Some fixes (ideas)

Started 11 Jun 2019
by paqdizzle
in Suggestions
my QQ ideas
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*Fix all pets that still attack you after stealth*
*Insta amnesia (hib side) should be a cast only spell to balance with other realms* Or just remove the damn spell altogether(which will never happen)
*Animist shrooms should either have their HP pool reduced from 760 to around 300-400 and they should also die off when the animist who casted said shrooms dies or get's too far away from said shrooms* (I watched pk's 7 man humiliate Gorions BG/zerg..)
*Fix archery damage: From 35 bow to 50 bow you only get around 45 more damage. That's a insanely low addition to damage considering the spec points involved getting archery to 50 from 35* (should see 80-150 more damage at the very least)
*Remove Vanish/replace with IP* <- might be a stretch but I just hate vanish :/ it's too cheese ball.
*Make Pen arrow worth having or fix it*
*ANY conned blue pets shouldn't be as strong as they are.. Necro pets/SM pets/BD ect. There is no reason why a blue should have more HP/AF then most playable classes*
*Think about adding charge for god's sake* Half these issues wouldn't even matter with charge implemented.
*reduce disease poison timer, there is no reason for that to be over 1 min long let alone 3min :/ *
*Increase Melee crit damage from 50% cap to 80% in RvR* (I've never seen so many 10-20 damage crits in my life.... BUT casters can steadily hit for over 300 to fully temped characters in almost less than a second per cast and get the same crit chance and having someone to always debuff for them- which means bigger crits than melee will ever see, period.)
*SM pets take too many hits for their master in RvR, and if you stun the SM while he/she are near their pet, the pet will take the stun for them.. Little OP atm*

People try to say that archery has rapid fire and it's too fast vs casters but all it takes is 1 interrupt for an archer to be running for the hills or simply die. plus they get quick cast to make this smoother. All I want is some balance in RvR for this current version of the game. Scouts went from doing the most/best archer damage due to not having the tricks other realms versions of archers have to doing the same 35 archery bow damage as other realms with less utility to maintain bow dps on a target. No pet, No speed. But hey scouts get slam! so it can get purged by 99% of the realm lol. it's just unbalanced right now.

I know people are gonna come to defend that all my suggestions are invalid but you're out of your mind if so...
Wed 12 Jun 2019 8:31 PM by teiloh
Archery spec benefits from 2h spec so the +45 damage (15 points or 7.5%) seems about right. More archery abilities might be better.
Thu 13 Jun 2019 8:27 PM by paqdizzle
teiloh wrote:
Wed 12 Jun 2019 8:31 PM
Archery spec benefits from 2h spec so the +45 damage (15 points or 7.5%) seems about right. More archery abilities might be better.

Except that from 35 to 50 bow you need 680 spec points to spend to see 45 more damage... doesn't seem right.
You also only need roughly 630 spec points to get 35 bow to start... So think about it: you spend more spec points to get bow to 50 to see 45 damage, but you can spend 630 and see the majority of your damage output. Since when was 630 greater than 680?

630 spec points net you your 35 bow and deals (fully temped and rr7) roughly 500-570 damage crit shots to other sneaks/casters-(if they don't have a bubble since pen arrow is garbage) BUT 680 spec points after 35 bow nets you 45 damage? what makes sense about that XD lol

Also doesn't help 90% of enemy realms that engage with scouts have purge V and/or vanish.
Fri 14 Jun 2019 9:19 AM by Siouxsie
I'd suggest lowering nearsight to 1 minute as well (same as disease as you mention)
3 minutes nearsight is insane.
Fri 14 Jun 2019 12:43 PM by ExcretusMaximus
Siouxsie wrote:
Fri 14 Jun 2019 9:19 AM
3 minutes nearsight is insane.


I agree! Good thing there isn't a single three minute Nearsight spell in the game!
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