Common reasons for frustration and my take on them.

Started 3 Mar 2019
by stridberg
in Suggestions
Most of the time when somebody makes a suggestion for a change or screams for a nerf it directly translates to "I have just been killed by this, please fix". I want to make the point that I love the game as it is, I love it when stuff stands out and I prefer being forced to adjust rather than seeing something nerfed.
However, a lot of things are constantly being brought up and people perceive great frustration over them mostly because there is just a sheer lack of counterplay options. Sometimes, something is just "dumb" and could benefit from change even without being too strong or too weak. I was thinking about some of these, and this is a suggestion forum after all.

Vanish
People are asking for vanish nerfs because they're frustrated over losing kills. People view it as a "scrub button" just to frustrate somebody. I think it's just wasted potential.
It didn't occur to me until I talked with decent stealther players about it and they told me they don't even take it, declaring it a "waste of points, adding nothing to a fight" and to "just take the death and run again". In a sense, that makes it a stupid ability.
I think the disarming superstealth really dumbs it down. It doesn't add anything to the assassins level of play and playing against it boils down to "If he doesn't want to die, I will just have to hold it".
My suggestion: keep the DoT purge, remove the disarming superstealth. This makes it being usable as an escape if the player is smart about his timing and movement while adding more complexity to the level of play an assassin can perform. Combat maneuvers like a double PA are exciting and it also helps the Shadowblade with its 2hand PA gimmick to differentiate itself more from the other stealthers, and class diversity is always a big plus in my book.
Here's the problems with it: Many people are considering assassins to be overtuned in the current state of phoenix. This is without a doubt a buff to their combat abilities. I still believe it's worth looking into, being too strong is still better than being boring.

Speed of Sound
A constant topic, nobody seems satisfied with this. I'm a big fan of SoS as an engagement and disengagement tool, it helps combat positional disadvantages for both tank and caster groups and rewards coordinated teamplay which is what daoc is all about, but as people are getting high RR we're getting to see more and more of what high rank SoS durations do to an ongoing fight and there's really an elephant in the room here and that's healers being untouchable.
There's really not much more to it than that. Having a healer running around being immune to CC and generally not caring about anything for the entire duration of a fight seems really off. When I saw it for the first time I thought to myself "What the hell is this, no way that's an intended strategy, I'm sure they'll address this" but it's starting to feel a little overdue. I am myself starting to grow worried if the lack of action or statement means that it actually is the intended strategy.
My suggestion: SoS breaks on any action taken, removing the exception rule for healing.
The main issue is the lack of counterplay. You can't even pop your own SoS to combat it. OF SoS had no counterplay either, but it was part of a bigger picture where every realm had their own set of super strong abilities. NF SoS never behaved like this thanks to convoker ML4 which we lack.

Bard Amnesia
Bard instant amnesia is great, it's a unique interruption tool and I strongly disagree with all the calls for nerfs. However, I do think there is a problem with how it affects movement around the map coming mostly from the lack of convoker ML4 and everyone having easy access to permanent speed6.
I only realized how big of a deal it is when we repeatedly failed speedbreaking enemies with casted amnesia. It's really difficult even with such a fast 2300 range cast to catch people that are moving directly away from you at speed6, and when we did our amnesia casting class ended up at such an awkward position that it gave us a distinct disadvantage at the moments of engagement.
It opens up this really awkward meta where you cannot navigate around hibernia groups, and only hibernia groups, without getting engaged completely on their terms. If you know it's coming you can't pop convoker ML4 to turn it into an unattractive chase. If you properly navigate around alb/mid groups you can view numbers and decide if you want to deal with it as long as you play the spacing game correctly, you don't have that option against bards and it turns such a simple thing as moving around the map with speed6 heavily into hibernias favour which is what I believe causing most of the frustration for the players.
My suggestion: Make instant amnesia cause immediate speedbreak for the casting bard, but not the target. This doesn't entirely remove the engagement advantage of hibernia, doesn't affect the bards interruption abilities but makes them share the awkward "falling behind" aspect with other realms using amnesia for speedbreak chases.

