The poll results prove you're easy mode, take you nerf beating like a man, it's comin'
DinoTriz wrote: ↑Fri 9 Oct 2020 4:21 PM"I heard Scouts got a no immunity root that lasts for a full 14 seconds and that SOUNDS too powerful, especially when I ignore the fact that they can't melee themselves out of a wet, paper bag. Have I ever played a Scout? No. I've just heard people complain about one ability, so they must be overpowered."
*proceeds to vote like a lemming*
This is how voting works in real life too. Comforting...
Parole wrote: ↑Fri 9 Oct 2020 4:39 PMtbh neither of those classes need any changes, minstrel has has so many nerfs already people are just sore about their pet and probably always will be. Scouts are just finally winning "some" fights, albeit fight still takes for ever to kill anything and requires kiting w/o adds imo. I think the primary archery whine is from all the rangers shooting on bridges..... go somewhere else, or get some friends to help kill them all.
It's not rocket surgery...
Noashakra wrote: ↑Fri 9 Oct 2020 5:15 PMThe root is a stupid idea and doesn't make scout win 1vs1 except in some really specific situations or vs idiots. It's only useful when you zerg, because like this you can kite vs superior numbers (as if you need that on alb already with the stupid ministrel that can istun and mez).
Remove this stupid style, there are better ways to up the scout that needs some love.
DinoTriz wrote: ↑Fri 9 Oct 2020 4:21 PM"I heard Scouts got a no immunity root that lasts for a full 14 seconds and that SOUNDS too powerful, especially when I ignore the fact that they can't melee themselves out of a wet, paper bag. Have I ever played a Scout? No. I've just heard people complain about one ability, so they must be overpowered."
*proceeds to vote like a lemming*
This is how voting works in real life too. Comforting...
bigne88 wrote: ↑Fri 9 Oct 2020 8:30 PMArchers, as the name suggest, uses a bow to do damage, not melee weapons.
Amirite?
gotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
Helwyr wrote: ↑Fri 9 Oct 2020 9:10 PMgotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
That's a terrible idea breaking stealth detection not fixing it. You'd never know how many stealth realm mates are around and thus how vulnerable you are to detection.
DinoTriz wrote: ↑Fri 9 Oct 2020 8:41 PMbigne88 wrote: ↑Fri 9 Oct 2020 8:30 PMArchers, as the name suggest, uses a bow to do damage, not melee weapons.
Amirite?
No, you're not right.
It's not normal to force archer classes into Sniper spec.
When there's very little difference in performance between speccing 9 in a melee weapon or speccing 39 in weapon, there's something very wrong.
Lokkjim wrote: ↑Fri 9 Oct 2020 9:31 PMHelwyr wrote: ↑Fri 9 Oct 2020 9:10 PMgotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
That's a terrible idea breaking stealth detection not fixing it. You'd never know how many stealth realm mates are around and thus how vulnerable you are to detection.
I suggested making it a debuff that appears so that the stealther can know they are in the area with a same realm stealther. They could make it stackable so you can know how many are in the area and how debuffed you are.
Kwall0311 wrote: ↑Fri 9 Oct 2020 4:27 PMSo you want to nerf solo archers who take long enough to kill a target before getting added as it is? I dont believe a flat archery damage nerf is the answer
Not sure I understand your point...ah I get nowHelwyr wrote: ↑Fri 9 Oct 2020 9:10 PMgotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
That's a terrible idea breaking stealth detection not fixing it. You'd never know how many stealth realm mates are around and thus how vulnerable you are to detection.
Your naive if you don’t see the inherent problem with stealth and numbers. I played the game from 2001. They never had the issue to the extent we see here with large groups of stealth we see here, now. I think an advanced detection system is an elegant way to force these classes which, imo, are meant to be primarily solo killersHelwyr wrote: ↑Fri 9 Oct 2020 10:42 PMLokkjim wrote: ↑Fri 9 Oct 2020 9:31 PMHelwyr wrote: ↑Fri 9 Oct 2020 9:10 PMgotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
That's a terrible idea breaking stealth detection not fixing it. You'd never know how many stealth realm mates are around and thus how vulnerable you are to detection.
I suggested making it a debuff that appears so that the stealther can know they are in the area with a same realm stealther. They could make it stackable so you can know how many are in the area and how debuffed you are.
That would indeed solve the problem I brought up, but it could create new problems with how easy cross-realming is on Phoenix. Ultimately IMO I think these stealth detection change suggestions are seeking solutions to things that aren't really problems... Stealth groups are generally predictable in where they are located, choke points, especially bridges and docks. And again IMO those seeking solo duels all the time are basically playing the wrong game, there's no fix for that within anything remotely resembling DAoC..
gotwqqd wrote: ↑Fri 9 Oct 2020 11:46 PMYour naive if you don’t see the inherent problem with stealth and numbers. I played the game from 2001. They never had the issue to the extent we see here with large groups of stealth we see here, now. I think an advanced detection system is an elegant way to force these classes which, imo, are meant to be primarily solo killersHelwyr wrote: ↑Fri 9 Oct 2020 10:42 PMThat would indeed solve the problem I brought up, but it could create new problems with how easy cross-realming is on Phoenix. Ultimately IMO I think these stealth detection change suggestions are seeking solutions to things that aren't really problems... Stealth groups are generally predictable in where they are located, choke points, especially bridges and docks. And again IMO those seeking solo duels all the time are basically playing the wrong game, there's no fix for that within anything remotely resembling DAoC..
