Threap

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Everything posted by Threap

  1. Cool so you dont care if its changed back then....... as very little changed.
  2. I tested a few times with Xallo as it happens, however the problems with spells are how they add to or compound existing problems. I personally think the damage right now is ok, IF all the other crap I listed in my post was fixed.
  3. So you are saying you would still win even if spell casting was reverted, as your winning is nothing to do with spell casting patch? So why are you so against it being changed I wonder.....
  4. We actually have more Mag/Nathan than healer priests so you are wrong on that point, we just have many non priests.
  5. Here are a few of my thoughts, the problem goes beyond damage numbers. Not everyone that wants to pvp wants to be a priest, old system non priests where perfectly viable in a group of mixed priests\non priests. Now due to spells being stronger and spell interrupts, the pvp dynamic has changed to where you have a significantly larger advantage if everyone on your team is a priest. An example of why:- In the last pvp fight i was interrupted practically every time I tried to cast scorn to get a heal off. This is because virtually everyone on the enemy side is a priest. This is the biggest problem with the patch not the actual damage they do, the patch caused a huge shift in the pvp play style. Overall I hate the new style, because I really don't enjoy being a priest 24/7, with no ability to imp items. Behind that there are other bigger problems that need to be fixed, mainly overall damage is too high. This is due to stacking of warbonus, priests with warrior damage bonus, true strike spam and the fact that spells bypass the previous 10 player melee limit. This brings about a zerg type game play, where one group charges in a zerg to try and get a kill on 1 player where some people melee and some cast spells. The result is even a very strong account can die before a healing spell gets off, this makes healing spells near worthless v a 15+ player group and further encourages players to play damage based priests which further encourages the zerg game play style. If it was purely up to me this is what i would do at this point. 1. Delete warbonus damage, maybe keep CR bonus or just delete it entirely. Its crap because a reasonably large amount of effort gets a fairly large bonus 30% damage and CR that stacks with mag bonus. This means if there were smaller PMKs that pvp they would likely never be able to keep the bonus up and be at a huge disadvantage. Plus this is the main reason why the time to kill a player is so short right now. 2. TrueStrike has been complained about endlessly by most people on both sides for years, yet it still remains. Make it a CR bonus instead or maybe a 15% damage bonus an hour that does not stack with warrior bonus, whatever it becomes the current incarnation needs to go, getting hit for 20+ damage from 1 hit, when most of the 15 people attacking you have the spell makes for a crap experience. it was fine years ago when it was hard to get tombs and\or source was harder to get, now it needs to be changed. 3. With the healing resistance change to prevent endless spamming of heals, I see little point in the aoe healing spells having such a large cast time, when they also have a long cooldown as well, as i said above they are near useless currently. I see no reason to make LOF and Scorn instant cast or <5 second cast. It needs to be short enough so it can be cast without players having to stop moving. Other heals being faster might also make them useful, 3-5 seconds range for small heals, so they can be cast on other moving players without them running out of range. Similarly spells like heal are useless at 29 second cast time. Nobody will ever get off a 29 second cast in a fight, healing resistance takes care of it being spammed so it does not need a long cast time any more. Other things I would tweak after playing several fights with the above changes. Block and parry have built in cooldowns, so you cant block,parry everything which is good, however because of this it makes the current antigank code which gives +CR based on the number of attackers virtually useless. This whole system needs a rework. If two players with 90 FS, Shield and weapon skill fight a 1 on 1, they might hit once every 30 seconds if they are lucky which is way too few times, on the other end of the spectrum a player getting ganked by 15 players probably blocks\parries 4-5 times before they die in some cases, which again sucks. The rework needs to allow a 1 on 1 where the players actually hit each other before running out of stam and also still actually block\parry a decent amount v 15 people. Consider removing all priest penalties on pvp servers, so everyone gets best of both worlds if they choose to play on a pvp server.
  6. Of course here comes the trolls, can't keep it constructive eh?
  7. There hasn't been fights with these numbers in the last two years as I pointed out already
  8. Yes but I also explained why currently it's not enough in my original post. Mostly the block and parry cooldown needs twerking when you are in def stance
  9. I also don't think the spell change is to blame entirely for the current Zerg meta, it's been a while since fights this size has been common. but the spell change has added to the problem. The game needs to evolve as the play style does, I just really dislike the Zerg the leader meta, I saw the same thing in Eve and it was crap pvp there as well.
