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141

Monday, June 29th 2015, 8:49pm

Can We Nerf Any Class Played By People Who Post Messages With Every Word Capitalized?
-- Rustyx --- 92R / 92S / 92M on Reni (Guild KnightShift). Yes, running the new FOTM R/M, cause I am not elf enough to be WD/S.

Oh, and people who have more than 3 classes are clinically insane.


Cike

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142

Monday, June 29th 2015, 8:50pm

Can We Nerf Any Class Played By People Who Post Messages With Every Word Capitalized?

Yes Please. Glad I Am Not The Only One That Is Annoyed By This.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

143

Monday, June 29th 2015, 9:10pm

Just play M/K and no one asks for a nerf *whistles*

Zerienga

King of the Noobs

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144

Monday, June 29th 2015, 9:11pm

All I Can Say Is That, Unless Autocorrect On A Phone Keyboard Is Going Wacky (It's Happened To Me Numerous Times), It's Unnecessary.
Reni
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Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

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145

Monday, June 29th 2015, 9:20pm

Have all the k/m's you've met in siege one shotted you optimistic? Regardless of gear? Have some proofs pls..coz if you're just talking about those k/m that one shotted you with tier 8 gears and tier 12 weapons and plus 20, then you're just plain "duh". It's unfair when you spent tons and get nerfed just because of some frugal players who can't accept that they got beaten to somebody who put more in this game. Don't expect to play God when you don't have the power. What's the point of using Money in the game if you can't have the advantage when you put more?

WhiteFlour

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146

Monday, June 29th 2015, 10:00pm

If there is a nerf of any sort it should be applied to intensification, perhaps a cap at 50 or 60.

That said, I don't think k/m are all that OP, most of the K/M that play currently are failed mages that realized with their cloth gear they can tank people who normally 1 shot them (most of the k/m I see now are completely inept to their surroundings) and then take out the person just standing next to them hitting attack. They are almost completely useless if you lock them down correctly, siege players should work together and not assume you can just 1 hit them because they can 1 hit you.

I don't fault the players that see the advantage from their previous failure state, we all kinda assumed this was the case with warrior/mages in siege and even to this day the majority of them don't understand how a warrior works as they only know..surprise attack/auto attack and then maybe a thundersword and yes this is at top siege both EU and US.

It's just FOTM or FoTyear.

The above poster is saying they are playing a god mode or something. :lol:


Few things:

Most importantly...Gear doesn't equate to skill, never has never will so just because you've managed to gear your toon out doesn't mean you've now become the best due to the fact you just 1 shot a player with 150k hp or you sustained living through a few players. I've seen both you're videos of Aurora siege, Fought aurora, beat aurora and still have never been impressed by any K/m on your roster.


Exploding dwarfs were doing 1m + dmg hits in pvp at 75 and 77 so seeing a full attack for a million isn't a big deal.


As for the overall concept of a thread asking for a nerf, I don't think it can be justified when players who ask for said nerf also ask or request or even mention the fact a rogue can go invisible, have you not ever played a game with a rogue class, is my question. So with the accumulation of such attitudes being the foundation of people's thought processes it's astounding that threads like this even last this long.


Anyhow*, nice day, enjoy it.

147

Monday, June 29th 2015, 10:04pm

Well said. You aren't impressed with k/m, so what's the nerf for?

Cike

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148

Monday, June 29th 2015, 10:06pm

If there is a nerf of any sort it should be applied to intensification, perhaps a cap at 50 or 60.

i agree with this. however, this isn't simply a k/m issue. many classes have % based buffs that are just getting ridiculous imo.

capping % based skills is something that should be looked into. at least cap the % parts of %+# skills.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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149

Monday, June 29th 2015, 10:19pm

so now asking for a nerf for all mage classes? what is wrong with people? Let's kill one main class because they have a damaged skill.

OK Nerf hide because it gives an unfair advantage towards other classes, better yet put a casting bar of 10 seconds on it. Wanna go in hide it takes times to put proper clothing, black around the eyes etc lol

Or better yet, when attacking rogues, a player gotta have a CD of 5 seconds before doing so, that could end the QQ? or make sieges class related, the only issue would be a K/P siege that, would never end hahaha.

Cike? % base skills? really, what about other rogues leeching the bleeds of other rogues? why isn't that fixed yet?

K/P/S/M/W 98/98/98/98/98
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BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

150

Monday, June 29th 2015, 10:23pm

Don't expect to play God when you don't have the power.