It's not that bad on Phoenix, I've seen worse in Old Emain, in DF with the introduction of new Ra's or beginning of the classic server. I can understand stealthers grouping. You don't kill that solo reaver, champ or pet mins in a 1 on 1.gotwqqd wrote: ↑Fri 9 Oct 2020 11:46 PMYour naive if you don’t see the inherent problem with stealth and numbers. I played the game from 2001. They never had the issue to the extent we see here with large groups of stealth we see here, now. I think an advanced detection system is an elegant way to force these classes which, imo, are meant to be primarily solo killers
gotwqqd wrote: ↑Fri 9 Oct 2020 11:46 PMYour naive if you don’t see the inherent problem with stealth and numbers. I played the game from 2001. They never had the issue to the extent we see here with large groups of stealth we see here, now. I think an advanced detection system is an elegant way to force these classes which, imo, are meant to be primarily solo killersHelwyr wrote: ↑Fri 9 Oct 2020 10:42 PMLokkjim wrote: ↑Fri 9 Oct 2020 9:31 PMHelwyr wrote: ↑Fri 9 Oct 2020 9:10 PMgotwqqd wrote: ↑Fri 9 Oct 2020 6:24 PM[...]
Then fix stealth detection
Increase radius far more depending on how many other same realm stealthed in area(larger radius of prox) regardless of grouped or not
That's a terrible idea breaking stealth detection not fixing it. You'd never know how many stealth realm mates are around and thus how vulnerable you are to detection.
I suggested making it a debuff that appears so that the stealther can know they are in the area with a same realm stealther. They could make it stackable so you can know how many are in the area and how debuffed you are.
That would indeed solve the problem I brought up, but it could create new problems with how easy cross-realming is on Phoenix. Ultimately IMO I think these stealth detection change suggestions are seeking solutions to things that aren't really problems... Stealth groups are generally predictable in where they are located, choke points, especially bridges and docks. And again IMO those seeking solo duels all the time are basically playing the wrong game, there's no fix for that within anything remotely resembling DAoC..
Tashkent wrote: ↑Sat 10 Oct 2020 6:20 AMIt's not that bad on Phoenix, I've seen worse in Old Emain, in DF with the introduction of new Ra's or beginning of the classic server. I can understand stealthers grouping. You don't kill that solo reaver, champ or pet mins in a 1 on 1.gotwqqd wrote: ↑Fri 9 Oct 2020 11:46 PMYour naive if you don’t see the inherent problem with stealth and numbers. I played the game from 2001. They never had the issue to the extent we see here with large groups of stealth we see here, now. I think an advanced detection system is an elegant way to force these classes which, imo, are meant to be primarily solo killers
Kwall0311 wrote: ↑Fri 9 Oct 2020 4:27 PMSo you want to nerf solo archers who take long enough to kill a target before getting added as it is? I dont believe a flat archery damage nerf is the answer
I guess it depends on the class you're playing. In my experience Scouts don't win fights with the 45 shield style - they escape fights. If your class has a ranged attack or a shield the Root tactic is ineffective.PoisonClovers wrote: ↑Fri 16 Oct 2020 9:02 PMKwall0311 wrote: ↑Fri 9 Oct 2020 4:27 PMSo you want to nerf solo archers who take long enough to kill a target before getting added as it is? I dont believe a flat archery damage nerf is the answer
Scout opens with numb then Stop ( Root)... numb wears off your rooted ( if you purged, skip to slam/root) ... there already a good distance and critical shot on you. get to the scout he Slams. you purged? rooted... again.. then shot with more arrows..
Moral of the story, a scout never pulls his weapon out. Bow and shield. and they are killing people faster then most casters.
level the playfield, Make this have some kind of Diminishing returns or remove it. No idea how people crying about styles stops hours ,days weeks of work from devs, yet the whole server cries about scouts stop and no change.
stewbeedoo wrote: ↑Fri 16 Oct 2020 10:35 PMI guess it depends on the class you're playing. In my experience Scouts don't win fights with the 45 shield style - they escape fights. If your class has a ranged attack or a shield the Root tactic is ineffective.
And pets who bolt from distance and out heal most dps classes 1vs1Spiegal wrote: ↑Wed 21 Oct 2020 3:10 PMAs a pet class focus player, it pains me to see that minstrels is able to get a pet 12-14 levels higher than my class.
I would love a pet normalization, you charm a lvl 55...will get back to level 41-44 like pet owner's class.
Jealousy? maybe... but when you consider the arsenal of the minster if think it's understandable.
