New nerf´s planned?

Started 2 Nov 2020
by Pasa
in RvR
- is there any changes planed about the tons of GTAO´s at towers from Wizards?
- nerf about GTAO´s . no assist GT ? (assist nerf)
- changes about the Minstrel population?
- changes about Nekros, they can up in tower in shade (without Pet) and take a GT ?
- any nerf about infi, SB, NS that kills a full buffed (non caster) in 5 sec instantly?
- changes about 8v8 grps that search with SL solos for kill them (are the same grps that wining that archers added 8v8 fights)
Mon 2 Nov 2020 10:27 AM by Astaa
Mincers wont get fixed.
Necro abuse to lay GTs wont get fixed.
Mass thurg pets through gates wont get fixed.
Shear amount of GTAOEs due to favourable class spec lines wont get fixed..

I think that's pretty clear now.

Also, reduce the duration of something that has no immunity timer, how exactly does that make any difference whatsoever?

Edit, I get the ranger damage reduction but if you are going to suddenly start substantially nerfing things then there is plenty on the menu that is not driven by current playstyle, they have been broken for ages. If anything you should be boosting weak classes, there are plenty.

There are plenty of ways to counter rangers but rather than allow Albion to adapt to it and force rangers/hibs into a different tactic, you have forced a change of playstyle and part of the current siege dynamic through via a nerf. What will you do now rangers all switch to void elds? Nerf them too? Assisting enchanters? Neft bat? Come on...

Now obviously the Devs have more information to hand regarding numbers etc and want as many people playing as possible but the last couple of weeks have seen some great RvR, it seems to have been really busy to me.
Mon 2 Nov 2020 10:37 AM by Forlornhope
Minsers have been nerfed multiple times, the only way to fix them more would be a complete class over haul which isn't feasible on a freeshard.
Necros not being able to place GTs would be asinine.
They can not fix pets going through doors.
They should move earth wizard's gtaoe back to fire though and should be a feasible fix.
Mon 2 Nov 2020 10:42 AM by Stoertebecker
Forlornhope wrote:
Mon 2 Nov 2020 10:37 AM
Minsers have been nerfed multiple times, the only way to fix them more would be a complete class over haul which isn't feasible on a freeshard.
Necros not being able to place GTs would be asinine.

One thing they fixed with minstrels is still working
Wondering how the other realms place gt`s without necros, strange thing.
Mon 2 Nov 2020 3:55 PM by ExcretusMaximus
Stoertebecker wrote:
Mon 2 Nov 2020 10:42 AM
Wondering how the other realms place gt`s without necros, strange thing.

That's not what he said and you know it. Stop trying to strawman a perfectly true statement.
Mon 2 Nov 2020 4:25 PM by Azrael
Sounds someone is a bit butthurt.
Mon 2 Nov 2020 4:31 PM by DinoTriz
I'm not surprised people are asking for nerfs.

The devs are teaching people that if you cry loud enough, they will listen to you and edit the game to your liking.

I think Savages should only have one arm.

Just because my fee fees are hurt.

GIVE ME ONE ARMED SAVAGES NOW!!!!!!!!!!!!!!!!!!!!!!!
Mon 2 Nov 2020 4:45 PM by Woolly
albs cry and cry in the forum and it works - another and another nerf for hibernia

and this with overpowered chars like reaver, minne, necro, ... - gtaoe in the tower overall make keeps and towers useless - u have no protect there - thats all ok

but another nerf for hibernia

Albion - a realm full of crybabys
king Arthur turn around in his grave
Mon 2 Nov 2020 4:57 PM by MagicaeFungos
Nerf aoe nuke assisting, 3x aoe dot assisting stacking (cab, wizzy, necro)

Nerf necro shade form giving gts and using siege weapons invincible...

Nerf gtaoe assisting...

Nerf catapult assisting...

Nerf pet assisting running thru walls...

We can keep going if we had to.. its sad to see the outcome of all the cry babies on this forums getting others nerfed or trying to get people rp reseted or banned...

People should know by now in a 20 years old game ways to counter your enemies properly instead of coming over here and qqing 24/7 requesting nerfs because they never want to adapt and try things outside the box.. they rather stick to the bg like zombies and get free meal rps.. always doing the exact same thing.. no incentive in improving & changing & adapting...

The way things are going soon every single hib class in this server will be nerfed to the ground...

Might as well call this Freeshard Dark Age of Albion...
Mon 2 Nov 2020 6:30 PM by Stoertebecker
ExcretusMaximus wrote:
Mon 2 Nov 2020 3:55 PM
Stoertebecker wrote:
Mon 2 Nov 2020 10:42 AM
Wondering how the other realms place gt`s without necros, strange thing.

That's not what he said and you know it. Stop trying to strawman a perfectly true statement.

Thats exactly what he said ***Necros not being able to place GTs would be asinine. ***

Each Char can place a fakkn GT, just the necro can place it on each floor in a keep without the risk to die.
Wanna place a GT in the Lordroom with 30 defenders in it? Each other char would die, not the necro. Would be a bit different if he has to carry his pet with him, eh?
He would be still able to set a GT, but he would die like the rest.
Mon 2 Nov 2020 7:27 PM by ExcretusMaximus
Stoertebecker wrote:
Mon 2 Nov 2020 6:30 PM
Thats exactly what he said ***Necros not being able to place GTs would be asinine. ***

What he said was the Necros not being able to place a GT is asinine, what you implied is that other realms place them without Necromancers; and I hate to break this to you since you seem to think that every GT in Albion comes from a Necromancer, but so do Albs.

If you want to "fix" the shade placing a GT "problem" then make it require the holy trinity instead of only shade LoS; there is a world of difference between not being able to place a GT in any way whatsoever, and needing the holy trinity in order to place one. You're demanding that a single class not be able to perform a basic ability which every other class can perform, and somehow don't think that would be stupid.
Mon 2 Nov 2020 7:30 PM by Amorphium
stealther tears are the best tears
Mon 2 Nov 2020 8:21 PM by Pasa
Amorphium wrote:
Mon 2 Nov 2020 7:30 PM
stealther tears are the best tears

you mean im a stealther?
Mon 2 Nov 2020 9:38 PM by Stoertebecker
ExcretusMaximus wrote:
Mon 2 Nov 2020 7:27 PM
Stoertebecker wrote:
Mon 2 Nov 2020 6:30 PM
Thats exactly what he said ***Necros not being able to place GTs would be asinine. ***

What he said was the Necros not being able to place a GT is asinine, what you implied is that other realms place them without Necromancers; and I hate to break this to you since you seem to think that every GT in Albion comes from a Necromancer, but so do Albs.

