About Warriors..
Re: About Warriors..
And no one would ever fight zerx anymore
Re: About Warriors..
Zerx suck anyways.
Mage Tanks work well enough as long as you have a healer that pays attention.
A melee/caster leveling takes much longer than one elem/healer.
A large part of this I believe was because affliction/missile wasn't working so. Elem was pleveling.
In essence I feel screwed since I know I could start a new char and get back up to near 200's in a month or two AND have my afflictions up there. I could do the same with melee but I only have one branch.
etc. etc. it's not really balanced but throwing the xp into affliction missile, while nice, is A. Long overdue. B. still unbalanced since you still level 2 magical trees faster than you would one melee tree.
Mage Tanks work well enough as long as you have a healer that pays attention.
A melee/caster leveling takes much longer than one elem/healer.
A large part of this I believe was because affliction/missile wasn't working so. Elem was pleveling.
In essence I feel screwed since I know I could start a new char and get back up to near 200's in a month or two AND have my afflictions up there. I could do the same with melee but I only have one branch.
etc. etc. it's not really balanced but throwing the xp into affliction missile, while nice, is A. Long overdue. B. still unbalanced since you still level 2 magical trees faster than you would one melee tree.
Baldy
Guild Infinity, blue monkey scapegoat caster of spells making materials appear in guild hall while riding mektoubs to get things out of the ground so that they may be placed in there so people can level crafting and not making much money so always poor unless I go do things on my own but that's boring so I don't because I'd rather take brithlem's money because he has access to the guild hall and has lots of money so it...
Guild Infinity, blue monkey scapegoat caster of spells making materials appear in guild hall while riding mektoubs to get things out of the ground so that they may be placed in there so people can level crafting and not making much money so always poor unless I go do things on my own but that's boring so I don't because I'd rather take brithlem's money because he has access to the guild hall and has lots of money so it...
Re: About Warriors..
Aff mages should get exp for casting an affliction, not landing it. Everyone should get exp in a fight they've assisted in, even if they die.
To me these things go without saying, I just don't see what purpose it serves to take away exp for missing/dying.
To me these things go without saying, I just don't see what purpose it serves to take away exp for missing/dying.
Saiwin - Leader of the Silver Watch
Re: About Warriors..
Throughout history of most games are like that(listing the mmorpgs i have played):
AC1, 2
Muonline
KnightOnline
RYL
EQ
Lineage 1
A3
All of them have mage classes doing more damage than melee classes. The whole point of being a mage is to:
a) Do massive dmg
b) Be less able to tank than melees
c) Take a HELLA lot more dmg than melees do
d) stay in the back ground nuking
A melee would have:
a) to be the meat shield
b) have high def
c) have high hp
d) be able to hold its own against mobs his lvl
every game does that, except SoR, our melees have this:
a) a little more hp, and a tiny bit more def
b) THATS IT
i have no complaints about the dmg, 2h melee at 250 with a 200q sword alone can do about 900-1k dmg to a non-slash resistant mob. At that dmg, bleeding does about 150-200 dmg every click for 10 secs, given a 1 min time frame, the total dmg would be approximately 33k dmg/min, a mage at 250 hits about 25 times a min averagely subtracting the misses, dealing abt 2.5k per hit, thats 60k. Its only twice the dmg, thats less than expected of a mage. So its fair there.
However, when talking abt dmg taken, its a diff story. Take for example a 2* Zerx, it does 800 unaltered dmg, with a 2.9k dmg spit. Most of the time, the ppl taking it on would be around lvl 125-150, lets compare a mage to a melee. Lets take into account how most mages have melee between 100-150, which is mostly the case.
Melee:
-has about 2.5-3khp
-Wearing full suit of exc hvy armor, will take about 450 dmg, and the full 2.9k dmg from spit, with a 50% chance to resist(which doesnt work rite anyway).
-Does about 750-800 dmg per hit, misses 25% of the time, hits once every 2 secs.
