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21

Tuesday, April 17th 2012, 7:32pm

Lightning has a range of 150, pretty much every ranged skill out ranges that. And if they want to stun someone with discharge, they have to be right up on you. My logic is not flawed, I'm a mage. If you get lightninged then you were obviously out of hide and let the mage get within 150 range, which again, isn't all that ranged.

And umm, I kill people who have better gear than me ALL the time (I have 0 X runes that you talk about and some of my gear is lv55, none of my armor is +16, pet lv is in the 40s, no armor piece is above tier6, no tosh gear at all, and I spend $0 on diamonds), but then again I also play that class no one likes in pvp. Sure gear is important, but it isn't everything
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
Heavensfury, Govinda
KilledbyBorella February 15, 2012

22

Tuesday, April 17th 2012, 7:45pm

Well now you're just in denial it seems. I clearly pointed out the flawed logic.

And yes that's my point, you can kill people with lesser gear because of an imballance of the skills and being able to one or two hit people.

23

Tuesday, April 17th 2012, 8:03pm

Actually no, my logic isn't flawed. If a mage wants to use those skills, they have to get closer than they normally would. They cant stay at a range of 200+ and do those things you are complaining about.

And I'm able to kill those people better geared than me because I play smart and don't just run around thinking I'm a hero who should be able to kill anything and everything in front of me by myself. Hence, I stay in groups and utilize defenses, that is why I can kill people who have better gear (including people who have the same skills as I do). If you play smart, you win, that's how it goes
Quaffy - 87 Mage/ 85 Priest/ 70 Scout (formerly one of the much hated P/S in PvP :()
Heavensfury, Govinda
KilledbyBorella February 15, 2012

24

Tuesday, April 17th 2012, 8:06pm

Quoted from "Quaffy2;525664"

Actually no, my logic isn't flawed. If a mage wants to use those skills, they have to get closer than they normally would. They cant stay at a range of 200+ and do those things you are complaining about.

And I'm able to kill those people better geared than me because I play smart and don't just run around thinking I'm a hero who should be able to kill anything and everything in front of me by myself. Hence, I stay in groups and utilize defenses, that is why I can kill people who have better gear (including people who have the same skills as I do). If you play smart, you win, that's how it goes


I think it is because you're still out of range of his main dps skills.

Yes tatics and smart play will help you contribute a little BUT if your support is being one hit all the time, you still end up dieing faster then you should.

Please understand that my main issue is with the one hitting and not the skill imballance, the mage lightning example I used is just a blatten and obvious one that I noticed a long time ago. And it's more about a rogues high cooldown then a mages low cool down.

Sure r/s can still attack a bit and in a few cases even kill, but what about all the other rogue, warrior and knight combinations who don't have any range attacks? Do they all have 16 second escape skills to counter the lightning?

At least in my opinion, it shouldn't matter as much as it does. IF a rogue has more dps potential, and i don't know for sure it does, then MAYBE it may be fine to lock them up once in a while. But if they never get the chance to eventually do that dps because they are stunned and 1 or 2 hit then what's the point? And the range of skills wouldn't be such a deciding factor if people are not being one hit by those skills.

I'm surely not saying it's simple for the devs to balance things. But they obviously know people need a way to break stuns because the escape skill exists, so where's the logic to having the breaking skill have a cooldown 8 times longer? Perosnally, I just think in this case they made an error in judgement that has a consequence that wasn't easily foreseeable. And the choice for the 2min cooldown may be related to pve and they may not of considered the effect in pvp. But who really knows.

In the end, if you have experienced the one hitting like I have both on the dealing and receiving end and you think it ruins siege then please reply and agree with the original post.

Thanks!

Amberwave

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25

Tuesday, April 17th 2012, 9:46pm

I see these posts over and over and over. "Siege is broken because..." Other than the crashing and lag, PvP in siege is fine. I am sorry, but you should die alot when you have no pdef or no mdef and you run around by yourself. I see this all the time, people coming out one at a time, crying because they keep dying. Your dying because you did not send in that useless knight first to draw fire that still takes me forever to kill while the mage Thunderstorms the the area that pops and often kills the rogues in hiding and that useless warrior comes in and Whirlwinds and stuns everybody. This is why you cannot take Hilot or even get out of you castle. Until you learn how to play as a team, siege, for you, will be broken.