If you want to "fix" the shade placing a GT "problem" then make it require the holy trinity instead of only shade LoS; there is a world of difference between not being able to place a GT in any way whatsoever, and needing the holy trinity in order to place one. You're demanding that a single class not be able to perform a basic ability which every other class can perform, and somehow don't think that would be stupid.

I´m no dev, so i fix nothing. Btw placing a gt is possible without running to the location, how do think were BD`s placing their gt`s in OF keep towers? Just the necro uses his easy mode because he cant die.
Mon 2 Nov 2020 10:34 PM by Gildar
Pasa wrote:
Mon 2 Nov 2020 10:15 AM
- is there any changes planed about the tons of GTAO´s at towers from Wizards?
- nerf about GTAO´s . no assist GT ? (assist nerf)
- changes about the Minstrel population?
- changes about Nekros, they can up in tower in shade (without Pet) and take a GT ?
- any nerf about infi, SB, NS that kills a full buffed (non caster) in 5 sec instantly?
- changes about 8v8 grps that search with SL solos for kill them (are the same grps that wining that archers added 8v8 fights)

Work as intended !!!

Mon 2 Nov 2020 11:28 PM by Fugax
Pasa wrote:
Mon 2 Nov 2020 10:15 AM
- is there any changes planed about the tons of GTAO´s at towers from Wizards?
- nerf about GTAO´s . no assist GT ? (assist nerf)
- changes about the Minstrel population?
- changes about Nekros, they can up in tower in shade (without Pet) and take a GT ?
- any nerf about infi, SB, NS that kills a full buffed (non caster) in 5 sec instantly?
- changes about 8v8 grps that search with SL solos for kill them (are the same grps that wining that archers added 8v8 fights)


I see you are new here.... lol
Tue 3 Nov 2020 1:01 PM by Pasa
Fugax wrote:
Mon 2 Nov 2020 11:28 PM
Pasa wrote:
Mon 2 Nov 2020 10:15 AM
- is there any changes planed about the tons of GTAO´s at towers from Wizards?
- nerf about GTAO´s . no assist GT ? (assist nerf)
- changes about the Minstrel population?
- changes about Nekros, they can up in tower in shade (without Pet) and take a GT ?
- any nerf about infi, SB, NS that kills a full buffed (non caster) in 5 sec instantly?
- changes about 8v8 grps that search with SL solos for kill them (are the same grps that wining that archers added 8v8 fights)


I see you are new here.... lol

im new in Forum yeah. and what did you want to say
Tue 3 Nov 2020 5:07 PM by Woolly
ranger crit shoot with rr11 fulll bow variance from 350 - 770 damage now

cata hit me for 600 - 800 or more

this nerf is completly bull****

i ask me, wht the lower ranger do
Tue 3 Nov 2020 5:59 PM by Astaa
Everything that can be said, has been said.

You're wasting your time and energy.

Question is, what will they nerf next to protect Albion's inability to use the tools readily available to their classes?
Tue 3 Nov 2020 7:57 PM by gruenesschaf
Woolly wrote:
Tue 3 Nov 2020 5:07 PM
ranger crit shoot with rr11 fulll bow variance from 350 - 770 damage now

One of those values is from normal shot and one from critshot. Unless you call the difference between hitting a sitting target and a standing pala with bof active and ablative variance.
Tue 3 Nov 2020 8:11 PM by Astaa
The funny thing is, all relics will be in Albion by the end of the week, if not tonight, not because Albs are better but because they have a far bigger zerg, running at around 100 with far more siege toys vs less than half that in defenders, and anything they don't like gets nerfed, leaving fewer and fewer people willing to bother defending.

Mission accomplished...I guess. Well done!

Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion, first post on this thread sums it up. It's getting kind of tired to be honest. You did a poll, the results were clear, Albion needs fixing, you then chuck it all out and just nerf Hib, again. And I can kind of understand why you abandoned mass changes, there was a lot of shouty people throwing their toys out of the pram but that shouldn't stop you from continuing your (overall) amazing work for us.

Mincers need fixing
Wizard utility needs fixing.

And again, archer damage, in certain situations was a bit high, fine, agreed, however, that is offset greatly by the fact that to attain such damage, you have to sacrifice everything else. Well...maybe not if you play alb with no immunity snare...lol

Mids don't bother with siege any more, do you want Hibs to do the same, really? Yes that is an extreme but really that is the only result if one side of the tri-realm dynamic is untouchable.
Tue 3 Nov 2020 8:21 PM by Woolly
we do duell for this damage test @ Gruenesschaf
Tue 3 Nov 2020 9:00 PM by gruenesschaf
Woolly wrote:
Tue 3 Nov 2020 8:21 PM
we do duell for this damage test @ Gruenesschaf

Doesn't really change the fact that one was a crit shot and the other wasn't.
Wed 4 Nov 2020 6:14 AM by gruenesschaf
Astaa wrote:
Tue 3 Nov 2020 8:11 PM
Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion
....
Mincers need fixing

In your unending wisdom please suggest what could possibly still be nerfed about the minstrel. Charmed pets deal around 40% less damage than they should, max charm level is a lot lower than it should be which is especially noticeable for high rr minstrels further reducing the pet damage by quite a lot. Pretty much all charmable frontier mobs had delves of their heals or damage spells reduced.
Next to animist, the minstrel is probably the class that received the most nerfs.

The issue with the minstrel isn't some delve on some spell but the entire kit as a whole which makes it extremely strong but there won't be a class overhaul as those would affect group fights as well.
Wed 4 Nov 2020 6:37 AM by Lollie
Make ellys uncharmable would go a long way
Wed 4 Nov 2020 6:51 AM by Gildar
Lollie wrote:
Wed 4 Nov 2020 6:37 AM
Make ellys uncharmable would go a long way

Simple and efficient !

And Barguest also.

@ Gruenes ... ok minstrel nerf but .... wizards ? Necros ? Tri dot s stacking ?

In hib we have animist multi nerf, ranger nerf and now also champ nerf ...

Just asking because i cant understand this policy sorry.
Wed 4 Nov 2020 6:58 AM by gruenesschaf
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.

Barguest are literally standard mobs without anything special at all about them, same for levi.


Gildar wrote:
Wed 4 Nov 2020 6:51 AM
In hib we have animist multi nerf, ranger nerf and now also champ nerf ...

You have multiple animist nerfs yet don't mention that there were many minstrel nerfs as well. You mention ranger nerfs yet don't mention the scout nerfs that literally happened in the same patch. What's the point when you ignore literally all changes that are contrary to your position?

