Quickcast + Lower chance of Resist

Started 22 Apr 2021
by Smudly
in Suggestions
As a caster, you probably know that two of our most used spells to get away are:
1) Quickcast
2) Purge

It kinda stinks to have quickcast resist. What about having a lowered resist rate when quickcasting any spell? That would really give some "get-away" utility.
Especially when fighting classes that have a Perma-Snare (merc, inf, NS, etc) - where there is literally 0 chance of getting away. You can't do anything.

Just a thought.

Or even having an Immunity timer on Snares so you can't constantly be hit and snared - it's bogus.
Thu 22 Apr 2021 4:54 PM by Irkeno
The guy who plays the most OP/cheese class in the game complaining about not being able to escape? amazing.

Remove the ability for casters to perma disease kite to the end of the earth with absolutely no counter play too please.

Neither will ever happen.
Thu 22 Apr 2021 5:07 PM by ExcretusMaximus
Smudly wrote:
Thu 22 Apr 2021 3:23 PM
Or even having an Immunity timer on Snares so you can't constantly be hit and snared - it's bogus.

I literally watched you drop TWF and stand in it while spamming /rofl on three stealthers who jumped you when we were both in <Legacy>, killing all three; I don't think you need any more help.
Thu 22 Apr 2021 5:18 PM by Nephamael
I think setting quickcast to 0% for any solo caster would be a great idea to get them back into the frontier solo game.

(A 10% default lose rate is having an immense frustration potential)

The problem is this can not be applied to any other numbers, as it would make sorc even more op than the class already is in gvg.


And on top of this, the more urgent problem for solo casters is vanish, which imo should be addressed first.
Thu 22 Apr 2021 6:01 PM by Tashkent
Nephamael wrote:
Thu 22 Apr 2021 5:18 PM
And on top of this, the more urgent problem for solo casters is vanish, which imo should be addressed first.
Vanish is a legit counter against moc lifetap casters. Why should it be addressed?
Thu 22 Apr 2021 6:12 PM by Ceen
Tashkent wrote:
Thu 22 Apr 2021 6:01 PM
Nephamael wrote:
Thu 22 Apr 2021 5:18 PM
And on top of this, the more urgent problem for solo casters is vanish, which imo should be addressed first.
Vanish is a legit counter against moc lifetap casters. Why should it be addressed?
Vanish is never legit
Thu 22 Apr 2021 6:50 PM by Nephamael
Vanish is a legit counter against moc lifetap casters. Why should it be addressed?

Vanish in the real frontier solo world is used to deny enemy casters their wins in clean 1v1s in 75%+ fights.


Besides, i don't know of a single moc lifetap solo caster who actually still plays solo on a regular basis - and i play solo every day i am online.


(While i know no single regular solo assassin even daring to attack a solo caster with purge not up.)

(Sidefact: The few solo casters that moc lifetaped against my nightshadel usually still die, simply because i out dps their lifedrain, i would say vs moc lifetap my ns winrate is 80%+ - if a sm does that you can simply snarepoison and run, even tho i don't know a single regular solo sm anymore, probably they all quit because Phoenix has very solo caster hostile balancing (buffed HPs, high resistrates, low manapool) - and those who didn't quit because of the tough balancing did quit because of the vanish factor, like i did.)
Thu 22 Apr 2021 6:56 PM by Blitze
Vanish is a really awful ability in the 1v1 game. It’s soul destroying when it happens as a visible after all the time you spend getting zerged. As a solo visible I don’t choose the fight, the sneak does, so to turn that around to a winning position gets you all excited! Sadly, a vanish means that the RPs are taken away from you and replaced by a guttural dirty feeling.

I have no problem sneaks vanishing from 2v1 and above.
Fri 23 Apr 2021 6:29 AM by inoeth
solos mostly do not vanish anyway... vanish is mostly used by stealth zergs: one guy pulls you, playing so bad that he almost dies, vanishes and let his friends do the rest of the job.

#removevanish
Fri 23 Apr 2021 4:57 PM by Nephamael
solos mostly do not vanish anyway... vanish is mostly used by stealth zergs: one guy pulls you, playing so bad that he almost dies, vanishes and let his friends do the rest of the job.

