Realm Abilities and their importance in DAoC?

Do realm abilities play to big part of the game? (secondly artifacts, MLs)

  • Yes they do.

    Votes: 432 82.1%
  • No they dont, its fine like this.

    Votes: 79 15.0%
  • No,they dont, but they need a bigger part.

    Votes: 15 2.9%

  • Total voters
    526
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Cemeterygates

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i think RA's make a huge difference...if timed right cos too late or too early doesnt help you. but say in a 1-1 two melee chars fightin it out an one has IP the other doesnt that gives an advantage that can more than likley swing the fight...say they are pretty much equipped the same ect. an also timers make a difference ofc but i think RA's do play a very big part in the game.
many other factors an points could be raised ofc but i love my melee orientated chars so thats all i can really speak for altho i dont have major RVR experience due to my comp not bein upto scratch after NF came but my opinion is based on experience....if i beat some1 of higher RR than me i see it as bein lucky cos with the percentage chance of blocks ect say for example is 10%....that dont mean in 10 swings u will block 1 everytime..can block none in 20 an then another time block 5 in 10. kinda rantin now but ye...RA's matter imo
 

Chronictank

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the problem is at the moment you can win fights by simply ra dumping, there is no skill in it whatsoever, and the timers are so short you dont even have to wait long to do it all again.
If RA's were made less significant, or (this is what i would prefer) timered ra's put on longer timers like before RvR would be alot more enjoyable
 

Shike

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I think most things are ok for FGfights and zergfights but they have really destroyed the smallscaleRVR. 1on1 is just a huge timerfest nowadays and isnt really as appealing as it used to be to solofight. He who have battler up wins more than one who hasnt, he who has moc up win more than one who doesnt, etc, list is sadly quite long.

RR5 are also totally whack with huge differences even between different archetypes which imo is very very wrong. They should be more balanced. Like Eleasias said, sorc rr5 vs RM rr5 (lol!), its a frigging joke fgs.

What Mythic totally forgot is the combination of things used, SoI+ML9 and run=lol, MoC3+lifetap=lol, Grapple+TWF=lol, etc etc etc.. doesnt make much differences in fullgroupRVR but ruins smallscale. Its total easymode for some classes, while its tremendeously difficult for other classes to compete with the i-wins out there.
 

-Freezingwiz-

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Chronictank said:
If RA's were made less significant, or (this is what i would prefer) timered ra's put on longer timers like before RvR would be alot more enjoyable

Longer timers on actives would make ppl get more passives aswell, that could acually be a good way to change it, will suxx for classes that rely on actives tho :p
 

Shike

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-Freezingwiz- said:
Longer timers on actives would make ppl get more passives aswell, that could acually be a good way to change it, will suxx for classes that rely on actives tho :p

you mean rely on crutches? :)
 

Zede

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Just balance out the RR5 RAs, some like the cleric one are just Shite.
 

Thadius

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Yes they definately do, I mean, what else gives reavers a reason to be in groups for rvr ?
 

Kagato

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Realm Abilities are of great importance, perhaps not the biggest deciding issue in a fight, probably 2nd or 3rd.

But so they should be, they are the one and only reward you get for going through what can be extremely frustrating RvR sometimes, and for many non-fotm classes getting high RR can be extremely difficult and time consuming. RA's need to be effective to make it all worth while.

I'd much rather RA's were stronger then any ml's or artifact timers, but this is not always the case.

To a degree Mythic finally got things right with darkness rising by making champion abilities rather low key and not a major impact on RvR. Or to put it more bluntly, its the best expansion so far simply because it didn't fuck the game up like every previous expansion.
 

eggy

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Zede said:
Just balance out the RR5 RAs, some like the cleric one are just Shite.

Uhmm...well I disagree there.

Druids get a 5 second damage-done-heals-target, after which they are splattered into the ground.

The 30(?) second chance-to-stun (and a high chance) mixed with wargard and CL abs buff enables you to kite an assist train quite well; especially if you use barbs as well.
 

eggy

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Kagato said:
To a degree Mythic finally got things right with darkness rising by making champion abilities rather low key and not a major impact on RvR. Or to put it more bluntly, its the best expansion so far simply because it didn't fuck the game up like every previous expansion.

It only "fucked up the game" in your opinion.

I think all expansions so far have been brilliant and they've completely refreshed my opinion of the game every time they're released - bring on another game-changer imo!
 

Muylaetrix

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Kagato said:
To a degree Mythic finally got things right with darkness rising by making champion abilities rather low key and not a major impact on RvR. Or to put it more bluntly, its the best expansion so far simply because it didn't fuck the game up like every previous expansion.

:worthy:

i wonder if the next expansion will feature cl6-10 :p

yeah, ra`s, ml`s and arte charges are hugely powerfull.

yes, they have a huge impact, but nowhere near as huge the impact of RA`s 3 years ago when that was the only difference there was past 50.