Also, are you saying the animist nerfs weren't warranted and you'd consider it reasonable to have 50+ shrooms at every keep door? Is it an unreasonable nerf to reduce a custom 2 multipler to 1.5 against potion buffs?

I really can't understand why people count the number of nerfs and point to it as being in any way meaningful.
Wed 4 Nov 2020 7:00 AM by Astaa
gruenesschaf wrote:
Wed 4 Nov 2020 6:14 AM
Astaa wrote:
Tue 3 Nov 2020 8:11 PM
Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion
....
Mincers need fixing

In your unending wisdom please suggest what could possibly still be nerfed about the minstrel. Charmed pets deal around 40% less damage than they should, max charm level is a lot lower than it should be which is especially noticeable for high rr minstrels further reducing the pet damage by quite a lot. Pretty much all charmable frontier mobs had delves of their heals or damage spells reduced.
Next to animist, the minstrel is probably the class that received the most nerfs.

The issue with the minstrel isn't some delve on some spell but the entire kit as a whole which makes it extremely strong but there won't be a class overhaul as those would affect group fights as well.

Split the whole Swiss army knife of abilities over another spec line, forcing a choice, essentially, speed or a crazy pet. Perhaps have a baseline charm that is capped at equal level pet or speccable for a higher level pet.

Or just make sages uncharmable, as suggested above, that would go a long way. It's not the damage from a mincers its the survivability in small man/solo situations. Kill the pet, they just sos into the distance to find another.

It's pretty obvious that mincers are god mode solo, the polls said as much. Hell, just going out solo against them says as much.
Wed 4 Nov 2020 7:24 AM by Sepplord
you are still going in circles just because you don't want to rethink your position
as a reminder, you started with a rant how albion is too strong in realmwarfare and claimed that albion only gets buffed...

now after a few iterations of being proven wrong you are arguing about a class being a powerhouse in 1vs1 and smallmen fights
Wed 4 Nov 2020 8:30 AM by Astaa
Yes, because we can only have one issue at a time...

Sarcasm, definitely implied...
Wed 4 Nov 2020 8:31 AM by DJ2000
50 Instruments, 35 Stealth and 25 Slash. This is ~ your typical Minstrel build.

Reduce the Skillpoints (to 1556), but revert some of the nerfs the Minstrel received.
If they still want to have 50 Instruments, they have to sacrifice 25 Slash or 25 Stealth (yes 25, not 35).
They lose climbing or have below 10 in Weapon.

Results would lead to a decision to be "Solo" or "Grp" oriented. (Stealth or no Stealth)
50 Instruments, 25 Slash/Stealth, 8 Stealth/Slash
43 Instruments, 35 Stealth, 10 Slash

Would that be an option?
Wed 4 Nov 2020 9:21 AM by Stoertebecker
gruenesschaf wrote:
Wed 4 Nov 2020 6:14 AM
Astaa wrote:
Tue 3 Nov 2020 8:11 PM
Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion
....
Mincers need fixing

In your unending wisdom please suggest what could possibly still be nerfed about the minstrel. Charmed pets deal around 40% less damage than they should, max charm level is a lot lower than it should be which is especially noticeable for high rr minstrels further reducing the pet damage by quite a lot. Pretty much all charmable frontier mobs had delves of their heals or damage spells reduced.

1. You bring the max level of the charmable pets into line with the other realms, maybe with a bonus of max 3 levels above the minstrels level...or
2. You bring the other realms on the minstrels level

There are reasons why they rebalanced the whole pet thing on live years ago.
Wed 4 Nov 2020 9:34 AM by Freudinio
Astaa wrote:
Wed 4 Nov 2020 7:00 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:14 AM
Astaa wrote:
Tue 3 Nov 2020 8:11 PM
Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion
....
Mincers need fixing

In your unending wisdom please suggest what could possibly still be nerfed about the minstrel. Charmed pets deal around 40% less damage than they should, max charm level is a lot lower than it should be which is especially noticeable for high rr minstrels further reducing the pet damage by quite a lot. Pretty much all charmable frontier mobs had delves of their heals or damage spells reduced.
Next to animist, the minstrel is probably the class that received the most nerfs.

The issue with the minstrel isn't some delve on some spell but the entire kit as a whole which makes it extremely strong but there won't be a class overhaul as those would affect group fights as well.

Split the whole Swiss army knife of abilities over another spec line, forcing a choice, essentially, speed or a crazy pet. Perhaps have a baseline charm that is capped at equal level pet or speccable for a higher level pet.

Or just make sages uncharmable, as suggested above, that would go a long way. It's not the damage from a mincers its the survivability in small man/solo situations. Kill the pet, they just sos into the distance to find another.

It's pretty obvious that mincers are god mode solo, the polls said as much. Hell, just going out solo against them says as much.

Nobody cares about solo / smallman. That's so 2008.
Wed 4 Nov 2020 9:58 AM by Stoertebecker
Freudinio wrote:
Wed 4 Nov 2020 9:34 AM
That's so 2008.

Thats why we play a 20y old game
Wed 4 Nov 2020 10:39 AM by gromet12
Stoertebecker wrote:
Wed 4 Nov 2020 9:21 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:14 AM
Astaa wrote:
Tue 3 Nov 2020 8:11 PM
Edit, and even if that is pretty sarcastic I do kind of have a point, perception. You constantly nerf things but refuse point blank to nerf anything at all related to Albion
....
Mincers need fixing

In your unending wisdom please suggest what could possibly still be nerfed about the minstrel. Charmed pets deal around 40% less damage than they should, max charm level is a lot lower than it should be which is especially noticeable for high rr minstrels further reducing the pet damage by quite a lot. Pretty much all charmable frontier mobs had delves of their heals or damage spells reduced.

1. You bring the max level of the charmable pets into line with the other realms, maybe with a bonus of max 3 levels above the minstrels level...or
2. You bring the other realms on the minstrels level

There are reasons why they rebalanced the whole pet thing on live years ago.

You mean Mid will get a buff the charm line as well! My Hunter rejoices!
Wed 4 Nov 2020 10:53 AM by Stoertebecker
gromet12 wrote:
Wed 4 Nov 2020 10:39 AM
You mean Mid will get a buff the charm line as well! My Hunter rejoices!

Only in our wet dreams

There was the survey in oct and minst was voted the most op class in alb, has something changed?


Where is the Realm Pride Bonus? 84% voted for it.
Wed 4 Nov 2020 11:36 AM by inoeth
Stoertebecker wrote:
Wed 4 Nov 2020 10:53 AM
gromet12 wrote:
Wed 4 Nov 2020 10:39 AM
You mean Mid will get a buff the charm line as well! My Hunter rejoices!