From my 1 and a half year+ of playing solo eld i can tell you, you are wrong, vanish rate in clean 1v1s is 75%+ vs solo casters.

I quit playing my eld solo mostly because of the vanishs of actual solos.
Fri 23 Apr 2021 5:37 PM by Centenario
Quick cast makes your spell be 3.0 sec.
MoC gives you 100% uninterruptible
I saw in grab bags from classic that MOC was supposed to give you less chance to be interrupted.
I also saw that your interrupt timer is supposed to be proportional to the swing speed of the attacker: if he hits you at 4.0 swing then you are interrupted for 4.0 seconds.
I remember also reading that quick casted spell Have higher mana cost.

What game balancing is about: to give no arbitrage win situation and to have reasonable archetype strengths.
A stealther is supposed to kill a caster 100% of the time in a 1v1 scenario = class strength.

If the stealther misses his pa/stun combo or if you purge the stun then quickcast root run you have won. Which is arbitrage win. This is not normal since you are supposed to die. How it is balanced, well you are supposed to die before you can get away from the root/stun.
You are also not supposed to force the use of purge and vanish on each stealther you fight.

Dday?
Sat 24 Apr 2021 8:14 PM by joshisanonymous
Back to the OP topic: I definitely feel your pain of having QC CC getting resisted, but the way I see it, that's why you pick up concentration. I would never run around as a solo caster without concentration 1.

Additionally, MoF helps with this issue for non-baseline CC (since the baseline Mid root has a very low resist rate already).

In other words, yeah it sucks when your QC is resisted, but if you're solo and relying heavily on not having it resisted, there are already RAs that help, which forces you into making an important choice about how to specialize your character and feels relatively balanced IMO.
Mon 26 Apr 2021 4:59 PM by Nephamael
Back to the OP topic: I definitely feel your pain of having QC CC getting resisted, but the way I see it, that's why you pick up concentration. I would never run around as a solo caster without concentration 1.

Additionally, MoF helps with this issue for non-baseline CC (since the baseline Mid root has a very low resist rate already).

In other words, yeah it sucks when your QC is resisted, but if you're solo and relying heavily on not having it resisted, there are already RAs that help, which forces you into making an important choice about how to specialize your character and feels relatively balanced IMO.

You don't seem to understand the problem.

Yes, every solo caster plays concentration1 or 2, but you can get quickccast resist + concentration quickccast resist (this is when you are: "omfg Phoenix is such a ****" and /q).

- The big problem here is, quickccast+concentration quickccast takes 3.0 + 3.0 = 6.0!!! seconds (not affected by castspeed) - the average solo assassin kills a caster within 7.5 seconds without perf = you will be 1 hit from dead after hitting your concentration quickcast cc = if it is a root you are dead, because the assassin can still hit you once or twice after the root, if it is a mezz or stun you die by the dots.

And you have to RAdump to just have a chance vs your default 10% lose rate.

No melee solo has to suffer a default lose rate - what is miss rate on pa? I think it is 0%, as i never missed a single pa within the last 2 years (when i was in the right position)
Even if it has a theoretical missrate, it is extremely low, as PA has +15 to hit bonus, so if it is 1% it is 1 in 100 vs 10 in 100 for a mof capped quickcast CC.

And now comes the most important part:A melee doesn't have to hit every style to win, but a caster that gets his quickccast CC resisted is dead in 95% of fights vs a assassin and in the majority of fights vs other melees.

This default loserate has to go, to get casters back into the solo game - or it has to be lowered to what pa missrate % is at.
Tue 27 Apr 2021 6:37 PM by joshisanonymous
Nephamael wrote:
Mon 26 Apr 2021 4:59 PM
Back to the OP topic: I definitely feel your pain of having QC CC getting resisted, but the way I see it, that's why you pick up concentration. I would never run around as a solo caster without concentration 1.

Additionally, MoF helps with this issue for non-baseline CC (since the baseline Mid root has a very low resist rate already).

In other words, yeah it sucks when your QC is resisted, but if you're solo and relying heavily on not having it resisted, there are already RAs that help, which forces you into making an important choice about how to specialize your character and feels relatively balanced IMO.

You don't seem to understand the problem.

