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Kefkai

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381

Thursday, April 26th 2012, 7:37am

Quoted from "mnkmurphy885;527479"

Actually, a rake is a promiscuous man.
/pedant


Well good, I'm a guy, so that works out well then.

Also @ Sab, you're used over and over by my raptor which is even better, I still don't know how he does it with such little arms.

382

Thursday, April 26th 2012, 4:58pm

Quoted from "mnkmurphy885;527365"

Ok, I will grant you the "I cast fireball and it chases someone for half an hour" thing. That's idiotic.

But, and I really truly, truly, truly do not know how to say this in a way that will make more sense than the last 7 times I have said it, but here goes:

No matter what a p/s does, it is IMPOSSIBLE to cast more than 1 Iceblade per second.

It's been tested. Some skills are wonky and let you "trick" the GCD; IB is not one of them. If you see three iceblade's hit you at the same time it is client to client lag, period, no question, no ambiguity, no wiggle room, no nothing.


And we understand that is how it is supposed to be... All I know is that if I wind up 1 on 1 with a P/S and I'm going Fireball, Cursed fangs, Silence/lightning and I look at my log. It is going to show that Fireball hit, then IB 2x to 3x, then 1 cursed fang, IB 2x to 3, and then the fight is over... a number of CFs will have been "thrown" but won't make it to the target because I'm dead.

Before, all the same 'ol same 'ol about lag starts going around, We have 3 ranges and all skills are "Instant". I have already established that I'm using DIYCE for my rotation (and mine is more complex than most interms of which rotation is cast when, but this would be it in this case) so it isn't a matter of key mashing. The key here is the range. Fireball is 225 and the longest of the bunch so it will *cast* first. However, I promise you if you dual a M/R and a P/S from any range into 151 (silence is a 150 range spell) that both players loggs will show that the P/S landed many more IB than the mage can. This is only odd because, as it is shown on paper, you should have the mage land fireball, then trade off Cursed Fanges for Ice Blade... but it doesn't happen that way.

Possibly the asnwer is simply that Mage single target skills are the ones that are broken in terms of cast time (It would asnwer a while lot for me as to why we don't come anywhere close to keeping up with melee... well besides physical weps having way more PDam than magical having Mdam but I digress...)
-- Stagger - Osha - Eyeofthetempest --

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Formerly M/D/S, M/R/D (The search for decent DPS in a post GCD RoM continues)

Kefkai

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383

Thursday, April 26th 2012, 5:35pm

Quoted from "Stagg3r;527513"

And we understand that is how it is supposed to be... All I know is that if I wind up 1 on 1 with a P/S and I'm going Fireball, Cursed fangs, Silence/lightning and I look at my log. It is going to show that Fireball hit, then IB 2x to 3x, then 1 cursed fang, IB 2x to 3, and then the fight is over... a number of CFs will have been "thrown" but won't make it to the target because I'm dead.

Before, all the same 'ol same 'ol about lag starts going around, We have 3 ranges and all skills are "Instant". I have already established that I'm using DIYCE for my rotation (and mine is more complex than most interms of which rotation is cast when, but this would be it in this case) so it isn't a matter of key mashing. The key here is the range. Fireball is 225 and the longest of the bunch so it will *cast* first. However, I promise you if you dual a M/R and a P/S from any range into 151 (silence is a 150 range spell) that both players loggs will show that the P/S landed many more IB than the mage can. This is only odd because, as it is shown on paper, you should have the mage land fireball, then trade off Cursed Fanges for Ice Blade... but it doesn't happen that way.

Possibly the asnwer is simply that Mage single target skills are the ones that are broken in terms of cast time (It would asnwer a while lot for me as to why we don't come anywhere close to keeping up with melee... well besides physical weps having way more PDam than magical having Mdam but I digress...)


Nah this is the whole 'travel time' thing we were talking about, Iceblade has little to no travel time while every other skill has travel time, it just makes them another level of 'OP', honestly if they made a change to travel time then it'd change things by quite a bit and it'd be easier for classes to actually fight them, as is other classes have to survive to get their skills to get off or outrange the P/S.