Nearsight
This isn't really an issue but I still want to make a suggestion here. Nearsight is supposed to be extremely strong by design. Even a lower level nearsight can be enough to essentially remove a class from a fight until it is taken care of, but taking care of it is so awkward. From my understanding, getting the "better" nearsight heal is much easier for midgard healers than their specbuff skilling counterparts. Only when I saw a cleric actually trying to get the 6 second cast off in a fight is when it struck me to how... stupid it is.
My suggestion: One possible change I personally would really enjoy is to simply give the friar, and only the friar, additional access to a NS heal. Friar players are in need of love and albion seems to have the hardest time with this mechanic.

Shaman Endurance
Again this is not a pressing matter, but I am very confident that a slight and simple QoL improvement to how shaman endurance works would cause nothing but happiness to every single shaman player on the server. Right now, it feels like an oversight and shamans are opting out of even buffing it, instead putting the entire group on endurance draught duty. I always felt like mythic wanted shaman endurance to be the best by design, making it unconditional and "just there" compared to their bard/paladin counterparts which need to be actively sustained, but it is actually the worst by far. The main annoyance comes from the very short range, especially at endu4 with its 1000 range, also adding the negative side effect of making builds with less than 42 aug less attractive. This feels especially off when considering how the paladin endurance radius got a range treatment on Phoenix.
My suggestion: Make it a timed groupwide buff, similar to resists. Like a resist buff it should drop when leaving the party. Alternatively, increase the range to that of the other realms at 2000. I'm certain it would not affect realm balance, seeing how midgard already functions on potions even with shamans and would simply improve QoL.
Mon 4 Mar 2019 7:16 AM by Sepplord
Great post, don't disagree with anything in general, but the vanish change (and a bit with shamanbuff). As much as i would LOVE double-PAing people, i think that would push vanish to actually be too strong...VS currently just being annoying for the enemy

Shamans don't really need any buffs, changing their Conc use completely would be too far probably. Increasing the End-range slightly would be good imo, i am currently always using end-pots on top of the shaman buff since infight he is almost always not in range. The shaman buff only gets used to reg end while running away with speed6 after a fight has happened ^^
Mon 4 Mar 2019 8:57 AM by jhaerik
Ehh Shaman endo is irrelivant. We all have to run pots regardless. No shammie should be wasting conc on it and 100 charge endo pots are only like 150g. Pots are cheap so it changes nothing either way. Sure w/e though I wouldn't mind to save 30g a night I guess.

TBH honest shammies don't really add all that much on this server. The resists just get debuffed through, and the buffs are better off replaced with charges/pots. All shammys really bring to the table is the disease which is admittedly nice... but I'm not conviced it's worth a group slot. At the end of the day you just invite Shammies cause it cuts down on how much pve you gotta do. Personally I'd rather have a Runie, a BD, a second Skald, a second Warror, or a Third healer.

Vanish shouldn't remove dots and it would be fixed. If they want to vanish while dotted then they should have to purge.

Agree with the rest.
Mon 4 Mar 2019 9:32 AM by Yint
Vanish is pretty dumb but the bigger source of frustration on steathers is their extreme power here on this server. I am not sure how all this power creep was able to sneak into the assassin classes. The weaponskill/con debuff change, which stacks with str/con debuff, which stacks with str debuff, which stacks with disease is INSANE. The ease of using these poisons with /switch is even more insane. The higher RR stealthers on the server are using 3rd party macroing to swap poisons every single swing. They outmatch every single class in the game if macro'd properly and its about 75% of their damage is from lifebane spam and con debuffs. There is a problem here... Then on /servernews yesterday, there was more dual wielld buffs and it wasn't just specific to light tanks, assassins got it as well. I'm Baffled.


Not hating anybody thats taking advantage of the situation though. I bet its fun to be top dog
Mon 4 Mar 2019 9:44 AM by CronU
Hi. I just read the full post and have to add my opinion to it. Because i kinda disagree on some things you discribed.

Vanish:
If you would remove the disarm, this ability would be simply to strong, like happend in the past. Double PA is something you dont wanna catch.
Keep it as it is.. a RA to dodge multiple attackers and not get farmed.