Only in our wet dreams

There was the survey in oct and minst was voted the most op class in alb, has something changed?


Where is the Realm Pride Bonus? 84% voted for it.

step by step, it was more important to nerf rangers before
Wed 4 Nov 2020 12:20 PM by hyshash
Astaa wrote:
Wed 4 Nov 2020 7:00 AM
Split the whole Swiss army knife of abilities over another spec line, forcing a choice, essentially, speed or a crazy pet. Perhaps have a baseline charm that is capped at equal level pet or speccable for a higher level pet.

Or just make sages uncharmable, as suggested above, that would go a long way. It's not the damage from a mincers its the survivability in small man/solo situations. Kill the pet, they just sos into the distance to find another.

It's pretty obvious that mincers are god mode solo, the polls said as much. Hell, just going out solo against them says as much.

Sure split alb abilitys over a couple more classes then increase the grp cap in alb to 10 since albs will barely be able to play any setups anymore with how all over the place abilitys are allready

theres a reason why there are barely any alb hybrid and even less if any alb melee grps ...
its kinda getting tiresome how loud the solo/small man community on this server is ... reading through 4 different nerv archer threads, every single thread shifting into some solos crying how mins/bd/archer/assassins are overpowered turning the thread into some bashing of the same 4 ppl shouting bs or the overall crying about adds right and left
Wed 4 Nov 2020 12:53 PM by Stoertebecker
inoeth wrote:
Wed 4 Nov 2020 11:36 AM
Stoertebecker wrote:
Wed 4 Nov 2020 10:53 AM
gromet12 wrote:
Wed 4 Nov 2020 10:39 AM
You mean Mid will get a buff the charm line as well! My Hunter rejoices!

Only in our wet dreams

There was the survey in oct and minst was voted the most op class in alb, has something changed?


Where is the Realm Pride Bonus? 84% voted for it.

step by step, it was more important to nerf rangers before

You mean the so called nerf that will not fix the problem?

On the other side, i have noticed so many new hunters within the last week...amazing.
Maybe thats the new tactic, flood a class, make them apparently op while assisting single targets, go to the forum and cause 2-3 massive shitstorms and wait for the nerf coming?
Wed 4 Nov 2020 1:09 PM by Sepplord
it's not a new tactic, otherwise the fotm-joiners wouldn't whine so much when they get nerefed...
it's just an inability to learn that things might change and if your only reason to play something was because you percieved it to be strong then you will be dissapointed sooner or later

I also don't know what kind of playtimes these rerollers have, but personally my class could be nerfed even more and i wouldn't start playing something else.
Even just looking at strength, the break even point of nerf compared to losing tons of hours of realmranks just doesn't compare
Wed 4 Nov 2020 2:00 PM by Noashakra
Ah yeah the good old lie about asn killing tanks in 5 secs... You are a clown. Why people keep lying about stuff?

And yeah I am playing ministrel atm, and nerfing them again on the pets would be a good option. The heal on Ellyl is too much.
Wed 4 Nov 2020 2:27 PM by Scope
DinoTriz wrote:
Mon 2 Nov 2020 4:31 PM
I'm not surprised people are asking for nerfs.

The devs are teaching people that if you cry loud enough, they will listen to you and edit the game to your liking.

I think Savages should only have one arm.

Just because my fee fees are hurt.

GIVE ME ONE ARMED SAVAGES NOW!!!!!!!!!!!!!!!!!!!!!!!

Not true ! It seems that dev still find the Warden too strong !
Wed 4 Nov 2020 2:58 PM by Stoertebecker
Sepplord wrote:
Wed 4 Nov 2020 1:09 PM
it's not a new tactic, otherwise the fotm-joiners wouldn't whine so much when they get nerefed...
it's just an inability to learn that things might change and if your only reason to play something was because you percieved it to be strong then you will be dissapointed sooner or later

I also don't know what kind of playtimes these rerollers have, but personally my class could be nerfed even more and i wouldn't start playing something else.
Even just looking at strength, the break even point of nerf compared to losing tons of hours of realmranks just doesn't compare

There were not that many hunters online during my playtime. You know them after a while, maybe 10-15.
But now? Don`t know exactly how many, but i think between 10 and 20 new hunters.

Wondering why, nothing has changed.
Thu 5 Nov 2020 1:13 AM by Gildar
gruenesschaf wrote:
Wed 4 Nov 2020 6:58 AM
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.

Barguest are literally standard mobs without anything special at all about them, same for levi.


Gildar wrote:
Wed 4 Nov 2020 6:51 AM
In hib we have animist multi nerf, ranger nerf and now also champ nerf ...

You have multiple animist nerfs yet don't mention that there were many minstrel nerfs as well. You mention ranger nerfs yet don't mention the scout nerfs that literally happened in the same patch. What's the point when you ignore literally all changes that are contrary to your position?

Also, are you saying the animist nerfs weren't warranted and you'd consider it reasonable to have 50+ shrooms at every keep door? Is it an unreasonable nerf to reduce a custom 2 multipler to 1.5 against potion buffs?

I really can't understand why people count the number of nerfs and point to it as being in any way meaningful.

Ok Gruenes ... i try to explain my thoughts.
You multi nerf animist ? Yes or not ?
I can agree that 50 shrooms was too many, nonetheless you do a nerf on the class. And double loss check for shrooms ? Why you dont mention that ?
Now animist have low utility... a grp with speed can pass trought a field of shrooms taking almost no dmg.
Minstrel have nerf, sure, ... but they still really OP ... see survey result ... and opinion on this thread. They can charm also too high lev pets ... solo or grp they are op, in solo if you fight toon you die by pet, if you fight pet minstrel flee ... you cant win .
In grp 8 albs have 4 pets ... minis, sorc, cabby ... and also necro ... a grp of 12 ... lol

Champion
You custom champ, true, like you custom earth wiz ... but you revert for a part the buff on champ... Earth wizards no ? They can debuff his own dmg, dotting hard and also have gtaoe ... ALL in a single line ...
No revert for them ?

I can accept the nerf of champ ... np, but why only for them ? Champ are already only solo toons ... now ? You can delete the class ... or can give them climb for some grp utility ... in the end Hib have only 2 class climbers, other realms 3.

Rangers / scouts : i accept volley nerf, np, touching all archers ... but why nerf ranger dmg 9% and scout only 4,5% ?
Not to mention Stop shieldstyle ...
Anyway, in general, i agree with the damage reduction on archery, you do a good work on this server.

I dont count the number of nerf, i try to understand the logic baking up nerf ... i see little on that ... sry.