Quoted

well besides physical weps having way more PDam than magical having Mdam but I digress


That's not necessarily true and DPS matters more, but magic classes have a different damage formula either way so I don't think that's really a good comparison.

As far as skills without travel time on mage though, Discharge, Purg, Thunderstorm all have no damage delay/travel time.

384

Thursday, April 26th 2012, 5:40pm

on client-server-client games theres always gonna be wonky timings as the information goes from target to server to iceblader back to server to target. the target actually tells the server where it is and the server either accepts the info or calls BS. so even the range check may skew the timings.

theres 2 gcd's basically. the generic one for skills without a gcd, which used to be ~0,4s (looks more like .6 now to me idk) and the "new and improved" 1s. a lot of times, if not the majority of times, when you feel like you're getting skills off without a delay as long a second it's just client lag and perception. if you timed a burst of spam for 30seconds you usually see 29-31 skills fire in the allotted time.

travel time is really obvious on mage when using ferret sickle, the giant green ball thats kinda slow and retardedd in its flight path. it definitely doesnt hit until the travel time is over. someone used a speed macro in siege and i fired off a ferret sickle at them....was hilarious watching the green ball chase him around, from middle tower all the way to our bridge before hitting. but seems to be skill dependent..some hit the hp bar of the target almost instantly.

sabrione

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385

Thursday, April 26th 2012, 5:41pm

Quoted from "Kefkai;527481"

Also @ Sab, you're used over and over by my raptor which is even better, I still don't know how he does it with such little arms.

I don't know either...
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Dejavu, Paradox, Ascent, Legacy, Valkyrie

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Fix mechanics before nerfing anymore classes to hell.

L3g3nd

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386

Sunday, April 29th 2012, 1:35am

Quoted from "Stagg3r;527513"

And we understand that is how it is supposed to be... All I know is that if I wind up 1 on 1 with a P/S and I'm going Fireball, Cursed fangs, Silence/lightning and I look at my log. It is going to show that Fireball hit, then IB 2x to 3x, then 1 cursed fang, IB 2x to 3, and then the fight is over... a number of CFs will have been "thrown" but won't make it to the target because I'm dead.

Before, all the same 'ol same 'ol about lag starts going around, We have 3 ranges and all skills are "Instant"


And that is a huge issue right there... Ice blade coming in 2 to 3 times is very significant as for most people who don't stack wis and Mdef those 2 to 3 hits is game over. For meelers you can't even lay a finger on them and you're already dead.
Decreasing the damage is one option for sure but lowering the range to 100 is also viable.

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387

Sunday, April 29th 2012, 2:44am

Quoted from "L3g3nd;527919"

And that is a huge issue right there... Ice blade coming in 2 to 3 times is very significant as for most people who don't stack wis and Mdef those 2 to 3 hits is game over. For meelers you can't even lay a finger on them and you're already dead.
Decreasing the damage is one option for sure but lowering the range to 100 is also viable.


Decreasing the range to 100 is too short. It has to be over the range of charge but shorter range than scouts average skills. 150 range is no where near a nerf. It just makes them have to move a little closer to the front line in siege. With Soul Source, candy/cake, Holy Aura, and bubble they can afford it.

388

Sunday, April 29th 2012, 2:57am

Quoted from "ItIsFinished22;527921"

Decreasing the range to 100 is too short. It has to be over the range of charge but shorter range than scouts average skills. 150 range is no where near a nerf. It just makes them have to move a little closer to the front line in siege. With Soul Source, candy/cake, Holy Aura, and bubble they can afford it.


I agree with this. Lower the range to 150 and call it a day. No need to nerf the damage, speed, add a cooldown, etc--just make them have to be a bit closer so that other classes can take actions against them prior to getting ice blade spammed at 200 range.