3 years ago a single high RR fg could utterly devastate a zerg and dominate a zone with over 100 players in it. nowadays that isn`t possible anymore to the same degree imho.

i am not opposed to the addition of randomness to the outcome of fights.

i don`t like predetermination.

and to another poster, the difference between 50 +11 and 50 +20 is just below 5% of damage, yes, but the difference between a baseline spell with 24 +11 and 24 + 20 is BIG.
 

Stallion

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Muylaetrix said:
:worthy:

3 years ago a single high RR fg could utterly devastate a zerg and dominate a zone with over 100 players in it. nowadays that isn`t possible anymore to the same degree imho.

Once again how is this connected to any ability other then BAoD (30 min reuse)? It was purely because the ppl in the zerg were clueless while the fg knew what they were doing. Today ppl that zerg arent that clueless.. period.
 

Muylaetrix

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Zede said:
Just balance out the RR5 RAs, some like the cleric one are just Shite.

i actually like it on gradiuus.

something hits the cleric, the cleric dumps sprint, rr5, boon of kings, insta pbaoe snare, insta pbaoe mezz, single target insta heal on self (if needed) and gets away...


it`s a nice getaway trick, not an i win card.
 

Muylaetrix

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Stallion said:
Once again how is this connected to any ability other then BAoD (30 min reuse)? It was purely because the ppl in the zerg were clueless while the fg knew what they were doing. Today ppl that zerg arent that clueless.. period.

ofc, to know what you were doing is all important, but back then were only 2 things that mattered,

1) RR. in those days it was easely possible that the single FG had more RP between them than the 100 man zerg opposing them had combined.

2) player quality. the diff between a set fg on voice coms and a bunch of clueless rabble in rogs, some not even level 50, bound to follow the first person who starts moving is huge.

nowadays the average pick up group will have more than just clueless rabble, there will probably be a few high RR players in it, some players might have extensive RvR experience, some might be relatively new to the game...

the first generation of the `elite` stood with head and shoulders above the rest, because the were the first and allone at the top.

the later generations of the `top` never was able to make an as big impact again because the competition keeps improving and the gap between the best the runners up keeps getting smaller. partially cause the ammount of high RR players keeps getting bigger.

for those familiar with the vampiric world of darkness : the antediluvians were unmatched
now we have heaps of methusaleghs and ancient elders trying to get their share of the cake.
 

Stallion

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Muylaetrix said:
ofc, to know what you were doing is all important, but back then were only 2 things that mattered,

1) RR. in those days it was easely possible that the single FG had more RP between them than the 100 man zerg opposing them had combined.

2) player quality. the diff between a set fg on voice coms and a bunch of clueless rabble in rogs, some not even level 50, bound to follow the first person who starts moving is huge.

1). Was that because of their higher rank or something else? Getting more rps in a singel FG has always been better rps over running in a 100 man zerg. I think its strange you wanna connect it to RAs, stil would like an example (excluding baod) where RAs mattered for a fg to kill a zerg. Sure you had moc back then, but we have that today aswell. So that couldnt have been the major part.

2) Not related to the abilities used.
 

-Freezingwiz-

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eggy said:
Uhmm...well I disagree there.

Druids get a 5 second damage-done-heals-target, after which they are splattered into the ground.

The 30(?) second chance-to-stun (and a high chance) mixed with wargard and CL abs buff enables you to kite an assist train quite well; especially if you use barbs as well.


the cleric rr5 was crap before they upped the proc rate, so now it's decent, but when I was playing my druid a lot I survived a million times cuz of that RA's that gave u 5 secs to tell u'r grp rdy to spam heal and CC the tanks/casters u had on u, so ppl might die after the 5 secs but that is because the grp don't know what is happening

but been playing around with a rl friend a lot sitting next to each other I must admit that they have upped the proc rate ALOT ! it's like every 3rd hit or so it procs and det. don't work on it iirc(?) so it's acually usefull now :)


but I would still prefer the druid 1 anyday
 

Muylaetrix

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Stallion said:
1). Was that because of their higher rank or something else? Getting more rps in a singel FG has always been better rps over running in a 100 man zerg. I think its strange you wanna connect it to RAs, stil would like an example (excluding baod) where RAs mattered for a fg to kill a zerg. Sure you had moc back then, but we have that today aswell. So that couldnt have been the major part.

for the first 2 years ofg my playing daoc, running with the zerg was much better rp than running as a fg 90% of the time... untill NF, there had maybe been 4 times i had earned over 10k on a day.

OF and single FG`s for me ment dieing without rp within 30 secs of leaving APK.

and, yes, boad was an OP tool. but only a select few FG had access to such a tools. how many alb groups were there that had 5 VP`s at that time :p ? (or how to make half a zerg go LD)


the first groups of players who had :

a) the good players (some players are just better than others),
b) the knowledge of the game to use all the availagble toys to their full extend,
c) teamwork (rl mates, voice coms, whatever),
d) the ingame tools (high RR (more and better toys) templated chars, tuned to working as a group)

domminated the scene like noone else managed since.