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26

Tuesday, April 17th 2012, 9:52pm

OP,

You made some good points, but some changes were overly severe.

Honestly, back at 50/55 cap I felt that PvP WAS balanced because attacking someone didn't mean trying to kill them within 1-2 hits. Even the best geared players back then (myself included) had at least some challenge when deciding to attack someone.

As a P/S, if a rogue decided to attack me, I could pop my immune and ice blade spam to fight back - but that's just an example. Most classes have some way of fighting back against a rogue - there's just no time anymore. Rogues obviously get an advantage (i.e. hide, premed etc.) but to counter that, mages have discharge/lightning, knights have defence, p/s has ice blade, scouts have listen etc.

Because PvP occurs so fast now, its tough to see any of these counters in play, and frankly, PvP is boring.
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27

Tuesday, April 17th 2012, 10:38pm

Quoted from "Icedman;525728"

OP,

You made some good points, but some changes were overly severe. Honestly, back at 50/55 cap I felt that PvP WAS balanced because attacking someone didn't mean trying to kill them within 1-2 hits. Even the best geared players back then (myself included) had at least some challenge when deciding to attack someone.

As a P/S, if a rogue decided to attack me, I could pop my immune and ice blade spam to fight back - but that's just an example. Most classes have some way of fighting back against a rogue - there's just no time anymore. Rogues obviously get an advantage (i.e. hide, premed etc.) but to counter that, mages have discharge/lightning, knights have defence, p/s has ice blade, scouts have listen etc.

Because PvP occurs so fast now, its tough to see any of these counters in play, and frankly, PvP is boring.


That sounds like a big fat I AGREE. :)

As for the changes suggested, I did say it has to be varied and tested. But I can imagine going from 1-2 hits to just 3-4 hits probably won't make much of a difference so that's why they are so severe as you say.

One of my guildies just pointed out that increasing HP wouldn't work because of soul source which I didn't consider. Very good point I think. However, they could limit the heal amount, it is the only skill like that after all, and it does have a long cooldown. Obviously any solution has to consider everything and may cause other problems. But new problems may be much easier to fix. As it stands now, as a p/m I rarely get to use soul source which should be one of my best and most useful skills.

As for immunities, I don't think the deciding factor of a fight should be who has a cooled immunity like it is now. Instead it should just be part of a rotation and battle that helps prolong it to more than what I myself think should be about 15 or 20 hits between similar geared endgame players.

So many skills become useless when it's a one hit game. What's the point of a regen if it has no time to regen? What's the point of soul source if you get 2 hit? You soul source after 1 hit, get 2 more hits and die? Why bother with dots when you can just spam iceblade twice? It's beyond absurd if you think about it. (And please don't say to keep rogues from vanishing, that's of little use when he's dead in one or two shots. The point of a dot is to do damage over time, not keeping a rogue from vanishing.)

Again, please reply if you agree. Thanks.

turboreaper666

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28

Tuesday, April 17th 2012, 11:52pm

I don't play to much anymore, and post in these drying up forums even less.
But...
Siege is a game of strategy. It gives you 1 hour to put your best "team" effort against another "team".
Almost everything posted so far points to the 1 vs 1 scenario., and that's where the problem lies. This class can kill that class and this class owns that class and to balance Siege we need to make them more the same.
That is not what siege war is for or about. It's a "team" strategy.
My main complaint is the Rogues that pop out of hide and are back in hide before any chance of seeing them or targeting them let alone fighting back.....BUT, that is more of a game lag issue then a problem with the class. Chapter 3 the game couldn't keep up with the speed of Scouts attacks either. Boom, boom, our dead, rogue shows on the screen, then blinks out, you click rez and show 2 more hits of damage as you rez. That's an internal game issue more then a class issue.

There are ways to combat everything mentioned in this thread by using teamwork and what is provided in Siege. Even the most uber players can fall when faced with good team work and strategy. I can't tell you how many 80-100k Rogues I see run at me in hide then find out I have surrounded the area with Eye's. Then after I smack them what do they do?......the exact same thing and run strait at me again, and again, and again, and again. I actually kept track one night and killed 1 85k Rogue 18 times because he obviously refused to get the rest of his team to help clear the defenses I had set up to specifically catch him. Total score, Priest 18 - Rogue 0. This is not an isolated incident.