- Mezz check
- insta stun check
- Speed check
- Stealth check
- uber pet dmg check
- interrupts check
- ablative checks
- cure mezz check
- sos check
- health regen check
- snare check
- IP check
Stoertebecker wrote: ↑Wed 21 Oct 2020 9:55 PM
I have a scout and a ranger, i like the speed more than the bit more damage.
Forlornhope wrote: ↑Thu 22 Oct 2020 4:12 AMStoertebecker wrote: ↑Wed 21 Oct 2020 9:55 PM
I have a scout and a ranger, i like the speed more than the bit more damage.
Can open up with a 5.5 on crit shot for the spike, then swap to a faster.
Parole wrote: ↑Thu 22 Oct 2020 3:13 PMHunter is weakest of all three archers imo. Spear speed vs assassins' evade is cripplingly slow and unforgiving, bow range sucks, pet dmg is good but not as good as a minstrel or sorc pet. They need buffed.
DinoTriz wrote: ↑Fri 9 Oct 2020 6:06 PMNoashakra wrote: ↑Fri 9 Oct 2020 5:15 PMThe root is a stupid idea and doesn't make scout win 1vs1 except in some really specific situations or vs idiots. It's only useful when you zerg, because like this you can kite vs superior numbers (as if you need that on alb already with the stupid ministrel that can istun and mez).
Remove this stupid style, there are better ways to up the scout that needs some love.
It would more useful if it had some +Hit on it.
I can't tell you how many times I've tried to use it to get a Hunter pet off of me, only to completely miss 4 or 5 times in a row. By the time it lands I'm at 10% health.
Parole wrote: ↑Thu 22 Oct 2020 3:13 PMHunter is weakest of all three archers imo. Spear speed vs assassins' evade is cripplingly slow and unforgiving, bow range sucks, pet dmg is good but not as good as a minstrel or sorc pet. They need buffed.
DinoTriz wrote: ↑Mon 26 Oct 2020 3:10 PM
It happens to me so much, that's why I mentioned it.
In about 25% of my kills, a Hunter will add onto my fight just as I'm killing someone so I naturally run to break LOS and restealth.
That damn pet though...I try to snare it or slam it. I miss 4 or 5 times in a row. So much so that the Hunter has run up to me just as my stun on his pet lands.
If I got that stun off in 1 or 2 hits, I survive and restealth.
But since there's no +Hit on the ability - it takes around 70 attempts for it to land.
DinoTriz wrote: ↑Mon 26 Oct 2020 3:10 PM
It happens to me so much, that's why I mentioned it.
In about 25% of my kills, a Hunter will add onto my fight just as I'm killing someone so I naturally run to break LOS and restealth.
That damn pet though...I try to snare it or slam it. I miss 4 or 5 times in a row. So much so that the Hunter has run up to me just as my stun on his pet lands.
If I got that stun off in 1 or 2 hits, I survive and restealth.
But since there's no +Hit on the ability - it takes around 70 attempts for it to land.
I am just waiting for gruenes to chime in and explain that it should not be possible on phoenix to miss that often in a row, due to streak protection and how their RNG is coded, and to please provide a video since you must be encountering an impossible bug.
Sepplord wrote: ↑Tue 27 Oct 2020 1:40 PMI am just waiting for gruenes to chime in and explain that it should not be possible on phoenix to miss that often in a row, due to streak protection and how their RNG is coded, and to please provide a video since you must be encountering an impossible bug.
Sepplord wrote: ↑Tue 27 Oct 2020 1:40 PMI am just waiting for gruenes to chime in and explain that it should not be possible on phoenix to miss that often in a row, due to streak protection and how their RNG is coded, and to please provide a video since you must be encountering an impossible bug.
You should probly try doing what you're describing here and take a good look at your endu at the fire to infinity step, then think about what you can no longer do with that amount of enduHorus wrote: ↑Wed 28 Oct 2020 11:26 PMAs far a scouts...Stop should just use a ton of endo. A scout should not be able to spam slam, stop, sprint, fire to infinity which they can now....
Yol wrote: ↑Thu 29 Oct 2020 9:41 AMSo many Minstrels.... and so many stealthers on this server. Minstrels on life in the old times had a much higher resist on charm-song then here. Easy-Mode Class: Speed, red-pet, insta-stun, mezz, ae-mezz and stealth on one class was a pain in the ass on life-servers too...but here it is totaly overpowerd!
And what did Staff do? Nerf BD Lifeleech to 6sec and dont implement the /formation ability. I think staff-members dont play mid very often.... must be so great playing a minstrel to farm levlers and solos all day long.
easytoremember wrote: ↑Thu 29 Oct 2020 1:14 AMYou should probly try doing what you're describing here and take a good look at your endu at the fire to infinity step, then think about what you can no longer do with that amount of enduHorus wrote: ↑Wed 28 Oct 2020 11:26 PMAs far a scouts...Stop should just use a ton of endo. A scout should not be able to spam slam, stop, sprint, fire to infinity which they can now....
Return to RvR or the latest topics