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Please stop punishing my portable walls and meatshields.

Posted: Sat Dec 11, 2004 10:34 pm
by tetra
There are several problems with mobs in the higher levels... they either hit for almost no damage, or they instantly kill tanks. These are not amazingly powerful mobs that take forever, but things we churn through rather quickly as a group. Special attacks that hit for 2500-3000 or more, while ignoring armor are being pumped out by mobs that are hitting the same tank for 500-900ish on average. Healing has turned into a game of CH CH CH CH CH CH, there is no choice between slower more powerful or faster heals for less, just CH CH CH slowly or quickly. It removes all strategy from fights, and turns them into "ok we need one more healer" to be able to rez folks from corpse>full faster. Then comes the punishment... when those tanks get killed instantly, they are now in a situation where they need to hit the mob again before it dies or get no exp. It doesn't matter if they do 99.999% of the damage to a mob by themselves, if they die and someone else comes to kill it before they can hit it again, they get no exp... if they die and the mob dies while they are about to be rezzed... they get no exp...

please fix it... I don't want to play a game of CH CH CH CH CH CH CH CH, I want to play a game where I have to consider if i want to cast quickly, cast for a lot, or cast sap draining CH style spells depending on the situation. I'm sure.... I know tanks are tired of the yoyo CH style game, since they bring it up rather often.

Re: Please stop punishing my portable walls and meatshields.

Posted: Sat Dec 11, 2004 10:43 pm
by streak
roughly 13 seconds to kill a level 218 najab with a group of 4 or 5 = not an uber mob that needs to be hitting for 2900 damage every few attacks. it's just plain silly that i'm running back from a pull, and i die - then a complete rez, then instantly i'm dead again. it ends up that i take half steps back to the group, rez and die, and then once the mob is within range of the group, it dies nearly instantaneously.... but i'm still dead. speaking of still dead, how many times has it happened to all you other tanks that you do nearly all the damage to the mob, and it's uber hit takes you out, and you get rezzed just in time to miss out on xp? just plain stupid. please look into this silliness, it's becoming extremely irritating...

Re: Please stop punishing my portable walls and meatshields.

Posted: Sat Dec 11, 2004 10:51 pm
by foreverb
I have the same problems as the two above posters, the one shot attacks have got to stop. As a tank its not fun getting rezed 2-5 times a fight and getting Zero exp. Maybe if they figured out a way to stop the lag getting rezed causes... then it wouldnt be sooo bad......


on another note, i solo'd a kipasta that gave me 12 exp for killing it. It only hit me twice, 230, 2189.... i almost died to 2 attacks from something that gives 12 exp solo....

Re: Please stop punishing my portable walls and meatshields.

Posted: Sat Dec 11, 2004 11:00 pm
by tinpony
streak wrote:roughly 13 seconds to kill a level 218 najab with a group of 4 or 5 = not an uber mob that needs to be hitting for 2900 damage every few attacks. it's just plain silly that i'm running back from a pull, and i die - then a complete rez, then instantly i'm dead again. it ends up that i take half steps back to the group, rez and die, and then once the mob is within range of the group, it dies nearly instantaneously.... but i'm still dead. speaking of still dead, how many times has it happened to all you other tanks that you do nearly all the damage to the mob, and it's uber hit takes you out, and you get rezzed just in time to miss out on xp? just plain stupid. please look into this silliness, it's becoming extremely irritating...

And heaven forbid a healer try to cast stamina gift on anyone. The main would be dead with a one-shot. I've taken to wearing light armour as second tank and using max accuracy, lower damage stanzas just to keep hitting in the fight. Of course when yo-yo tank happens, the enemy then double-hits with double the attack speed, hitting me and then back to the tank. By the time the fight is done, I'm either dead or near dead and out of stamina, the main has died a dozen times and the healer is a shaking bundle of nerves. :D

Two healers is a little more fun. Heh.

Tin.

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 12:01 am
by piknik2
More interesting is mobs like Tyrancha which have some mysterious range attack; one shots healers and mages alike.

Essentially, a group needs 1 healer for every 1 damage dealer.

And yes, the problem with the character de-select upon death NEEDS TO BE FIXED ASAP; if we're expected to play console Final Fantasy style combat where characters are rezed 45 times during combat then we need to at least have the proper means to do so. Seems silly to have to reconfigure all my macros for every new group I join as a healer.

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 12:14 am
by tinpony
piknik2 wrote:Essentially, a group needs 1 healer for every 1 damage dealer.


And a sap/HP healer for the healer.

I really don't like that you don't get XP if you die. Said it before, but a team that succeeds should get XP for every member that contributes.

Tin.

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 12:34 am
by streak
another funny thing: sometimes it's better for me to NOT attack a mob, if i'm not sure of hitting it, because if i stand by it and attack another mob, i get xp for just being close when it dies, but if i try to whack it, even once, and i miss, i get no xp... now i'm not complaining about the "you get xp just for being nearby", because we pull up to 5 mobs at a time, but it's silly that it can be better to not hit at all than to put in the effort...

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 2:58 am
by aelvana
High level HA + slow would be good, yes? Aren't we all resorting to doing the spam CH thing because we CAN beat the mobs that way, and it's easier than making sure you have an armored high level tank and a slower? The game we want is in place -- we're just not going to the effort to play it that way, because we can do it an easier way (spam CH). I think this is the real problem. There are plenty of mobs that will NOT kill a well armored tank in one hit, but we don't bother with slow, so we all go on thinking that we HAVE to spam heals to keep him alive.

In this sense, the only thing everquest has over Ryzom is that you can't do the die/rez thing -- you have to make sure NO one dies. So you have no choice but to use slow and debuffs on high level mobs, and combat is fun.

Making death something that you can't just insta-rez from would fix it IMO, but I'm not about to suggest Nevrox fix it THAT way...

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 3:30 am
by tetra
aelvana wrote:stuff
way to completely miss the point...

Re: Please stop punishing my portable walls and meatshields.

Posted: Sun Dec 12, 2004 3:44 am
by aelvana
Wasn't the point that mobs are insta-killing tanks while hunting?