I really don't mind the 1 shot part of siege anymore. not everyone can 1 shot each other but if they can cudo's to them. In war if you get shot........good chance your injured or dead. You set your defenses properly and they become just that...defenses. You start roaming around solo letting your ego be your guide and yes, you will die no matter how uber you think you are. Most players run around looking for ways to die, rather then learning the ways to survive.
Every class has a weakness and a strength. Learn to use them to survive and you will officially be left out of the L2P category and will find Siege much more challenging.

Imo, the one item I would like to see removed from siege, or balanced is to have "fearless" removed. Fearless eliminates the strategy more then anything else in siege. 20 minutes of building defenses to have them destroyed in seconds.
Shadowlaw
Retired 07/2012

29

Wednesday, April 18th 2012, 1:41am

Quoted from "turboreaper666;525801"

I don't play to much anymore, and post in these drying up forums even less.
But...
Siege is a game of strategy. It gives you 1 hour to put your best "team" effort against another "team".
Almost everything posted so far points to the 1 vs 1 scenario., and that's where the problem lies. This class can kill that class and this class owns that class and to balance Siege we need to make them more the same.


I'm absolutely talking about group vs group. I think you're missing the point that with so much one hitting going on it becomes a 1 vs 1 scenario instead of a group fight!

You pop your immunity, get one kill or maybe two kills and then die the instant your immunity runs out. You can be standing right next to your group and there's no time for them to react and assist because you're dead in one or two hits. The only ones with a chance of staying alive are the few that can be healed by urgent heal spamming.

And I know because I've been the better geared rogue and the better geared priest/scout killing groups of equally or lesser geared people while I was being urgent healed. It's two versus 10 and I've wiped them out many times. And it's hell of a lot of fun for me but it's not fun when it's done to me and my guildies. And I think that's why many will argue with what I'm saying because they like the ego boost it gives them to 1 hit a rogue caught in a trap.

Actually, now that I notice it's Shadowlaw <3 replying, I think I've actually done this to your guildies several times as a rogue. And lol I've probably been caught in a well hidden trap more then a few times. But I and I'm sure others were not always alone as you make it sound to be.

Catching a solo rogue shouldn't mean you can 1 hit them. It should take away their ability to surprise you and that's about it in my opinion. And their ability to hide shouldn't mean they can gank anyone not standing near a trap. It works both ways.

Again what's the point of regen if there's no time for the effect to take place? It's only use now is after a fight. Same with soul bond. And dots are only good on towers and gates. That's not how it should be in my opinion and probably not how it was intended to be.

Again, if you agree that 1 hitting spoils siege, please reply and agree.

If you don't agree, chances are you're doing the one hitting.

Thanks.

turboreaper666

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30

Wednesday, April 18th 2012, 11:11pm

Quoted from "kokall;525845"

And I know because I've been the better geared rogue and the better geared priest/scout killing groups of equally or lesser geared people while I was being urgent healed. It's two versus 10 and I've wiped them out many times. And it's hell of a lot of fun for me but it's not fun when it's done to me and my guildies. And I think that's why many will argue with what I'm saying because they like the ego boost it gives them to 1 hit a rogue caught in a trap.

Actually, now that I notice it's Shadowlaw <3 replying, I think I've actually done this to your guildies several times as a rogue. And lol I've probably been caught in a well hidden trap more then a few times. But I and I'm sure others were not always alone as you make it sound to be.

.


These 2 paragraphs I will elaborate a bit on.

The wiping out of groups, as a Rogue, a P/S, a Warrior, a mage, or my favorite a DPS P/K, all comes down to the strategy used in the assult.
Normally, but not always the higher in the points ranking of the guild you face you see less and less of the suicidal attacks. By this I mean the "OP" player of the guild attempting to keep his/her reputaion and attacking defended towers solo. Normally equates to knocking out some defenses and a player or 2 along the way, but normally ends in the suicidal player dying. That can be fun, but not always effective (I'm guilty as charged on that one)
The second senario is the gathering of a group to try and take a defended tower. The attacking group makes an all out assalt on the tower going in head first to try and over power a defending group. This is where dropping like flies comes to mind and it's normally more death to the attackers then the defenders.
To the point and the strategy.
The more organized the guild the better results they get. You break down the defenses slowly. Using the strength of each class to slowly break down the defenses from the perimeter inwards. NOT a full frontal assult.
I would give a strategy on taking down an attacking or defending P/S....but that would ruin my mojo.
But there is ways to do it easily.