I think what Snow meant here is simply said: "Don't expect not to be one-shotted if you're outgeared". Not playing God-mode or something :fie:

At equal skill level, gear makes a huge difference as this is a pay to win game no matter how you slice it. :minigun: :rocketlauncher:



Sorry Whiteflour that quote is from Snow. I need to learn how to post properly :lol:

151

Monday, June 29th 2015, 10:47pm

Lol which k/m made you qq for 8 pages? I fought many K/Ms and unless they are in full honor gear, its not too difficult to burn them and if they are in full honor gear then they will lack damage.

This post has been edited 2 times, last edit by "holytrident" (Jun 29th 2015, 10:53pm)


bleedingblak

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152

Monday, June 29th 2015, 10:58pm

I hate k/m's. I want to see them nerfed.

That being said, I don't think one shotting should be possible in any pvp gear. Or dying instantly in pve gear. But that's how this game works, and its obvious that changes won't happen. So learn to adapt.

I'm stuck at page 2 rage about k/m. Not reading more. This game isn't that great now. High hopes for Cabal 2, cheers.


~Fly into the distance, disappear for awhile~

Zerienga

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153

Monday, June 29th 2015, 11:07pm

Zid, the nerf to Intensification would only be for k/m. K/m increases the duration of the buff and makes it increase your dealt light damage by like 80% and increasing every cap.
Reni
Mithras
Zerienga - 90/90 P/K
Téster - 95/61/60/45/45 CH/WL/R/P/M
Dontkillimascout - 90/61 WL/P

If you want to contact me quickly and efficiently, try the US IRC channel.
No, I don't know everything. I just use my knowledge to form educated guesses
And I listen when others say I am wrong in order to learn.

154

Monday, June 29th 2015, 11:55pm

If you are truly on artemis server, i can show you how to fight k/m classes.

i dont know any other rogues on the server with those statistics. K/M is killable, very killable imo.
Just if you go out like a noob, such as myself, while their burns are up you kinda deserve to die....

Give me a PM in game, thats if you are on artemis. :pump:

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155

Tuesday, June 30th 2015, 12:16am

Ah yes Zeri go with that, nerf a skill attributed to all mages and nerf it for K/M only, ya Trust Runewaker with that. We should ask for siege out of Beta too, can we get Centaur and leprechaun'S classes to added? i would love to play Ogre class.

Keep on asking for nerfs for classes you can't kill, maybe get better at playing your own class instead.

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

156

Tuesday, June 30th 2015, 1:40am

It feels weird to see zid post so much about pvp when the few times we got paired against their guild no one showed up to fight.

i think the person who talked about damage, tankyness, and utility touched an important point, if a class exells in 2 of them it is a strong class, r/m, wd/w, wl/ch are good examples of classes that are good at 2 of them and consequently are very strong in siege. k/m is different as it exells at all 3. i think tuning it down with either making it do less damage or not been able to tank as much would make it more balanced.

I think it has 2 stronger then average skills that can be touched here
Intensification increases damage by 80+% on a 2 minutes cooldown it is pretty insane.
Shield of discipline reduces damage taken by 65% for 30 seconds on a 1 minute cooldown pretty ridiculous too.
i would recommend either increasing the cooldown or reducing the value of those skills.

the reason why shield of discipline is not as much of an issue with the other k/x or x/k combo is that no other knight actually does much damage that is mainly due to knight having no weapon mastery. As for the X/k combos, well surprisingly enough most can't even use the skill as it requires to be able to use a shield. only p/k and w/k actually can. w/k does less damage then k/m when well statted for many reasons the first one been it's easier to have a high amount of pdef then to have a high amount of mdef. stamina is the best stat to get hp with and it happens it give pdef too where as there is no stat that gives mdef and hp at the same time. Another reason is w/k doesnt have as strong burns. As for priest/knight, i think it would still be fine if sod were to be nerfed, it would put them more on par with druids in terms of survivability.

I also want to clarify what damage in pvp means as it isnt the standard damage per second you see in pve. yes the two are linked, but because of how heals work burst damage is much stronger in pvp as it is in pve. someone hitting for 100k every second is doing a lot less damage then somone doing 350k every 4 seconds as in the first case the target will be healed through and the 2nd one will get 1 shot. Also, having 1 skill with a long cooldown like elemental rampage does not mean champion/mage does damage as for the 5 minutes after that one hit it isnt a treat. To do damage in pvp you need to present potential to outdamage the heals either by hitting hard enough 1 time so the healer does'nt even get a chance (m/wd, k/m, wl/ch) or to hit many times but deal so much damage during that time that the healer cannot keep up (wd/w, r/m). you also either need low cooldowns on burn or high damage outside of burns.

