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Re: Unbalanced classes

Posted: Wed Feb 08, 2006 6:48 pm
by 26101987
So guys maybe talk about most unbalanced classes? like range, hand to hand, daggers, staff? Or they are ok too?!

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 6:56 pm
by doustin
26101987 wrote:So guys maybe talk about most unbalanced classes? like range, hand to hand, daggers, stuff? Or they are ok too?!
well, range is just for the ones that have lot of patience and dont care about wasting tons of resources and that also really love OP fights

Hand to hand is absurd and also daggers

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 7:11 pm
by iphdrunk
doustin wrote:Hand to hand is absurd and also daggers

I don't want balanced classes and I don't want daggers to be as powerful as a 2h axe and I expect to die anytime I duel Kye with them. I want classes that have advantages and drawbacks, and imho the scissors-rock-paper is a good system.

That said, daggers are not absurd, imho - yes, I don't pretend I win everytime (far from it) against an AoD but with luck I can win against less powerful casters, and that before the HA hp boost. I just wish the 60 hpm was fixed and in close combat a mage could not cast at all with 60 cuts per minute, or the interrupt probability a bit higher.

Daggers are, for me at least, first and foremost, fun to use and that's in itself a reason to work on them :)

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 7:12 pm
by blaah
doustin wrote:Also lvling a warrior i think its faster than nuker cause i take several mobs with circular attack, i get even 9k xp for every combat with 3 mobs at the same time.
at what level are you talking about ?
how long does it take for you to finish those mobs ?
and is it faster than to nuke 3 mobs in a row ?

typical (powerlevel) group for melee/range user
1. tank
2. ele (nuke, wait for mob to reach tank, wait for tank to hit, finish mob)
3. healer (possible 2 for chain killing)

typical group for ele
1. ele (chain nuke, change target even before mobs drops dead)
2. healer (just one)

if you know something about how xp works in ryzom, then you see that ele group is most efficient way to level.

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 7:52 pm
by doustin
blaah wrote:at what level are you talking about ?
how long does it take for you to finish those mobs ?
and is it faster than to nuke 3 mobs in a row ?

typical (powerlevel) group for melee/range user
1. tank
2. ele (nuke, wait for mob to reach tank, wait for tank to hit, finish mob)
3. healer (possible 2 for chain killing)

typical group for ele
1. ele (chain nuke, change target even before mobs drops dead)
2. healer (just one)

if you know something about how xp works in ryzom, then you see that ele group is most efficient way to level.
well, you have no idea of what you are talking about. Learn to play a warrior first.

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 7:55 pm
by doustin
iphdrunk wrote:I don't want balanced classes and I don't want daggers to be as powerful as a 2h axe and I expect to die anytime I duel Kye with them. I want classes that have advantages and drawbacks, and imho the scissors-rock-paper is a good system.

That said, daggers are not absurd, imho - yes, I don't pretend I win everytime (far from it) against an AoD but with luck I can win against less powerful casters, and that before the HA hp boost. I just wish the 60 hpm was fixed and in close combat a mage could not cast at all with 60 cuts per minute, or the interrupt probability a bit higher.

Daggers are, for me at least, first and foremost, fun to use and that's in itself a reason to work on them :)
It is impossible to balance all perfectly but the unbalance of this game is too big. But well if you like to play big unbalanced classes its ok, i just show the disadvantages of warriors, so that ppl know it and know what they are going to do and dont waste time as i did.

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 8:05 pm
by blaah
doustin wrote:well, you have no idea of what you are talking about. Learn to play a warrior first.
what level are you fighting (solo or with healer, no ele aparently) 3 mobs at the same time with circular and beating ele+healer for xp per hour ?

just curious

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 8:38 pm
by ambika
blaah wrote:what level are you fighting (solo or with healer, no ele aparently) 3 mobs at the same time with circular and beating ele+healer for xp per hour ?

just curious

I agree with Mr Blaah. :p It took me longer to take down mobs with my melee than with my Ele (after +235, I went after Kinchers in a team of 3 while levelin' 2h...so frickin' slow...can't imagine with only a healer. That's not countin' the downtime I had to heal them (in my HA, no less...).

"A warrior is not even good for tanking big mobs like bosses. Its better not to use them so that servants of the boss dont attack. Its just bomb healing all the time and in that way there is no real difference."

You have go to be jokin'...have you gone after bosses in the 250 zones with and without a tank. There is a huge difference with certain bosses that have criticals that would take out any mage (even with lvl 250 gear which would only give them 4600 HP...that's if their Fight is at 250).

A warrior can never kill a nuker if the nuker is very far cause the nuker just flee if he doesnt kill the warrior in time.

LOL. I've been killed by a Master Pistoleer. :p So, you're wrong. All a warrior has to do is hit Anti-magic and run to the nuker (the nuker can't cast while running...he can enchant but the dmg is less).

"A warrior must spend more money/mats in items cause actually he needs a good heavy armor, and for a nuker is not so important a LA. Also we need to buy really good jewelry to have a chance and a shield if we use 1h or dagger."