And i dont talk about necros and tri dots stacks :p ... no flame.

Hope you take this as a constructive discussion pls ... not crying, not flame, ty.

I want only understand
Thu 5 Nov 2020 2:46 AM by ExcretusMaximus
Noashakra wrote:
Wed 4 Nov 2020 2:00 PM
Ah yeah the good old lie about asn killing tanks in 5 secs... You are a clown. Why people keep lying about stuff?

Some assassins really are close to that. I'm not sure what they do differently, but on my Paladin I can beat some of them without Purge, and others of similar RR drop me in 15 seconds.
Thu 5 Nov 2020 6:42 AM by easytoremember
No if you're going to judge based on the amount of times something is nerfed then there is no class more thoroughly so than minstrels
There's a post from almost 2 years ago that delves all the nerfs to minstrel and that's putting aside what's changed from then to now. There are also things such as Charm running concurrently with other pulse's bundled with the reuse timer being placed on it. That's a net nerf which you treated as a buff (Gildar)

Gildar wrote:
Thu 5 Nov 2020 1:13 AM
And i dont talk about necros and tri dots stacks :p ... no flame.
explain? I only see the single and pbae dot
Thu 5 Nov 2020 6:52 AM by Stoertebecker
ExcretusMaximus wrote:
Thu 5 Nov 2020 2:46 AM
Noashakra wrote:
Wed 4 Nov 2020 2:00 PM
Ah yeah the good old lie about asn killing tanks in 5 secs... You are a clown. Why people keep lying about stuff?

Some assassins really are close to that. I'm not sure what they do differently, but on my Paladin I can beat some of them without Purge, and others of similar RR drop me in 15 seconds.

Weapon swaping and ahk to the extreme.
Thu 5 Nov 2020 6:57 AM by Sepplord
counting the amount of times something gets nerfed and arbitrarily claiming that 2nerfs are always worse than 1nerf, you are just encouraging staff to go in more heavy handed instead of trying different steps of nerfs and then checking if it is enough...
It's really wierd because in general people always complain about nerfs not being done more carefully and in steps, yet now you guys are starting to hold it against them purely based on the amount of changes.


For the people that don't understand above, i will spell it out:
If one class gets nerfed like this: -1%dmg, then again -1%dmg, then again -1%dmg, it was nerfed three times
A different class gets nerfed like this: -10%dmg, only nerfed one time

According the last few commenters the first example class got nerfed more often than the second example, therefor was nerfed more.
Thu 5 Nov 2020 10:12 PM by Noashakra
Stoertebecker wrote:
Thu 5 Nov 2020 6:52 AM
ExcretusMaximus wrote:
Thu 5 Nov 2020 2:46 AM
Noashakra wrote:
Wed 4 Nov 2020 2:00 PM
Ah yeah the good old lie about asn killing tanks in 5 secs... You are a clown. Why people keep lying about stuff?

Some assassins really are close to that. I'm not sure what they do differently, but on my Paladin I can beat some of them without Purge, and others of similar RR drop me in 15 seconds.

Weapon swaping and ahk to the extreme.

you don't even know you can't reaply dot with each swing on this server?
And if your pally is down in 15s vs a sin, it's proof you don't know how to spec/play.
Fri 6 Nov 2020 12:04 AM by ExcretusMaximus
Noashakra wrote:
Thu 5 Nov 2020 10:12 PM
And if your pally is down in 15s vs a sin, it's proof you don't know how to spec/play.

Or maybe it's you who sucks and the good stealthers just don't tell you their secrets.

See, it's not hard to hurl insults.
Fri 6 Nov 2020 12:04 PM by Stoertebecker
Noashakra wrote:
Thu 5 Nov 2020 10:12 PM
Stoertebecker wrote:
Thu 5 Nov 2020 6:52 AM
ExcretusMaximus wrote:
Thu 5 Nov 2020 2:46 AM
Noashakra wrote:
Wed 4 Nov 2020 2:00 PM
Ah yeah the good old lie about asn killing tanks in 5 secs... You are a clown. Why people keep lying about stuff?

Some assassins really are close to that. I'm not sure what they do differently, but on my Paladin I can beat some of them without Purge, and others of similar RR drop me in 15 seconds.

Weapon swaping and ahk to the extreme.

you don't even know you can't reaply dot with each swing on this server?
And if your pally is down in 15s vs a sin, it's proof you don't know how to spec/play.

I have no pally or play any other tank style class

Was just an expanation why some assassins can drop tanks really quick and others dont`t.
And i don`t think its the dot applied on a palladin that kills him.
Fri 6 Nov 2020 12:36 PM by Forlornhope
Gildar wrote:
Thu 5 Nov 2020 1:13 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:58 AM
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.

Barguest are literally standard mobs without anything special at all about them, same for levi.


Gildar wrote:
Wed 4 Nov 2020 6:51 AM
In hib we have animist multi nerf, ranger nerf and now also champ nerf ...

You have multiple animist nerfs yet don't mention that there were many minstrel nerfs as well. You mention ranger nerfs yet don't mention the scout nerfs that literally happened in the same patch. What's the point when you ignore literally all changes that are contrary to your position?

Also, are you saying the animist nerfs weren't warranted and you'd consider it reasonable to have 50+ shrooms at every keep door? Is it an unreasonable nerf to reduce a custom 2 multipler to 1.5 against potion buffs?

I really can't understand why people count the number of nerfs and point to it as being in any way meaningful.

Ok Gruenes ... i try to explain my thoughts.
You multi nerf animist ? Yes or not ?
I can agree that 50 shrooms was too many, nonetheless you do a nerf on the class. And double loss check for shrooms ? Why you dont mention that ?
Now animist have low utility... a grp with speed can pass trought a field of shrooms taking almost no dmg.
Minstrel have nerf, sure, ... but they still really OP ... see survey result ... and opinion on this thread. They can charm also too high lev pets ... solo or grp they are op, in solo if you fight toon you die by pet, if you fight pet minstrel flee ... you cant win .
In grp 8 albs have 4 pets ... minis, sorc, cabby ... and also necro ... a grp of 12 ... lol

Champion
You custom champ, true, like you custom earth wiz ... but you revert for a part the buff on champ... Earth wizards no ? They can debuff his own dmg, dotting hard and also have gtaoe ... ALL in a single line ...
No revert for them ?

I can accept the nerf of champ ... np, but why only for them ? Champ are already only solo toons ... now ? You can delete the class ... or can give them climb for some grp utility ... in the end Hib have only 2 class climbers, other realms 3.