  10. That's not what I am saying if you actually read. The time to kill the first person is too quick is my point, I even made it bold. Zerg meta in any game sucks and takes no skill, that's what my suggestion is to address to give that first target a chance to survive longer providing they react to being the targeted without having an effect on small scale pvp
  11. One of the main issues I is the lack of 10 man limit on spells. if 20 people all try and melee 1 person many will get a message "not enough room" or similar and not be able to melee, the same restriction does not exist for spells. So you have many people in melee the rest spell spam, then the person is dead. Its this zerg meta which makes pvp crap, in the last fight, many people died before i was able to cast scorn at 15 second cast and even if it did get off, the healing same as light of fo is simply not enough to keep people alive. Its also a combination of other outstanding problems like, truestrike. The TLDR is the time to kill a 90+ FS character with 50+ body str is way too short. Basically right now there is practically no real skill involved in these fights, its just a zerg fest, the only thing that really matters is trying to kill the enemy group shot caller\pvp leader first, and that is a crap pvp meta. The "time to kill" need to be shorter when the person focused uses "pvp skill" to notice they are being focus and reacts the right way. Here is one suggestion. Switching to Defense stance should be something that significantly help you stay alive in these big 15+ v 15+ fights right now it doesnt do enough. The current antigank code isnt very good, currently it gives you a decent CR bonus if you have many people attacking you however CR is pointless when there is a internal cooldown on block and parry. You could have 100 CR but you are still going to get rekt with 10 people melee hitting you and spells. Make the Def stance give you a good amount of Magic DR based on def fighting skill. Improve the anti gank code to also significantly reduce the block and parry cooldowns in def stance only. as well as give you some additional DR only in defence stance that scales vs the number of attackers. The above should add some skill back to pvp and smooth damage when being hit by a large number of people, enough to actually make healing an option, without effecting small scale engagements oh and nerf truestrike.
  12. How is the QL of the Moon Metal determined?
  13. -1 rather than another epic reset which will get people playing epic for a few months then stop again, I would prefer a new map be built into a reworking of epic\chaos\pvp servers overhall., There needs to be only one place to pvp, be it chaos or epic, there arnt enough players to support two pvp environments.
  14. Should be a quick fix! please halp
  15. another option i thought about for a visual indication of the camp is near is maybe put some border around the 40x40 area it similar to the hots challenge ring. Plus some sort of glow that shows above trees, if you are close < 200 tiles.
  16. as Mclovin pointed out, There definitely needs to be some sort of death message for capping and also something similar to a locate like the message. without that there will never be pvp during a capping. XXX battle camp is being captured, it is far away ahead of you to the left.
  17. One issue i see is people will use alts same as they did on EPIC, they find some fairly remote battlecamp, wall it off, drop a mailbox, log off an alt inside the walled off area. Regularly login the alt to check for MM then mail it to main. The collection of the Moonmental needs to be something you cant do on an alt somehow. Also the Hota Statue dropping at a camp seems pretty anonying given its weight.
  18. Not with No Sotg, he will die 30% quicker to melee.
  19. I presume you are refering to Elemental Immunity, it only lasts 30 mins and has 18h cooldown, thats hardly a counter to spell spam and the most valuable thing Pop gives you is 50% stam reduction.
  20. Its a bigger problem than just number tweeks, the entire pvp meta has changed, it went from melee with spells for heals 95% of the time, to mostly spamming spells. Now to be competitive in pvp you simply HAVE to be a priest which sucks.
  21. @SinduskSeems you overdid the spell damage, meta now is wear leather and spam spells, spell damage needs a nerf or some characteristics that gives resist, soul strength doesnt seem to do anything like body str does for physical. Spell spam pvp is a crap meta, thats why lib priests were nerfed way back.
  22. +1, remove the training wheels, /who is a crutch to some, I dont however see it changing any game play drastically at all so why not.
  23. with no who command timmy and bobby are too scared to go out roaming because they have no idea how many enemy there might be. with who, if numbers are equal they might go off deed.
  24. How do you think gameplay will be better by removing this?