

@philu: i'm a melee and a healer, so i'm not just rooting for the mages to be nerfed. in fact, i'm calling for a nerf of myself


besides, these changes will be on the ats for us to test, so nothing is final yet.
There is fine line when someting is fun and when it's not. Usually fun is about living the edge, but also survey from it. If risk is coming too high, it's not fun anymore.borg9 wrote:In hunting, risk = fun and challenge = achievement, at the moment there is little to no risk hunting, unless you are very careless or fight mobs much greater than the team level.
borg9 wrote:I think maybe the idea of reducing the heal is to encourge the need for more than one healer for a team of 9 and possible add a bit of spice back in to hunting. I the only flaw in the idea that I see is that your luck to find one healer about, let alone more than one.
Lol, I REALLY want to know where you dig.borg9 wrote:Gosh, we don't want Homins running the risk of dying while hunting now do we!
Next they will remove all the aggo from the harvesting areas - oh wait a min they have done that already.
Doesn't matter much, mobs follow for long enough to kill most players. If they are using ranged attacks (spells or ranged weapons) forget about it, I've been killed INSIDE Pyr by the ranged bandits on the hill next to the ramp into the valley east of the city, I do not know how far that is in meters, but running did no goodborg9 wrote:And allow us to run away from mobs - oh wait a sec thats been do too.
I also want to know where you hunt, heh. There ARE a very few digging and hunting spots like you describe, but please do not pretend that they are the norm.borg9 wrote:Then they could reduce the aggro in all the hunting area and buch the ones that are left so that they can be pull off one by one for faster level - eek thats been done as well.
kratos84 wrote:This is a very good point, there is already a serious lack of healers in game. Obviously making them less powerful and virtually disallowing players to team up with healers lower than their level isn't going to help with the situation. What's ironic is that it is usually the melee who's looking for healers, so who knows, maybe when the 250 melee players who PvP are rejoicing, the aspiring swordsmen will live in agony. I disagree that dying a lot will make combats more interesting though. To me the lack of 'spice' comes not from how easy the hunt is but the limited options of actions. I am not sure if Nevrax had really thought about all the consequences when they again affect PvE by trying to balance PvP. In the long term I think the best way to solve both problems is to give melee, and the mobs, more specific actions and thus more scenarios and more strategic choices. Unfortunately it appears that Nevrax hasn't committed itself to doing that.
can only comment on area's i have dug in: Cities of Intuition, Maiden Grove, Grove of Umbra, Void, Gate of Obscurity, Elusive Forest. Add to that anywhere there are the new spiced herbivoires as they effectively turn the zone into a picnic spot.thebax wrote:Lol, I REALLY want to know where you dig.
ranged bandits are the most difficult to escape from but its still easy as pie if you run in a straight line. i find it a bit odd that i can happily run from a kirosta patrol these days.thebax wrote:Doesn't matter much, mobs follow for long enough to kill most players. If they are using ranged attacks (spells or ranged weapons) forget about it, I've been killed INSIDE Pyr by the ranged bandits on the hill next to the ramp into the valley east of the city, I do not know how far that is in meters, but running did no good
Ahh, that takes me back to the days after Patch 1...A game almost no-one will want to play, because it is a huge pain in the @$$.
I'm sorry, but I have to disagree. Elementalist aren't really that big problem. Sure they damage is very high, what is small problem. Elementalist can kill fast, but if they fails to kill enemies before close combat, only healer can save them. Healers are the ones who makes everyone powerfull.philu wrote:These changes are going to make my job as a healer harder. My team will die more and I don't like that. And all because of a bunch of fighters whining about mages being too powerful. This change doesn't address the real 'problem', nerf the elementals not me!
And this is different from Ryzom how?borg9 wrote: A tank is there to take the hits, not to deal the dmg.
Magic users to deal the damage and kill the mobs.