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".