As for the second part.
Yes their are those that weren't always alone, but you would be surprised how often they continue to try. Maybe they think their gear gets better with each death, idk?
But on a defended tower, even minimal, you don't go strait at a P/S, or any other well geared class, in a frontal attack. If you do, expect to take some death's. The difference is there are entire guilds out there that will send one after another head on at a well geared player defending a tower. I myself racked up over 100 kills by setting up some minimal defenses on a bridge and just standing in the open...waiting. Over 20 mins I stood there, in plain site as they feed me merits. After 20 mins they got a little wiser and used a Mage to clear defense, a warrior to stun me and a Rogue to finish me off. All lower geared players, yet they managed to do it. Quite well I might add.

1 Shotting all over the place is more often then not, a better geared player hitting lesser geared player. When gear is quite equal there is normally more then 1 hit. But I still like the 1 hit battles, yes, I 1 hit a lot, but I also get 1 hit on the rare ocasion. My strategy is after someone 1 hits me is to find a way to take them out without taking the hit. Either with defenses, or team work, or ambushing them.
As for Urgent heal spamming, isn't that sort of the intended purpose behind having a Priest? (leaving the beloved P/S class out of that argument) Super Boss fights require a Priest, or healer to keep them alive. Why shouldn't facing another player require the same. If you want to make longer fights go 2 on 2 each class have a healer behind them and then see who's skills will win. The winner of the battles will be the player with a healer, and most skill.
Example.
Knight, warrior, Mage, Rogue, Priest & scout attack a tower. Mage AOE's the defenses, Priest heals the mage till the defenses are gone. Rogue goes into hide, the tank attacks from the front and draws the fire, Priest heals the Tank. Mage AOE's the players attacking the tank. The scout stays at range and attacks the non ranged players. The Rogue attacks their healer. Warrior Runs in and AOE's the group and they get picked off from there when their healer is gone. I might be a fast battle, but if the healer fails, the attack fails. Sort of gives a reason to bring a Healer to the party, of which Siege normally isn't much fun for a healer other then to heal gates....YAY
Problem is that healers don't often show up in siege for healing duties......reason is there aren't many healers compared to attacking classes. Second is your worth in siege is normally messured by your kills, more then your support. So even players who play a priest day to day, switch to something else for siege to increase their kill count. You get a good team of players supported by healers and the entire guild will avoid a lot of 1 shots and rise in the rankings as well.

I might have rambled a bit ^ If you made it this far though...point is get more healers :P
Shadowlaw
Retired 07/2012

31

Thursday, April 19th 2012, 6:48am

Quoted from "turboreaper666;526073"

1 Shotting all over the place is more often then not, a better geared player hitting lesser geared player. When gear is quite equal there is normally more then 1 hit.


There's many scenarios as you say. Really every situation is unique. Sometimes you could get an opportunity when alone to take out many traps. Sometimes you get ganked by a hidden rogue and should of waited for backup. There's a million and one things that can happen. A solo player could kill the one guy defending and take out tons of traps and be the hero.

I'm not here to judge who's stupid and what strategy is good or bad.

Those setences I quoted is where I really disagree with you because at a certain point our damage abilities overtake our defensive capabilities. We could argue about statting for defense but we know from priests and tanks that defense doesn't make a huge difference when dps reach a certain level.

When two players have really good gear it is almost always a 1 or 2 hit scenario because they can both outpout a crap ton of damage. The fight is so often just decided by either immunities, range, invisibility and lag. Not always but more often then not.

But I'm also saying that even a 3 or 4 hit scenario doesn't give much time for anyone, including heals, to assist you. And again, I point out what's the point of things like regens and holy source if there's no time to use them in these siuations. You get one tick of the regen and you're dead. You get one extra second of life from a soul source before you're 2 hit?

When you have 3 or 4 well geared players attacking an uber, they have an extremely hard time taking him out and more often then not fail. It's not impossible of course! But not only can an uber one hit or even aoe many well geared players but they are often immune to the stuns and silences of very well geared players! And the same may even apply to 3 or 4 lesser geared players against a well geared player but to a lesser degree.