Rangers / scouts : i accept volley nerf, np, touching all archers ... but why nerf ranger dmg 9% and scout only 4,5% ?
Not to mention Stop shieldstyle ...
Anyway, in general, i agree with the damage reduction on archery, you do a good work on this server.

I dont count the number of nerf, i try to understand the logic baking up nerf ... i see little on that ... sry.

And i dont talk about necros and tri dots stacks :p ... no flame.

Hope you take this as a constructive discussion pls ... not crying, not flame, ty.

I want only understand

It's really simple why ranger damage was nerfed 9% and scout only 4.5%. Scouts are running on pot buffs while rangers were running on a red dex/qui buff. Not sure why people are still failing to see that if you were to nerf the scout as hard in the damage area while the have a buff with at least 25 less value on it would be ridiculous lol.
Fri 6 Nov 2020 5:08 PM by MeatBicycle
Waiting for nerfs on necro and reaver. Right now those classes are totally imbalanced in small scale fights. I really don't know why necros have to be almost in godmode versus melees. Reavers are quite tanky, have twf, slam, tons of rupt and massive dmg with levi. Thats just too much for a single class.
Fri 6 Nov 2020 6:09 PM by The Skies Asunder
Forlornhope wrote:
Fri 6 Nov 2020 12:36 PM
Gildar wrote:
Thu 5 Nov 2020 1:13 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:58 AM
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.


It's really simple why ranger damage was nerfed 9% and scout only 4.5%. Scouts are running on pot buffs while rangers were running on a red dex/qui buff. Not sure why people are still failing to see that if you were to nerf the scout as hard in the damage area while the have a buff with at least 25 less value on it would be ridiculous lol.

Too big of a quote, but I would just like to point out that Rangers are speccing for that buff. The fact that they have to spec into 5 lines instead of 4, with the same amount of spec points, already makes them less well rounded as a whole. I don't really care about the damage nerf from a personal perspective, as I have been hybrid spec for over a year now, but nerfing ranger damage enough to make it even with scout and hunter without fundamentally changing the classes, or the buff system on this server isn't actual balance.
Fri 6 Nov 2020 9:56 PM by Gildar
The Skies Asunder wrote:
Fri 6 Nov 2020 6:09 PM
Forlornhope wrote:
Fri 6 Nov 2020 12:36 PM
Gildar wrote:
Thu 5 Nov 2020 1:13 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:58 AM
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.


It's really simple why ranger damage was nerfed 9% and scout only 4.5%. Scouts are running on pot buffs while rangers were running on a red dex/qui buff. Not sure why people are still failing to see that if you were to nerf the scout as hard in the damage area while the have a buff with at least 25 less value on it would be ridiculous lol.

Too big of a quote, but I would just like to point out that Rangers are speccing for that buff. The fact that they have to spec into 5 lines instead of 4, with the same amount of spec points, already makes them less well rounded as a whole. I don't really care about the damage nerf from a personal perspective, as I have been hybrid spec for over a year now, but nerfing ranger damage enough to make it even with scout and hunter without fundamentally changing the classes, or the buff system on this server isn't actual balance

This !!!

Rangers have buff ? Yes, but sacrifice ALL for have.

And scout ? They dont have shield ? And permasnare style ? Bah
And anyway they do over 1 k dmg on a caster ... but have 1/2 nerf ... bah
and they cant have cleric buffs ???
I cant Understand why some people only defend what is obvoisly ridicoulous ....
Fri 6 Nov 2020 10:56 PM by Nando
Ranger self buffs compared with cleric buffs for scout? The Crying is getting worse every day.Staff, keep your heads up and dont believe every shit u read here.
Sat 7 Nov 2020 12:10 AM by skipari
Nando wrote:
Fri 6 Nov 2020 10:56 PM
Ranger self buffs compared with cleric buffs for scout? The Crying is getting worse every day.Staff, keep your heads up and dont believe every shit u read here.

tbf, if the nerf was to reduce the amount of the archer assist trains it would be perfectly legit to ask why scout/ranger nerf is actually different since both are comparable and have unlike mid the same bowspeed available. So the questioning is somewhat reasonable, if you assume the nerf only has to hit the assist train which is usually supported by heal/buffing classes.
Sat 7 Nov 2020 12:17 AM by Forlornhope
Gildar wrote:
Fri 6 Nov 2020 9:56 PM
The Skies Asunder wrote:
Fri 6 Nov 2020 6:09 PM
Forlornhope wrote:
Fri 6 Nov 2020 12:36 PM
Gildar wrote:
Thu 5 Nov 2020 1:13 AM
gruenesschaf wrote:
Wed 4 Nov 2020 6:58 AM
Gildar wrote:
Wed 4 Nov 2020 6:51 AM
And Barguest also.


It's really simple why ranger damage was nerfed 9% and scout only 4.5%. Scouts are running on pot buffs while rangers were running on a red dex/qui buff. Not sure why people are still failing to see that if you were to nerf the scout as hard in the damage area while the have a buff with at least 25 less value on it would be ridiculous lol.

Too big of a quote, but I would just like to point out that Rangers are speccing for that buff. The fact that they have to spec into 5 lines instead of 4, with the same amount of spec points, already makes them less well rounded as a whole. I don't really care about the damage nerf from a personal perspective, as I have been hybrid spec for over a year now, but nerfing ranger damage enough to make it even with scout and hunter without fundamentally changing the classes, or the buff system on this server isn't actual balance

This !!!

Rangers have buff ? Yes, but sacrifice ALL for have.

And scout ? They dont have shield ? And permasnare style ? Bah
And anyway they do over 1 k dmg on a caster ... but have 1/2 nerf ... bah
and they cant have cleric buffs ???
I cant Understand why some people only defend what is obvoisly ridicoulous ....

Right, but still in a flat damage nerf it's logical to nerf the class that has the capability to do more damage harder.. I still don't see why you don't get it. Nerfing the scout the same damage % would be stupid. But if you can't see that then there's no point trying to argue with you. You should try playing another realm sometime, it would open your eyes to a lot more things about this game man. Contrary to your beliefs most scouts/rangers do NOT run with the bg and do NOT have access to cleric/druid buffs. So the nerf was done with that in mind..
Sat 7 Nov 2020 12:21 AM by Forlornhope
skipari wrote:
Sat 7 Nov 2020 12:10 AM
Nando wrote:
Fri 6 Nov 2020 10:56 PM
Ranger self buffs compared with cleric buffs for scout? The Crying is getting worse every day.Staff, keep your heads up and dont believe every shit u read here.

tbf, if the nerf was to reduce the amount of the archer assist trains it would be perfectly legit to ask why scout/ranger nerf is actually different since both are comparable and have unlike mid the same bowspeed available. So the questioning is somewhat reasonable, if you assume the nerf only has to hit the assist train which is usually supported by heal/buffing classes.