Mage:
-From 2k-3k hp, depending on armor and jewels
-Takes about 650-700dmg per hit, the full 2.9k dmg
-Does about 1.8k dmg per hit, misses 25% of the time, hits once every 2-3 secs depending on amp.
as u can see, there is virtually no difference in anything else, except that the mage does a lot more damage, either way, 1hit+ a spit would kill both chars, thus rendering it VERY unfair to the melee. THE MELEE IS
SUPPOSED TO BE ABLE TO TAKE DMG FOR GODS SAKE, not die as fast as a mage.
Here's another thought:
A mage can get virtually all the benefits of a melee by just lvling in it, high hp and all, whereas a melee gots NOTHING from lvling in ele, try casting a spell in melee gear, good luck lol. But just click once and switch to a melee weapon, walla! u are virtually a meat shield.
Take a player who has lvled both melee and ele to 250, lets see wat he gets.
Being a mage:
>Has as high hp as any melee cos his/her melee is at 250 too
>Melee protect aura
>Does massive dmg
>Disposes of non-boss/named mobs quickly, sap/hp can easily support the spells.
Being a melee:
>Gets NOTHING from being a 250 mage
>Does half the damage
>Takes forever to kill a mob, stam runs out in 15 secs with heavy armor.
how very unfair as u can see.
Solution:
either make the armor reduce dmg taken on a percentage basis, or raise the defense SIGNIFICANTLY on hvy armor, or give the melee a defensive spell, orgive the melee more hp, or make shields have a block %, or make the parry bonus on shields ALOT higher. Another possibility, give the melee a more dmging skill, or a 2nd attack or smthing, mages get double missle at 100, melees dont get anything special.
AC1, 2
Muonline
KnightOnline
RYL
EQ
Lineage 1
A3
All of them have mage classes doing more damage than melee classes. The whole point of being a mage is to:
a) Do massive dmg
b) Be less able to tank than melees
c) Take a HELLA lot more dmg than melees do
d) stay in the back ground nuking
A melee would have:
a) to be the meat shield
b) have high def
c) have high hp
d) be able to hold its own against mobs his lvl
every game does that, except SoR, our melees have this:
a) a little more hp, and a tiny bit more def
b) THATS IT
i have no complaints about the dmg, 2h melee at 250 with a 200q sword alone can do about 900-1k dmg to a non-slash resistant mob. At that dmg, bleeding does about 150-200 dmg every click for 10 secs, given a 1 min time frame, the total dmg would be approximately 33k dmg/min, a mage at 250 hits about 25 times a min averagely subtracting the misses, dealing abt 2.5k per hit, thats 60k. Its only twice the dmg, thats less than expected of a mage. So its fair there.
However, when talking abt dmg taken, its a diff story. Take for example a 2* Zerx, it does 800 unaltered dmg, with a 2.9k dmg spit. Most of the time, the ppl taking it on would be around lvl 125-150, lets compare a mage to a melee. Lets take into account how most mages have melee between 100-150, which is mostly the case.
Melee:
-has about 2.5-3khp
-Wearing full suit of exc hvy armor, will take about 450 dmg, and the full 2.9k dmg from spit, with a 50% chance to resist(which doesnt work rite anyway).
-Does about 750-800 dmg per hit, misses 25% of the time, hits once every 2 secs.
Mage:
-From 2k-3k hp, depending on armor and jewels
-Takes about 650-700dmg per hit, the full 2.9k dmg
-Does about 1.8k dmg per hit, misses 25% of the time, hits once every 2-3 secs depending on amp.
as u can see, there is virtually no difference in anything else, except that the mage does a lot more damage, either way, 1hit+ a spit would kill both chars, thus rendering it VERY unfair to the melee. THE MELEE IS
SUPPOSED TO BE ABLE TO TAKE DMG FOR GODS SAKE, not die as fast as a mage.
Here's another thought:
A mage can get virtually all the benefits of a melee by just lvling in it, high hp and all, whereas a melee gots NOTHING from lvling in ele, try casting a spell in melee gear, good luck lol. But just click once and switch to a melee weapon, walla! u are virtually a meat shield.
Take a player who has lvled both melee and ele to 250, lets see wat he gets.