L3g3nd

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389

Sunday, April 29th 2012, 3:03am

Quoted from "ItIsFinished22;527921"

Decreasing the range to 100 is too short. It has to be over the range of charge but shorter range than scouts average skills. 150 range is no where near a nerf. It just makes them have to move a little closer to the front line in siege. With Soul Source, candy/cake, Holy Aura, and bubble they can afford it.


Im guessing you are against a nerf in terms of range then. Anyways, I still think lowering the distance could possibly help because skills such as shadow prison would be able to work prior to being hit by ice blade. It also doesn't do much harm to the priest because they would still be able to kite around a meleer unless rooted.

I would agree that what you mentioned... The soul source, immune foods, and holy aura are tremendous aids to p/s but the bubble really does next to nothing for priests.


I just think its ridiculous to see a group of people spread apart each get 1- hit by ice blade from 200m away. It's just tab target then ice blade and repeat.
Even as a rogue I'd have to run from player to player to hit them and in between that the short traveling time, I could get stunned by a Mage... 1 hit by a scout or rogue etc

390

Sunday, April 29th 2012, 7:36am

I've played P/S and double tapped mobs and players in under 1 second with iceblade, post GCD nerf to the skill. It does seem kinda wonky though because it will happen sometimes, and then it won't.

Reducing the skill to 150 is the perfect solution. Priests who still use it for PvE still have their fast spam skill with nice damage, and a P/S can still defend themselves effectively on the field of battle if things get within 150 range. I wouldn't say the damage is the big key to why it is so deadly, its the range. If it is lowered to 150 range, scouts, mages, other ranged people will have a chance and so will melee players with charge type attacks.

Hell, I'd even argue to remove the GCD from the skill at that point if there was a reduction to 150 range because that type of change would be just-that-fair.

391

Sunday, April 29th 2012, 8:10am

Quoted from "Abaishtona;527939"


Hell, I'd even argue to remove the GCD from the skill at that point if there was a reduction to 150 range because that type of change would be just-that-fair.


Quoted from "Abaishtona;527939"


Hell, I'd even argue to remove the GCD from the skill


Quoted from "Abaishtona;527939"


remove the GCD from the skill


Quoted from "Abaishtona;527939"


REMOVE THE GCD FROM THE SKILL


O.o what? And thus, P/S became one of the highest dps classes in pve lol. Spam iceblade as fast as your ping will allow
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
Heavensfury, Govinda
KilledbyBorella February 15, 2012

392

Sunday, April 29th 2012, 8:12am

ive heard enough about nerfing iceblade.its not the skills that are thr problem ,its the whole pvp damage system.range has nothing to do with it ,if the pvp was done correctly there wouldnt be people cryin nerf this and nerf that.seriously people put the blame where it should be.
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393

Sunday, April 29th 2012, 9:27am

Quoted from "Quaffy2;527940"

O.o what? And thus, P/S became one of the highest dps classes in pve lol. Spam iceblade as fast as your ping will allow


No, just the current 1 second GCD and put it back where it was. That's what I meant.

394

Sunday, April 29th 2012, 6:03pm

Quoted from "timthum;527941"

ive heard enough about nerfing iceblade.its not the skills that are thr problem ,its the whole pvp damage system.range has nothing to do with it ,if the pvp was done correctly there wouldnt be people cryin nerf this and nerf that.seriously people put the blame where it should be.
Timthum for president! Timthum 2012! Timthum 2012! Timthum 2012!

@Legend: Please explain to me why you want Shadow Prison to be able to hit before an ice blade rofl
Fate // Osha // 70/70/51 R/S/K

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MegaMouseSEC

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395

Sunday, April 29th 2012, 7:22pm

Quoted from "timthum;527941"

ive heard enough about nerfing iceblade.its not the skills that are thr problem ,its the whole pvp damage system.range has nothing to do with it ,if the pvp was done correctly there wouldnt be people cryin nerf this and nerf that.seriously people put the blame where it should be.