Yes, every solo caster plays concentration1 or 2, but you can get quickccast resist + concentration quickccast resist (this is when you are: "omfg Phoenix is such a ****" and /q).

- The big problem here is, quickccast+concentration quickccast takes 3.0 + 3.0 = 6.0!!! seconds (not affected by castspeed) - the average solo assassin kills a caster within 7.5 seconds without perf = you will be 1 hit from dead after hitting your concentration quickcast cc = if it is a root you are dead, because the assassin can still hit you once or twice after the root, if it is a mezz or stun you die by the dots.

And you have to RAdump to just have a chance vs your default 10% lose rate.

No melee solo has to suffer a default lose rate - what is miss rate on pa? I think it is 0%, as i never missed a single pa within the last 2 years (when i was in the right position)
Even if it has a theoretical missrate, it is extremely low, as PA has +15 to hit bonus, so if it is 1% it is 1 in 100 vs 10 in 100 for a mof capped quickcast CC.

And now comes the most important part:A melee doesn't have to hit every style to win, but a caster that gets his quickccast CC resisted is dead in 95% of fights vs a assassin and in the majority of fights vs other melees.

This default loserate has to go, to get casters back into the solo game - or it has to be lowered to what pa missrate % is at.

Pretty sure I do understand the "problem" after some 1300 total solo kills playing casters on Phoenix.

If an assassin lands PA on you as a caster, they probably should have a very good chance winning that fight. Part of finding success as a solo caster is to not put yourself in a position where you're likely to get PAd in the first place, meaning don't go hang out on the bridge in Odin's/Hadrian's/Emain like 95% of people decide to do when they solo.

The other part of finding success as a solo caster is knowing how to kite well so that you don't have to be so reliant on QC. In the case of fighting solo tanks, I can't really think of a reason you'd need to use it unless you've messed up. It's not like tanks have charge or short reuse instas. Maybe you're considering speed classes to be tanks? They probably should have an advantage over casters anyway.

Finally, I could be wrong, but isn't there already a custom change on Phoenix that reduces the chances of consecutive resists greatly relative to other servers? If so, your example of having a QC then Conc+QC both resisted isn't as common as you make it sound, not to mention you also ignored the whole "MoF is a thing" argument.
Wed 28 Apr 2021 5:09 PM by Nephamael
Pretty sure I do understand the "problem" after some 1300 total solo kills playing casters on Phoenix.

If an assassin lands PA on you as a caster, they probably should have a very good chance winning that fight. Part of finding success as a solo caster is to not put yourself in a position where you're likely to get PAd in the first place, meaning don't go hang out on the bridge in Odin's/Hadrian's/Emain like 95% of people decide to do when they solo.

Yes, but if the assassin fails to perf the caster should have a good chance to win, which he does not have, that was my point there, which you must have missed.

The other part of finding success as a solo caster is knowing how to kite well so that you don't have to be so reliant on QC. In the case of fighting solo tanks, I can't really think of a reason you'd need to use it unless you've messed up. It's not like tanks have charge or short reuse instas. Maybe you're considering speed classes to be tanks? They probably should have an advantage over casters anyway.

If you ever get a kite off successfully, you can't lose if you play correct against a fulltank - the reality in the frontier is tho, that fulltanks simply don't fight you - and with the phoenix HP changes they have plenty of time to simply run to the next bridge, tower, keep or other obstacle to dodge the fight.
So most of the time you can't lose, but you can't win either.

- If one fights you the chance you get added before finishing the tank during the countless casts you need to bring the buffed HPpool down is extremely high. - If however the tank has the best possible engage and starts on top of you, you are in the same situation as vs any other melee, the tank can miss as many melee hits as he likes, while if you have your quickccast resisted you are dead = default lose.

And yes i consider reavers, skalds, minstrels, etc as
melees
.

Finally, I could be wrong, but isn't there already a custom change on Phoenix that reduces the chances of consecutive resists greatly relative to other servers? If so, your example of having a QC then Conc+QC both resisted isn't as common as you make it sound, not to mention you also ignored the whole "MoF is a thing" argument.

If i recall correct it works this way: you can have up to 2 resists in a row then the 3rd cast has a 0% resistrate. So it doesn't help quickcast + concentration quickcast a single bit.