Being a mage:
>Has as high hp as any melee cos his/her melee is at 250 too
>Melee protect aura
>Does massive dmg
>Disposes of non-boss/named mobs quickly, sap/hp can easily support the spells.
Being a melee:
>Gets NOTHING from being a 250 mage
>Does half the damage
>Takes forever to kill a mob, stam runs out in 15 secs with heavy armor.
how very unfair as u can see.
Solution:
either make the armor reduce dmg taken on a percentage basis, or raise the defense SIGNIFICANTLY on hvy armor, or give the melee a defensive spell, orgive the melee more hp, or make shields have a block %, or make the parry bonus on shields ALOT higher. Another possibility, give the melee a more dmging skill, or a 2nd attack or smthing, mages get double missle at 100, melees dont get anything special.
SoulKrusher
Officer, Living Planet Defenders
Officer, Living Planet Defenders
Re: About Warriors..
Armor limitations (or lack thereof for light) make it worse.
Melee can only wear heavy armor 15Q higher than his constitution.
A 125 melee can wear Q140 heavy 70hp per item = 420hp (6 items).
A 125 mage can wear Q250 light 125hp per item = 625hp (5 items).
Even if he can only find Q200, 100hp per item = 500hp (5 items).
Too sad.
Melee can only wear heavy armor 15Q higher than his constitution.
A 125 melee can wear Q140 heavy 70hp per item = 420hp (6 items).
A 125 mage can wear Q250 light 125hp per item = 625hp (5 items).
Even if he can only find Q200, 100hp per item = 500hp (5 items).
Too sad.
Re: About Warriors..
Great post. One more add to the solution list is to reduce the stam/hp costs for actions for melee. Whatever is done also needs to be looked at for effects on making 1H/CC/Ranged playable.wahlaneh wrote:Solution:
either make the armor reduce dmg taken on a percentage basis, or raise the defense SIGNIFICANTLY on hvy armor, or give the melee a defensive spell, orgive the melee more hp, or make shields have a block %, or make the parry bonus on shields ALOT higher. Another possibility, give the melee a more dmging skill, or a 2nd attack or smthing, mages get double missle at 100, melees dont get anything special.
Re: About Warriors..
1h is actually alright, im 185 1h sword, the only complaint i have is that since they almost halved the dmg from 2h to 1h, they should at least make the shields more useful, alot more useful lol.
still havnt quite figured shield defense out, but a good idea would be to make the shield add to the overall defense. Like if she shield has 120 slash def, it should add 120def overall, to every armor part.
CC just has crappy dmg, they made it too low.
As for ranged, they gotta do something abt the ammo, the ammo system sux. And the dmg kinda sux too. Making a Supreme gun doesnt do anything, besides speed, you still do the same dmg with it as a basic gun.
still havnt quite figured shield defense out, but a good idea would be to make the shield add to the overall defense. Like if she shield has 120 slash def, it should add 120def overall, to every armor part.
CC just has crappy dmg, they made it too low.
As for ranged, they gotta do something abt the ammo, the ammo system sux. And the dmg kinda sux too. Making a Supreme gun doesnt do anything, besides speed, you still do the same dmg with it as a basic gun.
SoulKrusher
Officer, Living Planet Defenders
Officer, Living Planet Defenders
Re: About Warriors..
Good point there. They should give hvy armor a 3/4 bonus instead of the usual 1/2 of Q. that way a 200q hvy armor would get 150hp per piece.amcyr wrote:Armor limitations (or lack thereof for light) make it worse.
Melee can only wear heavy armor 15Q higher than his constitution.
A 125 melee can wear Q140 heavy 70hp per item = 420hp (6 items).
A 125 mage can wear Q250 light 125hp per item = 625hp (5 items).
Even if he can only find Q200, 100hp per item = 500hp (5 items).
Too sad.
SoulKrusher
Officer, Living Planet Defenders
Officer, Living Planet Defenders
Re: About Warriors..
I've been 250 for a week. Also, Chronosfera is 250 melee as well.madnak wrote:I think Sekhmet is still below 250, and she even has Lathaniel following her around doing nothing but helping her up.
Sekhmet
Out of Cavern
Re: About Warriors..
cool gratz to chronos