Not necessarily. For one thing, being in a guild where everyone helps each other lifts the burden of not havin' good gear. You forget that melee can wear resist jewels to decrease the dmg done by nukes. So the jewels end up givin' the melee more HP AND resists/protections against ele dmg. Jewels only help a nuker with more HP (no protection against melee attack for them). Hell, most people wear LA just for the HP and +2 dodge...not for the protection. So, in most cases, the mage is hit close enough to Max dmg by the melee.

With OP mats and tools we get a pathetic 5% to critical hit or vampirism when a nuker get even +16% to dmg and speed of their amps and even a 20% chance of instant spell which is actually a 20% more dmg of average. A nuker can deal even 3k, and a warrior about 1.3 so that % is not the same for both.

Can't argue there...that's a letdown. :/

Also we need to increase several trees of warrior to be able to deal dmg to many creatures that have resistances. Some even have 80% resistance to all types of physical dmg, but no creature have 80% to all magical dmg. Creatures have some magical resistances but as nukers can choose the type of spell they dont have any problem. Even in events they just put kiputckas which resists all physical dmg to 80%.

Level pike? :p You have a point about no creatures resistin' magic up to 80%; however, the creatures that do resist magic alot tend to have A LOT of HP (aka...Kinchers, Voraii, etc...and those guys tend to resist ALL spells...even the spells that do hit are for about half...most of the time less).


Also for traveling in Atys or digging in PR they just can attack in the distance and in that way they almost never get any add. A warrior has a very short taunt that makes that usually we get some add in the end.

First off, attackin' mobs from a distance in PR isn't all that great. Some aggro are social and when you're diggin' the most you can kill is 1 or 2. That's NOT including mobs like Kinchers that can't be soloed in forage gear....(at least I don't think anyone is that crazy to kill a lvl 200 kincher in their forage gear for kicks).

In addition, if you are travellin'...and the mob is farther than a melee can taunt, you can just sneak by it. No need to engage it. I've travelled with melee...and when we had adds, that melee with extra HP was able to help tank the aggro while most of us healed up and gathered our bearings.

Also, in another turn of events, when wipin', the one that will probably outlive everyone in team (cause they can outrun the mobs) are the ones with higher HP (usually the melee, logically speakin' if they don't have speed and only got an aura up, they can outlive a mage with in the same predicament...if they don't run into other aggro. lol). Plus, because they're in HA (hopefully), they have the protection to help as they gun it away from too many adds.


Personally, I love melee now (yar yar..used to hate ze slow levelin...and it was borin'...taunt and autoclick. But levelin' in aggro with multiple mobs is fun! \o/). I wish there was more of a difference between the melee...some more stanzas to play with, etc. However, I actually don't mind the current balance between skills. It can still be tweaked and whatnot. But it's not as people make it out to be.

As for OP battles and melee....I tend to be a healer, and a melee that is kept up while he/she is pokin'/slicin'/smashin' healers can be a serious problem. :p


On a side note, I found this post completely useless:

well, you have no idea of what you are talking about. Learn to play a warrior first.

How about postin' why he is "wrong" and NOT assume he doesn't know how to play? No use in postin' non-constructive posts. Only makes you look like you don't know what you're talkin' about.

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 9:28 pm
by katriell
SoR claims it has lot of different classes but in the end ppl just use nuker and healer as main class ( just cause nuker needs healer i think ), and a few others. Ppl just lvl warrior skill to get hp for caster class.
Not true at all. Melee is my main skill. I'm not alone in that either. *points at my sig, at the name of the guild Jelathnia is in*
Also there is any advantage for a warrior to lvl caster trees? i dont get anything getting more sap.
I have healing at about 130 so I can heal and res decently.

I see melee vs. magic as balanced. Magic users are extremely weak, even if they level melee for extra HP. They get killed as fast as, or faster than, they kill. Their strength lies in the damage they can do with elemental, or a good affliction. Melees are strong defensively, with heavy armor and a good set of jewels they can last a while in combat, and even if they can't do as much damage as an elemental, if it weren't for them standing between the mob and the ele, the ele would be dead in no time unless they had a good healer.

Also, the Dragonblades had a tournament a while back with two teams: magicians, and melee. It proved that melees are perfectly capable of winning against magicians in team PvP. The number of wins for each side were about equal.

Re: Unbalanced classes

Posted: Wed Feb 08, 2006 9:53 pm
by kyesmith
doustin wrote:You think i have 1.5 base hp cause its what you have ?

no im master in 2 melees, what im saying is that if u didnt lvl melee at all, your base HP would be that low

and as for ur above coment pulling 3 mobs a time, 5% of vamp, circular=
3 times 5% chance =15% chance every hit which is once every 2.1 seconds (27 hits a min)
so every 7 hits times 2.1 seconds= 14.7 seconds for a regen of 1.3k
not bad at all

also who are you in game so i have some idea if you have any idea what your even talking about or just a lvl 100 moaning