SoS:
I guess you are not playing any healing class, otherwise you wont write something like that. ^^
Imo SoS is to weak. As you said i'm a fan of using SoS as a tactical advantage, but in the current state, you simply cant in most of the cases.
As soon as SoS is running you cant do anything except Heal. Cure Disease -> SoS drops, DI -> Sos drops, demezz ->SoS drops. I had already uncountable times my SoS running for like 0.5 sec on my Aughealer, because you simply have to do/care for so much things. And with SoS you cant do that. i mean not even DI, really?
If you see a running around Healer/Druid/Cleric with SoS nonstop, simply disease the grp? and he has to drop it. Simple as that.

Nearsight:
Clerics got the same accessability for Cure NS as all other Realms.
For Having Cure NS 3.5 Sec, you always have to run with 1 Nurt and 1 Nature Druid in Hib. And with 1 Pac and 1 Mend/Aug Healer on Mid. Just try to do the same in Albion.
1 Cleric 41 Reju/35 Buff, for the fast cure. And you still have the same Buffrotation.

Shaman Endu:
Imo just raise the Range a bit.


Greetings, Clary
Aug-Healer
Mon 4 Mar 2019 10:46 AM by Lamech
hi maybe it is wrong thread, but let me also issue my frustration here. Im absolutely love to play a solo class like a stealther, my main. What im not registrated after all im dinged lvl 50 and temped, was outside rvr zone these buffing with all these pots buff / charges, combined forces bullshit stack of buff blabla, that all make no sense, for what buffs ? if i wants to play a class with needed for buffing etc, then i play a grp class thats it and get all my buffs from specific classes. Why the hell there is part of these buffing pots or charges ? Remove it and all classes if there are going out solo in rvr zone are clear without any boosting aspect in case of buffs performance etc. Make absolut no sense or otherwise allow we can get 2nd account for buffbots without buff range as we all know since in the release of daoc. Thanks and sorry for my bad english, not using google translator etc.. need exercise in english
Tue 5 Mar 2019 4:09 AM by Mauriac
Yint wrote:
Mon 4 Mar 2019 9:32 AM
Vanish is pretty dumb but the bigger source of frustration on steathers is their extreme power here on this server. I am not sure how all this power creep was able to sneak into the assassin classes. The weaponskill/con debuff change, which stacks with str/con debuff, which stacks with str debuff, which stacks with disease is INSANE. The ease of using these poisons with /switch is even more insane. The higher RR stealthers on the server are using 3rd party macroing to swap poisons every single swing. They outmatch every single class in the game if macro'd properly and its about 75% of their damage is from lifebane spam and con debuffs. There is a problem here... Then on /servernews yesterday, there was more dual wielld buffs and it wasn't just specific to light tanks, assassins got it as well. I'm Baffled.


Not hating anybody thats taking advantage of the situation though. I bet its fun to be top dog

not sure what game you're talking about? there is WS/con debuff but i haven't seen an astr/con debuff poison yet. i guess if you burned a charge on a 2m in cooldown which isn't exactly realistic? str debuff? you mean disease? yeah that lowers str slightly but there isn't another str debuff you can just swap in.

on a side note, i currently play SB which among sneaks is a total joke atm. im basically free rps to anyone same RR as me or a bit lower. probably gonna reroll inf or ns soon just to get that feeling of ez mode again. SB just isn't fun atm, (unless you don't mind zerging which i don't enjoy)
Tue 5 Mar 2019 4:34 AM by Yint
Mauriac wrote:
Tue 5 Mar 2019 4:09 AM
Yint wrote:
Mon 4 Mar 2019 9:32 AM
Vanish is pretty dumb but the bigger source of frustration on steathers is their extreme power here on this server. I am not sure how all this power creep was able to sneak into the assassin classes. The weaponskill/con debuff change, which stacks with str/con debuff, which stacks with str debuff, which stacks with disease is INSANE. The ease of using these poisons with /switch is even more insane. The higher RR stealthers on the server are using 3rd party macroing to swap poisons every single swing. They outmatch every single class in the game if macro'd properly and its about 75% of their damage is from lifebane spam and con debuffs. There is a problem here... Then on /servernews yesterday, there was more dual wielld buffs and it wasn't just specific to light tanks, assassins got it as well. I'm Baffled.


