely low resistrate/missrate. 2% has been mentioned. This with TOA bonuses and toa/ra effects.
Magic has castspeed capped at 40% of delve and 3*delve (no bonus gaining RR5+).
And there are myriads of counters to magic all together.
BAoD, EM, Resist buffs, Interrupts, Bainshee ablative, the entire Banelord line etc etc.
And a possible in rvr RESISTRATE of up to 8%, this pulled out of the air.
And also alot of lag related problems such as run-through, LOS problems and so on bugs. Things that simply do not cause much problems for melee.
Aren't all wars? Artillery and spies offer the lowest death ratio on your own side, while they wreck havoc on the enemy. Then once that's done you move in tanks and infantry to occupy the area.snushanen said:Then this war is being fought with only artilery and spies
Tesla Monkor said:Well, casters get +damage bonus and +resist pierce bonus from ToA gear. Removing resistpiercing as bonus would go a long way to evening out the odds. Why would casters need 20% damage bonus where every else got 10%?
Puppet said:Tanks got style and melee-damage. Not 20% totally, but its not that far off.
Archery received the lowest improvement.
Shike said:You forget that everyone have access to +AF in templates too that decrease meleedamages/archerdamages even more so I think its more close to 10% than 20%.
Puppet said:Tanks got style and melee-damage. Not 20% totally, but its not that far off.
Archery received the lowest improvement.
Azathrim said:Not to mention melee don't face resist buffs.
Reduces enemy target's resistances versus all magic damage by 5%. Only resists gained from items are reduced.
Flimgoblin said:Does +%melee affect style damage?
Manisch Depressiv said:But I'm sure you even win fights against Warlocks without MoC.
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Manisch Depressiv said:Cough... Maybe in the Midgard easy mode group setup. I was MoC1 till RR8Lx, it's much easier to kill a BD (hello PD5, hello healing pets) or SM (hello intercept pet) with MoC3 than it will ever be without. The silly amout of interrupts Midgard has forced me to go MoC3.
But their pets don't intercept if I'm not mistaken.remi said:SM pet? sorc have pet, cabby have pet, thuerg...all hib casters zzz.