Post things you want nerfed ingame.

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
Speaking of buffbots, here's an idea on how to nerf them!

Make buff range 1500-2000.
Put buff charges into random drops/alch made, on 20+ timers and upto 40 charges.
Make buffstealing on clerics/druids/shamans instant and AOE 750 Range and 30 seconds recast time, so more people actually use it.
Make speccing in heal more appealing, so that its worth bringing a heal specced healer worth bringing.

And disable group ability for classes with STEALTH!!!!! (Plus if you have the stealth ability, your not allowed to engage in battles that has already started.)

And nerf Thanes.
 

Naffets

Can't get enough of FH
Joined
Nov 25, 2004
Messages
1,913
Kaj said:
Speaking of buffbots, here's an idea on how to nerf them!

Make buff range 1500-2000.
Put buff charges into random drops/alch made, on 20+ timers and upto 40 charges.
Make buffstealing on clerics/druids/shamans instant and AOE 750 Range and 30 seconds recast time, so more people actually use it.
Make speccing in heal more appealing, so that its worth bringing a heal specced healer worth bringing.

And disable group ability for classes with STEALTH!!!!! (Plus if you have the stealth ability, your not allowed to engage in battles that has already started.)

And nerf Thanes.

Remove the ability to solo from "group" characters??
 

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
Naffets said:
Remove the ability to solo from "group" characters??

I never said that though?
That would just be stopid!!
 

Naffets

Can't get enough of FH
Joined
Nov 25, 2004
Messages
1,913
Kaj said:
I never said that though?
That would just be stopid!!

What i mean is, how can you say remove the ability to group from stealthers without removing the ability to solo from group chars?
 

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
Naffets said:
What i mean is, how can you say remove the ability to group from stealthers without removing the ability to solo from group chars?

I know :( sry
I just want those damn stealthers to stop adding on every fucking fight!!! DAMNIT.

It's been more than 8 months since i had a fun proper 1on1 fight :(
 

Aussie

Banned
Joined
Dec 26, 2003
Messages
2,438
funny how that 270dmg lifetap from old frontiers where every group ran arround with a yellow-red body resist suddenly becomes a problem
 

Stunned

Fledgling Freddie
Joined
Jun 23, 2004
Messages
405
Aussie said:
funny how that 270dmg lifetap from old frontiers where every group ran arround with a yellow-red body resist suddenly becomes a problem

Because sorc wasnt fotm then. Most didnt have full toa gear, leveled artis and a decent rr ?
 

Naffets

Can't get enough of FH
Joined
Nov 25, 2004
Messages
1,913
Kaj said:
I know :( sry
I just want those damn stealthers to stop adding on every fucking fight!!! DAMNIT.

It's been more than 8 months since i had a fun proper 1on1 fight :(

Being a solo stealther while running backwards at 300% speed could be really difficult though, dont you think?
 

Chronictank

FH is my second home
Joined
Jan 21, 2004
Messages
10,133
Kaj said:
Put buff charges into random drops/alch made, on 20+ timers and upto 40 charges.
i do like this idea actually :)
would put alchemists back into business
Make buffstealing on clerics/druids/shamans instant and AOE 750 Range and 30 seconds recast time, so more people actually use it.
Most good shamans do use it, it interupts so is nice to mix in with diesease and root
Make speccing in heal more appealing, so that its worth bringing a heal specced healer worth bringing.
Do agree here, would be nice if there were a few tweaks for healing classes so they can solo up the levleing ladder if need be (in the current pve it is needed)
And disable group ability for classes with STEALTH!!!!! (Plus if you have the stealth ability, your not allowed to engage in battles that has already started.)
I disagree with this, alternative would be to make only the first person hitting a target get rps (reduced ofc as it is currently) but everyone else get 0-1rp for the kill.
 

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
Naffets said:
Being a solo stealther while running backwards at 300% speed could be really difficult though, dont you think?


Well, if you flip the camera and play with reverse keyboard/mouse, it should work..
 

fievel

Fledgling Freddie
Joined
Feb 9, 2004
Messages
26
vanish, sos, speed warps and bards who take 5 minutes to chase down soloers with a fg. thats all. o and animists ofc.
 

[NO]Subedai

Fledgling Freddie
Joined
Feb 7, 2004
Messages
1,600
Silverblast said:
Lets not sway away from the point! Sorcerers as a class have huuge utility, being able to go for charming a pet permanently, Lifetaps, Bolt Range Mez, debuff, MR, -55% mezz reduction [self] all within the single line of Mind. Giving them a tool of PAIN and survival pretty much makes the perfect class o_O.


yes yes u get that all in the mind line. :eek7:
 