Not hating anybody thats taking advantage of the situation though. I bet its fun to be top dog

not sure what game you're talking about? there is WS/con debuff but i haven't seen an astr/con debuff poison yet. i guess if you burned a charge on a 2m in cooldown which isn't exactly realistic? str debuff? you mean disease? yeah that lowers str slightly but there isn't another str debuff you can just swap in.

on a side note, i currently play SB which among sneaks is a total joke atm. im basically free rps to anyone same RR as me or a bit lower. probably gonna reroll inf or ns soon just to get that feeling of ez mode again. SB just isn't fun atm, (unless you don't mind zerging which i don't enjoy)

Greater Weakening Poison - str debuff
Greater Enervating Poison- ws/con (ignoring the 1/2 value debuff mechanic of buffed stats vs base stats?)
Greater Infectious Serum - disease (str/snare/heal debuff)
weapon proc or charge - str/con debuff

SB is not a joke.. 100% chance to offhand swing = 100% chance to try and apply a poison. It is the strongest poison abuser out there.
Tue 5 Mar 2019 12:31 PM by Mauriac
Yint wrote:
Tue 5 Mar 2019 4:34 AM
Mauriac wrote:
Tue 5 Mar 2019 4:09 AM
Yint wrote:
Mon 4 Mar 2019 9:32 AM
Vanish is pretty dumb but the bigger source of frustration on steathers is their extreme power here on this server. I am not sure how all this power creep was able to sneak into the assassin classes. The weaponskill/con debuff change, which stacks with str/con debuff, which stacks with str debuff, which stacks with disease is INSANE. The ease of using these poisons with /switch is even more insane. The higher RR stealthers on the server are using 3rd party macroing to swap poisons every single swing. They outmatch every single class in the game if macro'd properly and its about 75% of their damage is from lifebane spam and con debuffs. There is a problem here... Then on /servernews yesterday, there was more dual wielld buffs and it wasn't just specific to light tanks, assassins got it as well. I'm Baffled.


Not hating anybody thats taking advantage of the situation though. I bet its fun to be top dog

not sure what game you're talking about? there is WS/con debuff but i haven't seen an astr/con debuff poison yet. i guess if you burned a charge on a 2m in cooldown which isn't exactly realistic? str debuff? you mean disease? yeah that lowers str slightly but there isn't another str debuff you can just swap in.

on a side note, i currently play SB which among sneaks is a total joke atm. im basically free rps to anyone same RR as me or a bit lower. probably gonna reroll inf or ns soon just to get that feeling of ez mode again. SB just isn't fun atm, (unless you don't mind zerging which i don't enjoy)

Greater Weakening Poison - str debuff
Greater Enervating Poison- ws/con (ignoring the 1/2 value debuff mechanic of buffed stats vs base stats?)
Greater Infectious Serum - disease (str/snare/heal debuff)
weapon proc or charge - str/con debuff

SB is not a joke.. 100% chance to offhand swing = 100% chance to try and apply a poison. It is the strongest poison abuser out there.

Who cares if you have a 100% chance to swing your offhand when it hits like a pool noodle? Even at 50 LA spec any inf, ns or ranger could easily hit for 40 to 50 points more per MH swing and 20 to 30 offhand. This is despite having a maxed template, using 4.0 spd MH wpns and running combined forces pot with s/c and d/q charges active. I've gone through the logs enough times to see how this plays out.