Another clarification about the gear factor, yes gear will help regardless of what class you play. that been said with equal gear some classes are stronger then other. A m/k with the same gear you put on a k/m wont be as tanky nor do as much damage as a knight mage. (btw no offense psyche i think you are playing well, but i just find k/m much harder to deal with in general)

To sum it up i think k/m is possibly the strongest class in siege right now as it combines damage, tankyness and utility. Is it that much stronger then the other flavor of the month combos that it requires a nerf? Personnally i think so, i think a class been very good at all 3 pvp things is a bit too strong.
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Borella should loot every boss

157

Tuesday, June 30th 2015, 1:46am

Here's my problem with knight/mage:

I run champion/mage in siege, and hit roughly 430k hp, 400k pdef, 51k stam, and 170k mdef (for this post, however, I shall use my statistics with Agony). With this debuff I hit 370k hp, 42k stam, 365k pdef, and 170k mdef (for some reason Agony doesn't seem to effect mdef much). I use the 4 piece level 80 chain honor gear; 3 tier 6 pieces and 1 tier 7, all plus 16. Which each tier 6 piece giving 4.3% player resistance and the tier 7 piece giving 4.7%, this totals about 17.6% player resistance. The set bonus of 12% brings this to about 29.6% player resistance. All champions have access to Rune Growth, which I have at level 80. While this skill is in effect it reduces the received physical and magical damage by 17%. As champion/mage, I also have access to Key Rescue, which at level 50, gives a 40% reduction to received physical and magical damage, totaling a 57% reduction to physical and magical damage while both are in effect.

In my opinion those numbers should provide adequate defense against the knight/mage white attack while certain buffs are in effect, but apparently not. Knight/mages hit me for full attacks ranging 350k-750k. Granted Key Rescue lasts for 8 seconds, but I usually save that for a fight against a knight/mage.

And before people bring up the fact that champion/mage can use Elemental Rampage and do damage equivalent to the numbers I previously gave, I want to point out that Elemental Rampage consumes half of the champion's hp, renders them unable to move for 12 seconds, and has a 5 minute cool down. Knight/mage has no such limitations. All they need to do is get within range and you're pretty much screwed. Since champion is a melee class the only way that I am able to do any damage to them is to use remodeled body and try to get as many chain drive procs as possible in the short time I have left alive. High Energy Barrier and the buff given by Rapid Spread are rendered useless because even if the hit is absorbed the damage goes through High Energy Barrier and the same is true for parries.

Once the player resistance and damage reductions are taken away, the range of full attack damage previously given goes from 350k-750k to 650k-1.4mil. No class should be able to do that per hit without some limitations, of which knight/mage has none.

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158

Tuesday, June 30th 2015, 1:59am

so K/M harder to deal with and why you approve the nerf pachat? loll the next class that people have issue with better be ready for a nerf too. The big issue with the QQ about this is because not enough player are in game, too few players for siege, if guilds were running with 25+ players like a year ago it wouldn't be as big of an issue. Because rarely you would see a guild with 20+ K/M but rogues yes. Just now having less players in game/siege, the fail skilled toons don't have their OP partners to help them look good in siege.

Gotta live with times and if Gameforge doesn't any improvements and promotions of the game, you will soon end up 1 VS 1 in siege or at most 6 vs 6.

Pachat i never liked siege, i am a tank and when ganked by 6 rogues in hide, perma stunning me or whatever it's called, i don't complain about that, rez up and go back. Hide tho that i have a problem.

K/P/S/M/W 98/98/98/98/98
Disturbed guild leader on mithras :thumbsup:
BTW i do live under a bridge, i am Green, i can dish it out as good as i get
There are no better server than Reni, best place to be!!!!!

159

Tuesday, June 30th 2015, 2:02am

Another clarification about the gear factor, yes gear will help regardless of what class you play. that been said with equal gear some classes are stronger then other. A m/k with the same gear you put on a k/m wont be as tanky nor do as much damage as a knight mage. (btw no offense psyche i think you are playing well, but i just find k/m much harder to deal with in general)

No worries none taken. I have my reasons for playing a non-OP class combo. Ever heard of people qq'ing about nerfing human mages? :whistling:

And my Brilliance Award benefits my K/M guildies' light damage by 15% if I'm not mistaken. Oh no imma get nerf'd too :fie:

160

Tuesday, June 30th 2015, 2:25am

how was the k/m geared? t12+20 wep and full honor gear?