Really though, that's not what the nerf had in mind. Most scouts/rangers do not run with the bg so that was taken into account with the nerf. So, they had to balance out the damage between a self buffing ranger and a pot buffing scout. In those terms the nerf makes perfect sense.
Sat 7 Nov 2020 2:05 PM by Gildar
@Forlon

I understand that rangers with their self buffs do more damage than scouts but again, rangers sacrifice everything for self buffs ... no melee and no shield. scouts have shield and shield styles (Stop, do you know this style?) Scouts follow the BG in many, even high RR ... do I have to name them one by one? I often met them with Polemo ...
And anyway, there is no reason to make two classes the same ... take 9% damage from rangers and only 4.5% from scouts because with pots buffs they do less damage it makes no sense ... then if the classes do they must look like we give the shield and the Stop style to the rangers ... sorry your speech has no logic in any sense ... nerf at 9% only the rangers and leaving 1k of damage on a caster to the scouts is absurd.
Imho
Sat 7 Nov 2020 2:13 PM by Forlornhope
Gildar wrote:
Sat 7 Nov 2020 2:05 PM
@Forlon

I understand that rangers with their self buffs do more damage than scouts but again, rangers sacrifice everything for self buffs ... no melee and no shield. scouts have shield and shield styles (Stop, do you know this style?) Scouts follow the BG in many, even high RR ... do I have to name them one by one? I often met them with Polemo ...
And anyway, there is no reason to make two classes the same ... take 9% damage from rangers and only 4.5% from scouts because with pots buffs they do less damage it makes no sense ... then if the classes do they must look like we give the shield and the Stop style to the rangers ... sorry your speech has no logic in any sense ... nerf at 9% only the rangers and leaving 1k of damage on a caster to the scouts is absurd.
Imho

That stop shield style you're so fond of bringing up, the scout has to give up speccing anything else in it just like ranger who specs 48 pf. So that argument's pretty pointless. You may see a lot of scouts in polemo's bg, but until you actually get out of your little bg bubble and you're never going to understand the logic of nerfing a class that has the capability to deal out more damage than the other. Whether you can fathom it or not it DOES make sense to literally every single other person who does not play solely on hibernia. If you can't look at things objectively that's no one else's fault but your own. I can guarantee you that rangers can still hit just as hard as a scout, if not harder than most on a caster. The 4.5% nerf to scouts and the 9% nerf to rangers likely made their dps closer to being on par with each other. Let alone my hunter who's still on the low end of the totem pole in terms of bow damage who also got nerfed in that patch. Give it up man, the staff's not out to get you or hibernia..
Sat 7 Nov 2020 6:53 PM by Astaa
How is it pointless? A scout can effectively keep someone perma snared, reducing the snare time makes absolutely no difference if there is no immunity.

What it needs is a 1m reuse timer, it should be used as a get out of trouble ability, not to snare, crit, snare, crit, snare crit etc.
Sat 7 Nov 2020 7:39 PM by Forlornhope
Astaa wrote:
Sat 7 Nov 2020 6:53 PM
How is it pointless? A scout can effectively keep someone perma snared, reducing the snare time makes absolutely no difference if there is no immunity.

What it needs is a 1m reuse timer, it should be used as a get out of trouble ability, not to snare, crit, snare, crit, snare crit etc.

I do agree it needs a reuse timer, but his argument saying rangers have to give up any melee ability to spec 48 PF is pointless since scouts also have to give up any melee ability to run the 45 shield style.
Sat 7 Nov 2020 9:31 PM by Stoertebecker
Forlornhope wrote:
Sat 7 Nov 2020 7:39 PM
Astaa wrote:
Sat 7 Nov 2020 6:53 PM
How is it pointless? A scout can effectively keep someone perma snared, reducing the snare time makes absolutely no difference if there is no immunity.

What it needs is a 1m reuse timer, it should be used as a get out of trouble ability, not to snare, crit, snare, crit, snare crit etc.

I do agree it needs a reuse timer, but his argument saying rangers have to give up any melee ability to spec 48 PF is pointless since scouts also have to give up any melee ability to run the 45 shield style.

You don`t need to run 50 bow for dealing good bow damage and you don`t need 48 path, but you always want at least 42 shield as a scout.
Sat 7 Nov 2020 9:42 PM by Gildar
Forlornhope wrote:
Sat 7 Nov 2020 2:13 PM
Gildar wrote:
Sat 7 Nov 2020 2:05 PM
@Forlon

I understand that rangers with their self buffs do more damage than scouts but again, rangers sacrifice everything for self buffs ... no melee and no shield. scouts have shield and shield styles (Stop, do you know this style?) Scouts follow the BG in many, even high RR ... do I have to name them one by one? I often met them with Polemo ...
And anyway, there is no reason to make two classes the same ... take 9% damage from rangers and only 4.5% from scouts because with pots buffs they do less damage it makes no sense ... then if the classes do they must look like we give the shield and the Stop style to the rangers ... sorry your speech has no logic in any sense ... nerf at 9% only the rangers and leaving 1k of damage on a caster to the scouts is absurd.
Imho

That stop shield style you're so fond of bringing up, the scout has to give up speccing anything else in it just like ranger who specs 48 pf. So that argument's pretty pointless. You may see a lot of scouts in polemo's bg, but until you actually get out of your little bg bubble and you're never going to understand the logic of nerfing a class that has the capability to deal out more damage than the other. Whether you can fathom it or not it DOES make sense to literally every single other person who does not play solely on hibernia. If you can't look at things objectively that's no one else's fault but your own. I can guarantee you that rangers can still hit just as hard as a scout, if not harder than most on a caster. The 4.5% nerf to scouts and the 9% nerf to rangers likely made their dps closer to being on par with each other. Let alone my hunter who's still on the low end of the totem pole in terms of bow damage who also got nerfed in that patch. Give it up man, the staff's not out to get you or hibernia..

man you are very wrong.

did you know us by chance?
do you know how I play?
I do bg but also solo with champ and bm .... and 8v8 with warden ... and I repeat that your reasoning does not have a minimum of logic.

do scouts have to sacrifice a lot for the stop style? nothing to say about this ... BUT nobody has nerf this style I think ... and (as astaa said before) they keep doing crit snare crit snare crit etc.

your accusation of me defending hib is laughable ... the facts are fact ... the rangers were nerf 9% without other changes and the scouts only 4.5% without other changes.

it's math ... if you don't understand it the problem is yours alone.