And the mof argument is no viable argument, as mof can only bring resistrate down to the exact 10% resistrate i am talking about all along. - If mof was able to bring the resistrate down to 1% it would be a viable fix for solo casters to spec deep into it (which all solo casters already do to cap their cc resistrate to a unfortunately still massively frustrating 10%).
Wed 28 Apr 2021 6:26 PM by Magesty
The core issue undergirding any conversations about casters as solo characters is that DAoC caster mechanics are absolutely atrocious. It's almost not worth discussing because any meaningful fixes would require entirely retooling crowd control/spell damage and interrupt mechanics in addition to relative health pools and defensive abilities.

The trade off for having such extreme power both in terms of damage, crowd control, and range is being utter garbage in situations where characters can get up to and stick on you. Unfortunately, if you want to increase the ability of casters to deal with threats once they get in close you are going to immediately have balance issues in the other direction because their abilities have been so over-tuned to compensate for their glaring weaknesses.

This game has some core design issues that prevent certain things from being fixed properly. It should be pretty clear that solo casters are one of them.

Casters are still situationally powerful even as solo characters (obviously I'm not talking about BD/SM here). The problem is that the conditions for success are always going to be limited by their base mechanics and the types of opponents they are likely to encounter in the solo game.

If you think a caster should have a good chance of beating an assassin that misses an opener 1v1 I don't know what to tell you. From a general game design perspective maybe that's the correct way to look at things, but this is DAoC, and that simply isn't how it works. Hell, most visible melees can still lose fairly easily to assassins without openers on Phoenix and this runs directly counter to the "rock, paper, scissors" design that was originally intended for the game.
Wed 28 Apr 2021 11:02 PM by Nephamael
he trade off for having such extreme power both in terms of damage, crowd control, and range is being utter garbage in situations where characters can get up to and stick on you. Unfortunately, if you want to increase the ability of casters to deal with threats once they get in close you are going to immediately have balance issues in the other direction because their abilities have been so over-tuned to compensate for their glaring weaknesses.

The "extreme powers of solo casters in terms of damage" have been wiped out with the HP changes on Phoenix.

Crowd control is the only power a solo caster has, which is very relative in todays frontier world, especially EU time with most soloing melees having det9 there (including myself, as it is the only way to kill the pesky minstrel and caster adds conveniently and have a chance to kill 1 in a 1vx situation).

Range? - well if you want to kill someone you have to stay close enough, so he can't simply run away and /wav. So the "extreme" range of casters is round about 700 to 1k realistically.


Casters are still situationally powerful even as solo characters (obviously I'm not talking about BD/SM here). The problem is that the conditions for success are always going to be limited by their base mechanics and the types of opponents they are likely to encounter in the solo game.

If you think a caster should have a good chance of beating an assassin that misses an opener 1v1 I don't know what to tell you. From a general game design perspective maybe that's the correct way to look at things, but this is DAoC, and that simply isn't how it works. Hell, most visible melees can still lose fairly easily to assassins without openers on Phoenix and this runs directly counter to the "rock, paper, scissors" design that was originally intended for the game.
The main reason why "rock paper scissors" does not work on Phoenix is because solo casters are as good as extinct.

- In fact there is almost no way to lose tank vs assassin if you spec all in for killing assassins, which would make you weak vs casters, but as those don't exist you don't have to worry about them from a pure 1v1 perspective.


This game has some core design issues that prevent certain things from being fixed properly. It should be pretty clear that solo casters are one of them.

If you think about a non-"rock paper scissors" balance, then yes. - But daoc is a "rock paper scissors" balanced game in all of its PvP content.

If daoc on Phoenix is supposed to be a "rock paper scissors" balanced game, then solo casters need fixing - and the quickcast resistrate is among the first things that have to be addressed then.
Wed 28 Apr 2021 11:09 PM by Nephamael
In fact i would go as far as to say, if we don't let solo casters return to the solo game, to make it a healthy "rock paper scissors" balanced content again, by targeting

1) vanish

2) quick cast CC resistrate



- then we have to allow /bowtowns, as it is the only natural solo action that will still unfold, as no tank has any reason to move around, if there are no casters, who he needs to be on top of, on inc, to stand a chance.
Wed 28 Apr 2021 11:10 PM by skipari
Nephamael wrote:
Wed 28 Apr 2021 11:02 PM
If daoc on Phoenix is supposed to be a "rock paper scissors" balanced game, then solo casters need fixing - and the quickcast resistrate is among the first things that have to be addressed then.