Obviously, more healers would help any guild in siege because more players could be spammed with urgents. So any well geared player that can take 1 to 3 hits might be a strong force. But do we really want siege to be determined by which players decide to play or how many healers a guild has willing to heal? Shouldn't a guild with well geared players who out number, communicate and strategize beat a guild with just a few ubers or very well geared players and some healers?

The bottom line is, in my opinion, some siege outcomes are determined too much by classes, gear and lag instead of strategy and teamwork because players are able to one hit each other and because some skills are not balanced properly.

Again, if you agree please reply! Thanks!

32

Friday, April 20th 2012, 1:04am

Quoted from "kokall;525381"

Now this request suits my agenda
All that needs to be said, just as any "nerf these classes" threads do.

Don't nerf classes. Fix the freakin' system.

What problem?

Quoted

When all that matters is who hits who first, range becomes extremely important, not to mention the ability to shoot through walls... ugh.
This.

Instead of getting a debuff when you die that helps you die faster next time, everyone should enter with a debuff only in PVP places, such as Siege and Battlegrounds, that lowers damage/healing done by like.. a lot of percent. Then it wouldn't be a competition to get the first hit, and more can be seen.

The problem with nerfing is if you nerf due to PVP imbalances, these classes will also suffer greatly in PVE. That's not fair. And that's the other 23 hours of the day.
Fate // Osha // 70/70/51 R/S/K

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33

Friday, April 20th 2012, 5:37am

Quoted from "kokall;525390"

I agree with that. Knights should be like mini bosses. Taking groups even a few minutes to take down a well geared knight, giving time for the dead to regroup. That should be their roll but they are denied it. Even a lesser geared knights should be able to delay a 4 or 5 man group 30 seconds or so. That's their role. Hard to kill but don't do much unless they are ignored and left to pillage. :)


Totally, let's give the knights 500k pdef and 350k mdef unbuffed.
If a knight wants to be useful in sw, it's easy. Go with a group and get the attention of the dps on the other side while their own dps takes them down.

34

Monday, April 23rd 2012, 8:46am

Quoted from "turboreaper666;526073"

These 2 paragraphs I will elaborate a bit on.

Problem is that healers don't often show up in siege for healing duties......reason is there aren't many healers compared to attacking classes. Second is your worth in siege is normally messured by your kills, more then your support. So even players who play a priest day to day, switch to something else for siege to increase their kill count. You get a good team of players supported by healers and the entire guild will avoid a lot of 1 shots and rise in the rankings as well.

I might have rambled a bit ^ If you made it this far though...point is get more healers :P


If this is all priests are doing in siege then why the hell do I see so many damn p/s around. I think it's obvious that they do a lot of damage and I'd argue that iceblade is a broken skill coming from a priest none the less...and people complain about rogues hiding. Aside from that I agree with what you said. A lot of it is definetly organization. I can't say our guild is the super orgainzed when it comes down to tactics, but I've seen some better geared guilds lose because they simply had little to no organization.

35

Tuesday, May 15th 2012, 12:55am

I'd have to agree 100% with the original poster. I've spent some money on the game, and i've spent lots of time. I'm a top giered r/s and a mediocre geared p/m but the game needs a balance. I went from spending maybe 20 bucks every other weak to nothing and not even getting on anymore due to the inbalance in skills. From people shooting through walls in siege to whoever gets first hit wins, even though i'm a r/s yes this annoys me even though i'm the one getting first hit. The kills are nice, but the fact of the matter is that it's no fun ganking without a fight and cant have a fight cause whoever hits first wins.
That is the reasons i've quit playing and as well as some other toons i know quit and are playing games where imbalance and hacking are a lot less. Due to the gm's and devs actually fighting hacking and imbalance.

regentego

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36

Tuesday, May 15th 2012, 5:56am

This game has gone to far to ever have PVP balance, unfortunately this being a gear mod game 6 well geared players can roflstomp 25 average to decent geared. Even in PvE I can't imagine how discouraging it is to be stuck around DL-WA. The gear modding is what makes it so enjoyable, you can be anything you want.

If there was a auto debuff of -50% damage then people would find a way to exploit that too, w/k would be fierce. I'm nothing special but with my massive dodge, and HP it would not be all that fair. I just don't ever see balance with gear mod games. Heck I could make a r/k, stack a load of dex/sta sta/pdef pa/pdef just build literally a tank for a rogue, on pve I would be gimped in PvP I would be a dodging tank with hide.

Anyhow you get my point!