I agree with you Tim. The whole PvP system is so screwed up that is one reason that the PvP servers have all but died. Nerfing only breaks other things and makes another segment of the player base cry foul. I wish they would just reset every class to how they were in the begining and tell people to actually LEARN how to play them all instead of complaining about OP classes. The biggest problem is that noone wants to learn the other classes and thus they then complain about their lack of knowledge of one class when they cannot beat it.

RoMunited

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396

Sunday, April 29th 2012, 8:06pm

One thing that attracted me to [Insert new game everyone wants to join] where the killz are based on skillz.
The different enhancements in that game aren't really beneficial in siege, and in my opinion is a better game (Sorry RoM).

Some people in games like RoM may say, Why should a player with less moded gear be able to kill me?
or if a radical change of armor's affect in siege, I spent all of this money on gear for siege, now it has been a complete waste.

The other way would be to change how skills damage in siege. With enough buffs and using a 1-hit attack we have now in a class, only then would you be able to kill with one shot (unless you had extremely moded gear). Other skills with benefits would be utilized in siege, and there wouldn't be this spamming of one or two skills.

In the game I was talking about before they don't have an actual trinity of Tank, DPS, and Healer as in here WoW, and other games. This Trinity system is one of the key mechanics in how the game works. In siege people complain how one class combo is OP over all class combos of one class. I think if skills were balanced when you went into siege people would not complain that they were useless in siege (There will have to be people who have to do other jobs too).

The other game uses side-kicking so that lower levels can battle in siege. They also use a WvWvW which I don't really think would be nice going up against EU servers (Run away they have croissants). The side-kicking system wouldn't really work here because no one wants a newb to kill them or walk around being killed. Skills and level would be the defining cause of power in siege (Skills being nerfed down) and so a lvl 70 will not be killed by an OP lvl 55 rogue.

^This has a problem though because classes such as priests and knights would be un-kill-able with high pdef, healing, and health. By placing caps on these things it would change this (Note that a knight's or priests skills would not be as strong as a dps class, but here would be where gear makes a difference)


Go NEWB-CENTS

MegaMouseSEC

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397

Sunday, April 29th 2012, 8:40pm

I will say the name of the game I played before but quit when they nerfed it so hard that it was unplayable. In Guild Wars you had only 8 skill slots. Which meant you could only have 8 active skills to use at any time. This made it so you had to learn your class and in order to counter other classes you ahd to learn them also. If RoM would do something like this for Siege (set it up so that a limited number of skills could be used during Siege), then that could balance everything out. Also set it so that Elite skills cannot be used during siege. Doing this could in theory stop the whining about OP classes because what I am seeing is the elite skills are the problem and not the regular skills.

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398

Sunday, April 29th 2012, 8:43pm

Quoted from "MegaMouseSEC;527985"

I will say the name of the game I played before but quit when they nerfed it so hard that it was unplayable. In Guild Wars you had only 8 skill slots. Which meant you could only have 8 active skills to use at any time. This made it so you had to learn your class and in order to counter other classes you ahd to learn them also. If RoM would do something like this for Siege (set it up so that a limited number of skills could be used during Siege), then that could balance everything out. Also set it so that Elite skills cannot be used during siege. Doing this could in theory stop the whining about OP classes because what I am seeing is the elite skills are the problem and not the regular skills.

Would that include the skills from the 2nd class. lol a lot of skills in GW2 are useless when compared to other skills

MegaMouseSEC

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399

Sunday, April 29th 2012, 8:52pm

The skill bar in GW uses all available skills form both classes, so choosing the right ones is paramount to choosing the most powerful. You have to balance what you have in order to be effective in any situation, I remember changing out skills for durn near every instance.

RoMunited

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Sunday, April 29th 2012, 9:13pm

Quoted from "MegaMouseSEC;527987"

The skill bar in GW uses all available skills form both classes, so choosing the right ones is paramount to choosing the most powerful. You have to balance what you have in order to be effective in any situation, I remember changing out skills for durn near every instance.


Figuring out combos was horrific lol back on topic though