DAoC isn't about solo thought
Thu 29 Apr 2021 2:12 PM by Magesty
Nephamael wrote:
Wed 28 Apr 2021 11:02 PM
The "extreme powers of solo casters in terms of damage" have been wiped out with the HP changes on Phoenix.

Crowd control is the only power a solo caster has, which is very relative in todays frontier world, especially EU time with most soloing melees having det9 there (including myself, as it is the only way to kill the pesky minstrel and caster adds conveniently and have a chance to kill 1 in a 1vx situation).

Range? - well if you want to kill someone you have to stay close enough, so he can't simply run away and /wav. So the "extreme" range of casters is round about 700 to 1k realistically.

The main reason why "rock paper scissors" does not work on Phoenix is because solo casters are as good as extinct.

If you are arguing that solo visible fighters all run det 9 you are seriously damaging your credibility. If you are saying solo casters are extinct, but also that det 9 helps in 1vX situations in part because of caster adds you are actively discounting your own arguments. If you think that det9 is a better tool than purge against minstrels or skalds you need to reevaluate. If you run det 9 on your solo visible you are simply playing incorrectly.

It's frankly shocking that you'd say these things and expect anyone to take you seriously, and it leads me to believe that perhaps a large amount of the trouble you are having is due to an issue that is completely separate from solo casters being deficient.

Let's clear this up-- If you are encountering a solo character that has det9 they are an 8v8/zerg character who happens to be out trying to solo, or they are deficient in a manner that affects their decision making and ability to think objectively. Det9 is an incredible waste of points for a solo visible, and if you're trying to argue otherwise I'm not even sure continuing this discussion will be productive.

As for the range comment, that is at the core of the issue with casters on DAoC, and part of the overall point I was trying to make. Their mechanics are stiff and terribly designed. Just compare a DAoC caster to the mage in classic WoW. It's night and day.

HP changes? Didn't the changes effectively add ~1 nukes worth of health if not less to most characters?

Nephamael wrote:
Wed 28 Apr 2021 11:02 PM
- In fact there is almost no way to lose tank vs assassin if you spec all in for killing assassins, which would make you weak vs casters, but as those don't exist you don't have to worry about them from a pure 1v1 perspective.

What are you talking about? Melee visibles lose to assassins just fine when specced properly. I'm guessing they lose a whole lot more when they have det9, though. A properly specced melee character will have purge 3+ which works well against both casters and assassins. If the caster has only one form of CC it is just going to be a matter of the melee disengaging successfully as the caster should never allow themselves to be hit, or be in a situation where they have no time to get distance after their CC lands if the opponent purges instantly.

This then becomes a game of chase which sucks because caster mechanics suck.

Nephamael wrote:
Wed 28 Apr 2021 11:02 PM
If you think about a non-"rock paper scissors" balance, then yes. - But daoc is a "rock paper scissors" balanced game in all of its PvP content.

If daoc on Phoenix is supposed to be a "rock paper scissors" balanced game, then solo casters need fixing - and the quickcast resistrate is among the first things that have to be addressed then.

At this point I'm getting the impression that the resist rate on QC really isn't your primary issue.
Thu 29 Apr 2021 5:07 PM by Nephamael
If you are arguing that solo visible fighters all run det 9 you are seriously damaging your credibility. If you are saying solo casters are extinct, but also that det 9 helps in 1vX situations in part because of caster adds you are actively discounting your own arguments. If you think that det9 is a better tool than purge against minstrels or skalds you need to reevaluate. If you run det 9 on your solo visible you are simply playing incorrectly.

You failed to read again.

I take it you are probably a NA solo? Any solo being forced into EU time would give a lot to be able to play in the NA solo paradise.

Unfortunately if you have work/family such is not possible. So you try to solo at EU time, where your chances to find clean 1v1s after 6pm cet are close to 0. (I am not talking about farming lvlers at the relic gate, but about real 1v1s.)