Garbannoch

Fledgling Freddie
Joined
Dec 27, 2003
Messages
557
- minstrels - dunno where to start really; the most ridiculously overpowered class in the game by a wide margin
- change sorc aoe mez so that only the last one has bolt range (should be at lvl ~48) -> would mean that sorc has to choose between good CCer or good nuker
- sorc RR5 ability - reduce melee absorbtion to 50% OR make it break when casting a damage spell (not mez, root, debuffs, etc)
- change all lifetaps to 3.0s cast speed and put them into spec lines - compensate the classes with a 2.6s normal base dd (spiritmaster darkness spec line must be reworked accordingly)
- healers must lose sojourner
- lower archer range (specifically decrease bonus gained from higher positions)
- change convoker ML9 ability to something all classes can use or at least is not overpowered for pet classes
- lower TWF damage
- speedwarp effect should last ~2 secs - which means if you stay within speed warp range you get the effect again but if you leave the speedwarp area you lose the effect after max ~2 secs
- when getting interrupted it should cancel the current spell but there shouldn't be any recast delay due to interruption
- decrease moc damage penalties to 50/75/85 instead of 25/50/75
- heavy tanks (warrior, hero, armsman) should get a free passive 15% magic damage absorb at lvl 35
- bolt damage should not factor in AF - on the other hand remove the melee attack bonus (vulnerabilities/bonuses to certain types of armour)
- make druid haste and cleric spec af + heal proc conc based buffs that work like the shaman end buff - all common buffs can stay as they are
- make all resist buffs baseline and reduce their delve to 6/12/18 for blue, yellow and red - which means everyone has 18% if they group the right class but not absurd 24%; also combine a set of 3 resist buffs into one (one buff for cold/heat/matter resist) to reduce buff time
- reduce effectiveness of buffs overall

list could go on and on but I have to finish my project now ;)
 

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
Garbannoch said:
- minstrels - dunno where to start really; the most ridiculously overpowered class in the game by a wide margin

Well, they could balance it abit more i guess. I hate minstrels on PvP servers.

- change sorc aoe mez so that only the last one has bolt range (should be at lvl ~48) -> would mean that sorc has to choose between good CCer or good nuker

Uhm, its a good idea, but they would lose $$$.

- sorc RR5 ability - reduce melee absorbtion to 50% OR make it break when casting a damage spell (not mez, root, debuffs, etc)

This one is way to overpowered yeah.

- change all lifetaps to 3.0s cast speed and put them into spec lines - compensate the classes with a 2.6s normal base dd (spiritmaster darkness spec line must be reworked accordingly)

Same problem here, they need $$$. But they could nerf it down to 30% life drained instead of 40% or 50% whatever it is now.

- healers must lose sojourner

We dont have enough healers as it is, so leave it be! :p

- lower archer range (specifically decrease bonus gained from higher positions)

True! It is abit annoying.

- change convoker ML9 ability to something all classes can use or at least is not overpowered for pet classes

No comment.

- lower TWF damage

No comment.

- speedwarp effect should last ~2 secs - which means if you stay within speed warp range you get the effect again but if you leave the speedwarp area you lose the effect after max ~2 secs

Agreed, annoying speedwarps :(

- when getting interrupted it should cancel the current spell but there shouldn't be any recast delay due to interruption

Amen!! Also, when the guy hitting you misses you shouldnt get interrupted.


- decrease moc damage penalties to 50/75/85 instead of 25/50/75

/agree.

- heavy tanks (warrior, hero, armsman) should get a free passive 15% magic damage absorb at lvl 35

That sounds like a good idea actually, tanks need more love than just RAM holders.

- bolt damage should not factor in AF - on the other hand remove the melee attack bonus (vulnerabilities/bonuses to certain types of armour)

I think its fine as it is atm tbh. (Thinking about poor Wizards!)

- make druid haste and cleric spec af + heal proc conc based buffs that work like the shaman end buff - all common buffs can stay as they are

True, also make buffs ranged.

- make all resist buffs baseline and reduce their delve to 6/12/18 for blue, yellow and red - which means everyone has 18% if they group the right class but not absurd 24%; also combine a set of 3 resist buffs into one (one buff for cold/heat/matter resist) to reduce buff time

I agree there, they need to make healing classes easier to spec and more appealing so more people actually play them.

- reduce effectiveness of buffs overall

Make buffs ranged!!!
 

Robby

Fledgling Freddie
Joined
Feb 18, 2004
Messages
74
Pls Nerf That Snapshot
Its Killing So Many People Many Hibs Start Quitting Game
 

Kaj

Fledgling Freddie
Joined
Aug 26, 2004
Messages
352
imo, Mithikk should nerf all classes down to SPRINT only!
 

Eeben

Fledgling Freddie
Joined
Jan 7, 2004
Messages
3,607
Skilgannon said:
Hib:

Alb:

Change Sorc RR5 RA and put the current RA as a spec option at high Mind
Remove stealth from Minstrels

Dont remove stealth from mincers.. Hard to get groups if you are not running in a set group so not much left if you remove stealt :p
 

Mithradir

Loyal Freddie
Joined
Jun 5, 2004
Messages
618
Oo 16 pages :)


Ok let me think...


Remove NF first. After this...

Remove all instas (even the debuffs) and make them castable.

Reduce the caster's damage output but remake the whole interupt issue. It is stupid for a caster to be completely useless when he is meleed.

Those i can think for now. Back to my studies.

Msc sucks :(
 

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