I stop here. It is useless to talk to those who do not want to understand ... try to see things without your evident hatred for Hib, which shines through all your posts, and maybe you will understand BB
Sat 7 Nov 2020 9:51 PM by Kwall0311
Gildar wrote:
Sat 7 Nov 2020 9:42 PM
they keep doing crit snare crit snare crit etc.

This is not possible, please stop spreading lies .
Sat 7 Nov 2020 10:29 PM by ExcretusMaximus
Kwall0311 wrote:
Sat 7 Nov 2020 9:51 PM
This is not possible, please stop spreading lies .

It was before the change.

Crit > Stop > Kite > Queue Crit but don't auto fire > Once they start moving at full speed wait two seconds > Crit again.

It's one crit every 15 seconds, if you're patient (and the enemy run to you instead of away), it was totally possible since Stop's duration was 13 seconds. With it only being 7 now, it's not as feasible.
Sat 7 Nov 2020 10:57 PM by Stoertebecker
ExcretusMaximus wrote:
Sat 7 Nov 2020 10:29 PM
Kwall0311 wrote:
Sat 7 Nov 2020 9:51 PM
This is not possible, please stop spreading lies .

It was before the change.

Crit > Stop > Kite > Queue Crit but don't auto fire > Once they start moving at full speed wait two seconds > Crit again.

It's one crit every 15 seconds, if you're patient (and the enemy run to you instead of away), it was totally possible since Stop's duration was 13 seconds. With it only being 7 now, it's not as feasible.

Honestly, thats a bit xtreme paper daoc, thats only working on very dumb players, will never work on classes with a range utility, even a trowing axe will do it. Or just run away.
Sat 7 Nov 2020 11:01 PM by Forlornhope
ExcretusMaximus wrote:
Sat 7 Nov 2020 10:29 PM
Kwall0311 wrote:
Sat 7 Nov 2020 9:51 PM
This is not possible, please stop spreading lies .

It was before the change.

Crit > Stop > Kite > Queue Crit but don't auto fire > Once they start moving at full speed wait two seconds > Crit again.

It's one crit every 15 seconds, if you're patient (and the enemy run to you instead of away), it was totally possible since Stop's duration was 13 seconds. With it only being 7 now, it's not as feasible.

Plus with the duration nerf the scout probably can't get out of cast/insta range so there's a lot more room to rupt them if you're paying attention.
Sun 8 Nov 2020 12:17 AM by ExcretusMaximus
Stoertebecker wrote:
Sat 7 Nov 2020 10:57 PM
Honestly, thats a bit xtreme paper daoc, thats only working on very dumb players, will never work on classes with a range utility, even a trowing axe will do it. Or just run away.

I'd like to see you interrupt a 2100 range shot with a 1500 range throwing weapon that takes 2 seconds to queue and throw before he can release his crit.

Just because you never did it, or tried and failed, doesn't mean there aren't people who are good enough to pull off the maneuver.
Sun 8 Nov 2020 1:32 AM by gotwqqd
Gildar wrote:
Sat 7 Nov 2020 9:42 PM
Forlornhope wrote:
Sat 7 Nov 2020 2:13 PM
Gildar wrote:
Sat 7 Nov 2020 2:05 PM
@Forlon

I understand that rangers with their self buffs do more damage than scouts but again, rangers sacrifice everything for self buffs ... no melee and no shield. scouts have shield and shield styles (Stop, do you know this style?) Scouts follow the BG in many, even high RR ... do I have to name them one by one? I often met them with Polemo ...
And anyway, there is no reason to make two classes the same ... take 9% damage from rangers and only 4.5% from scouts because with pots buffs they do less damage it makes no sense ... then if the classes do they must look like we give the shield and the Stop style to the rangers ... sorry your speech has no logic in any sense ... nerf at 9% only the rangers and leaving 1k of damage on a caster to the scouts is absurd.
Imho

That stop shield style you're so fond of bringing up, the scout has to give up speccing anything else in it just like ranger who specs 48 pf. So that argument's pretty pointless. You may see a lot of scouts in polemo's bg, but until you actually get out of your little bg bubble and you're never going to understand the logic of nerfing a class that has the capability to deal out more damage than the other. Whether you can fathom it or not it DOES make sense to literally every single other person who does not play solely on hibernia. If you can't look at things objectively that's no one else's fault but your own. I can guarantee you that rangers can still hit just as hard as a scout, if not harder than most on a caster. The 4.5% nerf to scouts and the 9% nerf to rangers likely made their dps closer to being on par with each other. Let alone my hunter who's still on the low end of the totem pole in terms of bow damage who also got nerfed in that patch. Give it up man, the staff's not out to get you or hibernia..

man you are very wrong.

did you know us by chance?
do you know how I play?
I do bg but also solo with champ and bm .... and 8v8 with warden ... and I repeat that your reasoning does not have a minimum of logic.

do scouts have to sacrifice a lot for the stop style? nothing to say about this ... BUT nobody has nerf this style I think ... and (as astaa said before) they keep doing crit snare crit snare crit etc.

your accusation of me defending hib is laughable ... the facts are fact ... the rangers were nerf 9% without other changes and the scouts only 4.5% without other changes.

it's math ... if you don't understand it the problem is yours alone.

I stop here. It is useless to talk to those who do not want to understand ... try to see things without your evident hatred for Hib, which shines through all your posts, and maybe you will understand BB
Do scouts have to sacrifice a lot for the 45 shield style(that doesn’t remotely fix the class properly)? No they don’t .... which is the whole point and exemplifies how poor their melee damage/line is.
Sun 8 Nov 2020 5:02 AM by Parole
Scout melee is garbage. They have to kite simple fact.
Sun 8 Nov 2020 7:50 AM by Stoertebecker
ExcretusMaximus wrote:
Sun 8 Nov 2020 12:17 AM
Stoertebecker wrote:
Sat 7 Nov 2020 10:57 PM
Honestly, thats a bit xtreme paper daoc, thats only working on very dumb players, will never work on classes with a range utility, even a trowing axe will do it. Or just run away.

I'd like to see you interrupt a 2100 range shot with a 1500 range throwing weapon that takes 2 seconds to queue and throw before he can release his crit.

Just because you never did it, or tried and failed, doesn't mean there aren't people who are good enough to pull off the maneuver.

No Scout on Phoenix runs 2100 locs away while the target is rooted. That is simply not the reality



That screen is from today morning, you`ll see that each day, multiple times...and all realms do that.
So just stfu with your paper daoc strategy crit root crit root, last solo scout i`ve seen was 5 days ago.

btw, the fga sneaks was 5 scouts, 2 infi, 1 minst.....questions? Not? Fine !
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