You get added by non-fair "solos" - but i personally wouldn't call the coast guard "solos" at all, as they don't rly solo, they basically play a zerg game at their own coast. And most of them are in fact grouped with some other coast guarders. - The impact of those people, who have identified the places, where the few remaining EU solos try to find appropriate action away from the task zones is pretty much what kills the (visible) solo action every day, as soon as it covers all solo escape zones.

So yes, if you want to kill someone against all odds at that daytime, where the 1v1 solo content is already shut down, you have to play det9 and purge3 to have a chance to 1v2 1v3 1v4 kill one of the baddies of the coast guard. - If there are no baddies to find you obviously can't kill anyone and better logg out, play another game or afk until you can gvg or whatever other content you play.

And yes many, but not all of those, who still try to solo at EU primetime are gvg players waiting for gvg to start. - The duellers usually logg off at 5-6pm cet if they didn't get shut down before.


HP changes? Didn't the changes effectively add ~1 nukes worth of health if not less to most characters?

An assassin has roughly 2k HP now, some have a lot more, so you need 7 nukes at 300 dmg/nuke (often it is even less with the ammount of aom the average solo assassin runs nowadays to counter viper) - obviously that is without resists and without pot+heart - at 1 resist and pot+heart it is already 10 nukes, i am pretty sure you can make the math on how realistically you can nuke down an assassin from range, if he uses a dd charge after your first cast.

So you even have to kite assassins because of the HP changes, basically treating them like fulltanks, which if they don't missplay is impossible because of disease+snare poison, unless you purge and they don't reapply in time.


What are you talking about? Melee visibles lose to assassins just fine when specced properly.

In the last solo arena i played my hero full duel setup and lost exactly 1 bo3 vs an assassin. I can't give you the exact number, but i won all other bo3s vs assassins, maybe 10-15 and i didn't even respec to LW, just RAs. + i gave every assassin free perf in every fight of the bo3
Thu 29 Apr 2021 5:25 PM by Nephamael
DAoC isn't about solo thought

Obviously DaoC is as much about solo as about gvg, 8roam, zerg, smallmen or pve.
The beauty of the game is the variety of options you have.

And it is also obvious, while the priorities of the Phoenix team are on zerg and gvg balance, they also intend to have a healthy solo game, else they wouldn't have tried time and again to find ways to give solos enjoyable content and balance the solo game by balancing Champs, SMs and BDs for solo, etc.


Which gives us solos a responsibility to help the Phoenix team to find ways to improve the solo game - which includes balancing - which includes bringing solo casters back to the mix.
Fri 30 Apr 2021 3:17 PM by Magesty
Nephamael wrote:
Thu 29 Apr 2021 5:07 PM
You failed to read again.

I take it you are probably a NA solo? Any solo being forced into EU time would give a lot to be able to play in the NA solo paradise.

I'm fortunate enough to have been able to play at all hours during the week and weekend, but yes I do spend a little bit more time playing NA evenings. When I do play during EU primetime I simply change my approach. I've had miserable and wonderful experiences soloing in both time zones. It is DAoC. Bad times are going to happen-- be it caused by shitty /rw or relentless groups that are hunting solos because they lack the constitution and ability to do anything else.

Nephamael wrote:
Thu 29 Apr 2021 5:07 PM
So yes, if you want to kill someone against all odds at that daytime, where the 1v1 solo content is already shut down, you have to play det9 and purge3 to have a chance to 1v2 1v3 1v4 kill one of the baddies of the coast guard. - If there are no baddies to find you obviously can't kill anyone and better logg out, play another game or afk until you can gvg or whatever other content you play.

And yes many, but not all of those, who still try to solo at EU primetime are gvg players waiting for gvg to start. - The duellers usually logg off at 5-6pm cet if they didn't get shut down before.

See, this is what I find interesting, and I suppose it is worth trudging through further dialogue. How does determination actually help you in 1 vs X? Your purge will likely have to be used on a slam. What then is determination doing for you? How does reducing the duration on a mez or root actually make a difference? In a typical 1 vs X the root or mez is only valuable to the X in that it gives them a chance to gain distance-- so they only need you to be controlled for a few seconds. Determination does not change this, and mez/root only really needs to be used by certain duos/trios in this manner (bard/caster set ups come to mind). Most small mans will have a melee that is capable of peeling. On top of that, you are now spending 22 points that don't actually improve your ability in combat, so your character is much less effective in 1 vs X fights against things like assassins/archers/melees.

