Yep, definitely. I think the game has massive potential. Warrior damage and mana drains need looking at, plus more incentives to open world PvP. That aside, the game is just what I have been waiting for for a long, long time.
GW was even a true mmo tho was it ? most of it is instanced
GW was even a true mmo tho was it ? most of it is instanced
Love the mage QQ 20 yard range on champion charge, 30 yard range on mage spells HERP DERP.
That said Champions are fine, you're basicly crying about their damage this early in the game before everyone gets pvp souls sorted + decent amounts of valor, quite silly really. Thats like saying "Oh a Shadowblade PA'd me for 4000 damage because I have no resists ) especially given how hard MAGES can nuke with that 30 yard range vs melee's 15-20 yard charge ranges.
As for mana drains as said previously dominator mana drain is by far more op than void knights mana drain because it scales.
especially given how hard MAGES can nuke with that 30 yard range vs melee's 15-20 yard charge ranges.
Love the mage QQ 20 yard range on champion charge, 30 yard range on mage spells HERP DERP.
That said Champions are fine, you're basicly crying about their damage this early in the game before everyone gets pvp souls sorted + decent amounts of valor, quite silly really. Thats like saying "Oh a Shadowblade PA'd me for 4000 damage because I have no resists ) especially given how hard MAGES can nuke with that 30 yard range vs melee's 15-20 yard charge ranges.
Really hope you're joking.
But you seem to forget that all our really hard nukes have 2 seconds or more cast time (4.2 for the really kickass one even after talented to be faster), meaning that those extra 10 yards means fuck all as a champion will guaranteed have the in combat bull rush talent, and an assortment of talents that breaks him free of CC's.
And from a melee vs caster point of view, valor on a mage isn't going do be nearly as useful as valor on a melee that can negate damage both with valor and resists, a mage has ONLY valor that really helps, as armour value is the only thing that handles physical damage negation. And mages have no armour, even with the archon armour buff its pitifully low. And even though some melee abilities have magic damage procs, the majority of the damage a melee do is physical damage.
Yes i'm well aware that mages are glass cannons, but they seem to have forgot the cannon part. Even pyro is weak comparative to melee damage wise unless you spec for the one trick pony (insta squirrel +50% damage cinder burst combo), that really only works in 1v1 situations and is even more squishy then normal because one has to give up so many points better spent in survivability talents to get it.
The only mage soul that stands a real chance against a properly specced and played melee is a 51 point specced warlock.
Melee IS going to get nerfed, there is no question about it. I just hope they do it before the end of the free month so ppl have an incentive to stay rather then go back to fucking WoW most likely never to come back.
Same failing as DCU, endgame is a planned out geargrind rather than anything fun/challenging.
You can chain CC tho no? if champs are specced as high as Destroyer's Bearing (which the hard hitting ones will be thats 51 points down the drain) they'll only have 1 charge and 1 pvp trinket, they should be easily locked down or knocked back (myesss elementalist remember? pew pew knockback) the only warrior soul that knockback is useless for is Paragon because they get a buff that makes them immune to it.
And all that said if they nerf champs they need to nerf mages because as said in another thread I have been hit for 2900 by a mage (which is harder than any champ i've seen hit) not sure whats so hard to grasp about it all really... warrior + 2handed weapon + cloth ofcourse they're going to hit hard, they're always going to hit hard vs you and no amount of nerfing is going to fix that. And if on the offchance they did nerf them to the point where they couldn't even touch a clothie damage wise congratulations your constant whining and moaning has ruined a class.
The difference between melee critting for 2900+ damage and a mage critting for 2900 is still that the mage needs a cast time and can be interrupted, a melee only need 1 or 2 global cooldowns worth of instants. And at least heavy spec champions can get on demand crits, a mage can't get that no matter what. So a mage critting for 2900+ damage is lucky, a champion can crit by just timing his abilities right. I mean, YOU posted a screenshot of a 2.4k titan strike crit claiming melee > casters...
Yes melee's can theoretically be chain CC'd, but almost all CC's have either a annoyingly long cooldown, requires a cast time, has a really short duration (8 - 12 seconds) is ground targetted or even channeled. But all but one root breaks on damage, a select few has a chance to break, so sometimes actually works, but those are in stormcaller, one of the worst survivability trees out there for mages and requires some heavy dedication to the tree.
Look, i know you play a warrior so probably have a hard time seeing the imbalance, but dedicate a few weeks to play a mage and i'm pretty sure you will see what i mean. Personally i'm leveling a warrior and to be honest i don't fear anything in terms of pvp now.
Decided to cancel my subs because the warfronts get boring way to fast, will renew in a heart beat if they add a dedicated rvr zone.
Didnt last long ?
yeah, its funny how I'm taking my time and only lvl40. But people who are 50 are doing all the same 1-10,10-20 dungeons just in "expert" difficulty. And the same warfronts at level 50. I dont know if I'll hit 50 now it's pointless doing the same dungeon over and over, eve if it is harder.