thebax wrote:I am just tired of melees whining about mages being too powerful and wanting them to be nerfed, rather than asking for their own abilities to be enhanced.
off-topic : baxter you where talking about heal being half-ed, when booster was talking about improved melee resistance... you fighted each other on different battlefield... (some cross-arguments, but meaningless) good luck!
on-topic :
i'm against balancing SOLO VS MOB . darn, go play kotor or dungeon siege if you want to solo. We're not a "great community" because we go alone nuking jugula in highgrove....
From a TEAM VS MOB (PvE) point of view, nevrax' balancing issue is understandable, AND still need adjustments.
In a team :
- 2H is the tank. Give him max protection... it relieve the healer
- Nukers are the damage dealers. Easy to understang through RP/Lore : no real energy limit when no solid objects are involved. MUST be more powerful than a melee. Just give meleers some resistance... => jewels.
- Healers sustain tank and reload the nukers...
Because of the serious healing, nukers do serious damage w/o downtime, and can "tank" a bit. So Meleers => go home. Issue!
reducing healing and improving tank resistance just balance the teamwork.
Now, HOW MUCH, that's the question.
thebax, i "/agree" with the fact a "below 100" magician dude is not a strong support (both heal and nuke... only in affliction, maybe?) thus, a cutdown of single missile power is a NO NO, not even 10%.
Above, well, i dunno. The only trouble i know is the how-boring switching required when you heal a team, and the fact a big nuker kill so fast that meleers dont even have time to hit the mob.... was said many times, sorry to repeat.
- boring heal-switch => bomb-heal improved.
- avoiding solo => double missile very costly, healers unable to sustain (halfed)
- avoiding "useless little healers" => do not reduce healing upgrade until level 100.
To give a blunt feedback : increase by 25% sap and stam heal (and gives more credit for melee/ele to encourage using those, instead of HP credit), reduce efficency HP healing by 25% above level 100, or "lower" the rate of upgrade. And increase a bit the cost of double missile, so make solo/duo magic not that easy, so team recruit meleers more, and supreme amps would not be that expensive, dam**t ....