I'll be curious to hear the extremely specific scenario you come up with to justify spending 22 points in determination as a soloer. Like, a theoretical fight where you start out on a bard (because he walked into you and doesn't have his insta up), snare him, and then you can use purge on the root/mez (they only have one of the two) while shrugging off the casted stun and surviving long enough to kill the bard? Or, like, there is a minstrel and a wizard attacking you and you purge the root, snare the wizard, shrug off the instant stun, and the minstrel forgets that he can mez? Or, like, he does mez but the wizard is still snared when you get out of it and you catch up to him and kill him. Maybe it is a skald/savage duo and you basically dumpster the skald and when he goes to mez and kite out for first aid he actually forgets to get any distance from you so you get to finish him before his combat timer resets. Man that skald sucks lol.

This doesn't even get into the relative value of spending that amount of points for maybe securing a kill in a theoretical 1 vs X compared to just investing in things that improve your ability to perform much more effectively in the actual winnable fights you encounter. Like, you know, a reasonable person would do.

Nephamael wrote:
Thu 29 Apr 2021 5:07 PM
An assassin has roughly 2k HP now, some have a lot more, so you need 7 nukes at 300 dmg/nuke (often it is even less with the ammount of aom the average solo assassin runs nowadays to counter viper) - obviously that is without resists and without pot+heart - at 1 resist and pot+heart it is already 10 nukes, i am pretty sure you can make the math on how realistically you can nuke down an assassin from range, if he uses a dd charge after your first cast.

So you even have to kite assassins because of the HP changes, basically treating them like fulltanks, which if they don't missplay is impossible because of disease+snare poison, unless you purge and they don't reapply in time.

Again, this is much more about the issue with caster mechanics in DAoC than "hp changes" or whatever other nonsense you're trying to complain about. Even if assassins were properly balanced here in terms of the amount of RSPs they could dedicate to passive stats, the results would often be the same for a caster in the matchup. Assuming best case scenario-- the caster has mezzed/rooted a sneak and they have no disease/snare on them, they now have to choose some medium range distance to start casting from and most likely the assassin will be able to simply run out of range or to cover and re-stealth. They might not even need to use an interrupt. If the caster has a stun or a pet that can stun, maybe they have a chance to secure the kill, but even then it likely isn't enough.

Casters are a lot like archers from a gameplay perspective, and the reasons why it is difficult to fix the problems with them are somewhat similar and tied directly to their core mechanics.

The difference is that casters are supremely powerful in 8v8.

Nephamael wrote:
Thu 29 Apr 2021 5:07 PM
In the last solo arena i played my hero full duel setup and lost exactly 1 bo3 vs an assassin. I can't give you the exact number, but i won all other bo3s vs assassins, maybe 10-15 and i didn't even respec to LW, just RAs. + i gave every assassin free perf in every fight of the bo3

Ah yes, Bo3 in the solo arena, a perfect replication of how 1v1s actually play out. Thanks for the anecdote. I'm sure you aced all of your matchups (except 1) and barely even used moose/IP either. Clearly a validation of your previous statement that "there is almost no way to lose tank vs assassin if you spec all in for killing assassins".
Sat 1 May 2021 8:37 AM by Ceen
Nephamael wrote:
Thu 29 Apr 2021 5:25 PM
DAoC isn't about solo thought

Obviously DaoC is as much about solo as about gvg, 8roam, zerg, smallmen or pve.
The beauty of the game is the variety of options you have.

And it is also obvious, while the priorities of the Phoenix team are on zerg and gvg balance, they also intend to have a healthy solo game, else they wouldn't have tried time and again to find ways to give solos enjoyable content and balance the solo game by balancing Champs, SMs and BDs for solo, etc.


Which gives us solos a responsibility to help the Phoenix team to find ways to improve the solo game - which includes balancing - which includes bringing solo casters back to the mix.
Solo caster have never been part of the 1vs1 "community" Its a collection of physical damage classes swinging bows and swords. If you show up as a solo caster and kite win two times they will zerg you down for your unfair play.
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