2) Not related to the abilities used.[/QUOTE]


hmm just good chars in the hands of newbs don`t do the trick, that`s why ebayed chars almost never perform to the extend their original owner did manage
 

Vandar

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Realm rank and RA's have always played a big part in RVR.
Active RA's are worse than passives obviously and over time there have been some devastating active RA's offensive and defensive.

After playing the game for 4 years I cba anymore with the way timed abilities (whether RA, Arty or ML) have changed the gameplay of some people and groups.
Pre TOA they probably had less of an impact as obviously someone MOCing etc was casting slower and did less damage than now.

To be honest though I think RAs are only one small problem in the overall game now.
I'd like to see Mythic do something radical like half the dmg everyone does and put a cap on casting speed AS well as limiting the effectiveness of the timed abilities.
If they're looking for ideas of how to change the game for the better they should contemplate something like this.
Everyone who likes challenging fights should push for this type of thing, not just RA changes.

My $0.02
 

prodical

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if they really want too balance it they should limit certain ra's too which you can spec into, or overhaul the ra system totally. far too often do grps rly on ra's...more so very high rr mid grps dumping insta ra's too win.
 

Congax

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Realmabilities make the game more fun imo, it can cause the fight to either last longer, or speed it up really fast :) Sure, annoying moments exist when a lifetapper just presses moc and goes for it, but some serious strafing can be a solution!

I've got quite alot of active RA's, and I doubt I can play without them. Having Purge III is just a total blessing, and I want to have babies with Secondwind ;)

Vandar said:
I'd like to see Mythic do something radical like half the dmg everyone does and put a cap on casting speed AS well as limiting the effectiveness of the timed abilities.

But wouldn't that just make them completely useless? And moc for exemple already has this dmg decrease, decreasing it even more would make sure nobody buys it anymore imo. I find the RA's quite balanced as they are atm, altough I can't really give an opinion about the OF RA's, seeing as I didnt play then :)
 

Congax

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censi said:
or u could have babies with an end pot!

Meh, used end pots uptill last week but cba! Secondwind and healing pots, gimp :D
 

Konah

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Eleasias said:
Or comparing RR5 RA's that have the same function but their effectivness is just lightyears apart, like sorc RR5 and rm RR5 :D

well lets not forget sorc is alb primary mezzer, it needed and deserved a good rr5 for group rvr to come close to the survivability of bard/healer with Phase etc, its just wayyyyy OP when they solo.
 

Konah

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Jupiter said:
just compare abilites across the board and see how rr7 makes some classes very very powerful but others not so

like, casters can spend all points on dmg and tanks gotta spend all points on anti-cc and anti-magic? ;(

its time the fat kid got off the caster end of the mythic game balance see-saw imo
 

Mastade

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Konah said:
like, casters can spend all points on dmg and tanks gotta spend all points on anti-cc and anti-magic? ;(

its time the fat kid got off the caster end of the mythic game balance see-saw imo

sad but true
 

ruw

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Stallion said:
Once again how is this connected to any ability other then BAoD (30 min reuse)? It was purely because the ppl in the zerg were clueless while the fg knew what they were doing. Today ppl that zerg arent that clueless.. period.

add buffs to that
 

Graendel

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Stallion said:
I think its strange you wanna connect it to RAs, stil would like an example (excluding baod) where RAs mattered for a fg to kill a zerg.

VP!

No, I think it is as you say. A clueless majority and a minority who played well with good communication.
 

Vodkafairy

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big difference is the shift towards casters also, there's no more hordes of paladins and other stuff charging into the box and instadying to 2-3x pbae. a few casters permanently aeinterrupting the box will cause death for such a group, no matter if you're rr1 or r11, interrupt is interrupt.

the ability i disgust most in the solo scene is IP. there's a lot of i-win buttons but atleast most have to be used early on in a fight so there are ways to counter it. but pressing IP at the last second to get some more health and win the fight is just.. the most retarded thing, ever.

IP shouldn't be an active ability as it is now, rather a passive on-deathblow ability. kill someone and get 20-50-100% hp refunded.

...or something.
 

Congax

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Vodkafairy said:
IP shouldn't be an active ability as it is now, rather a passive on-deathblow ability. kill someone and get 20-50-100% hp refunded.

...or something.
You and your grudge versus IP >.<
 

Tuthmes

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Vodkafairy said:
the ability i disgust most in the solo scene is IP. there's a lot of i-win buttons but atleast most have to be used early on in a fight so there are ways to counter it. but pressing IP at the last second to get some more health and win the fight is just.. the most retarded thing, ever.

IP shouldn't be an active ability as it is now, rather a passive on-deathblow ability. kill someone and get 20-50-100% hp refunded.

...or something.

Agreed, IP whas balanced in the days without MoS.
 
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