Not to mention, just because both weapons swing every time doesn't mean you apply two poisons every round.... After the first round you're only rotating your MH every swing. You don't play sneaks do you?
Tue 5 Mar 2019 12:46 PM by Sepplord
Mauriac wrote:
Tue 5 Mar 2019 12:31 PM
Yint wrote:
Tue 5 Mar 2019 4:34 AM
Mauriac wrote:
Tue 5 Mar 2019 4:09 AM
not sure what game you're talking about? there is WS/con debuff but i haven't seen an astr/con debuff poison yet. i guess if you burned a charge on a 2m in cooldown which isn't exactly realistic? str debuff? you mean disease? yeah that lowers str slightly but there isn't another str debuff you can just swap in.

on a side note, i currently play SB which among sneaks is a total joke atm. im basically free rps to anyone same RR as me or a bit lower. probably gonna reroll inf or ns soon just to get that feeling of ez mode again. SB just isn't fun atm, (unless you don't mind zerging which i don't enjoy)

Greater Weakening Poison - str debuff
Greater Enervating Poison- ws/con (ignoring the 1/2 value debuff mechanic of buffed stats vs base stats?)
Greater Infectious Serum - disease (str/snare/heal debuff)
weapon proc or charge - str/con debuff

SB is not a joke.. 100% chance to offhand swing = 100% chance to try and apply a poison. It is the strongest poison abuser out there.

Who cares if you have a 100% chance to swing your offhand when it hits like a pool noodle? Even at 50 LA spec any inf, ns or ranger could easily hit for 40 to 50 points more per MH swing and 20 to 30 offhand. This is despite having a maxed template, using 4.0 spd MH wpns and running combined forces pot with s/c and d/q charges active. I've gone through the logs enough times to see how this plays out.

Not to mention, just because both weapons swing every time doesn't mean you apply two poisons every round.... After the first round you're only rotating your MH every swing. You don't play sneaks do you?

not disputing the rest of the comment, but why would you only rotate the mainhand? Is there any benefit to not rotating the offhand at the same time?
Tue 5 Mar 2019 5:22 PM by Amp_Phetamine
Sepplord wrote:
Tue 5 Mar 2019 12:46 PM
Mauriac wrote:
Tue 5 Mar 2019 12:31 PM
Yint wrote:
Tue 5 Mar 2019 4:34 AM
Greater Weakening Poison - str debuff
Greater Enervating Poison- ws/con (ignoring the 1/2 value debuff mechanic of buffed stats vs base stats?)
Greater Infectious Serum - disease (str/snare/heal debuff)
weapon proc or charge - str/con debuff

SB is not a joke.. 100% chance to offhand swing = 100% chance to try and apply a poison. It is the strongest poison abuser out there.

Who cares if you have a 100% chance to swing your offhand when it hits like a pool noodle? Even at 50 LA spec any inf, ns or ranger could easily hit for 40 to 50 points more per MH swing and 20 to 30 offhand. This is despite having a maxed template, using 4.0 spd MH wpns and running combined forces pot with s/c and d/q charges active. I've gone through the logs enough times to see how this plays out.

Not to mention, just because both weapons swing every time doesn't mean you apply two poisons every round.... After the first round you're only rotating your MH every swing. You don't play sneaks do you?

not disputing the rest of the comment, but why would you only rotate the mainhand? Is there any benefit to not rotating the offhand at the same time?

Agree'd. As a SB, especially if you're high LA spec, there is absolutely no reason you shouldn't be rotating both MH and OH weapons for poison application.
Wed 6 Mar 2019 12:02 AM by Mauriac
Amp_Phetamine wrote:
Tue 5 Mar 2019 5:22 PM
Sepplord wrote:
Tue 5 Mar 2019 12:46 PM
Mauriac wrote:
Tue 5 Mar 2019 12:31 PM
Who cares if you have a 100% chance to swing your offhand when it hits like a pool noodle? Even at 50 LA spec any inf, ns or ranger could easily hit for 40 to 50 points more per MH swing and 20 to 30 offhand. This is despite having a maxed template, using 4.0 spd MH wpns and running combined forces pot with s/c and d/q charges active. I've gone through the logs enough times to see how this plays out.

Not to mention, just because both weapons swing every time doesn't mean you apply two poisons every round.... After the first round you're only rotating your MH every swing. You don't play sneaks do you?

not disputing the rest of the comment, but why would you only rotate the mainhand? Is there any benefit to not rotating the offhand at the same time?

Agree'd. As a SB, especially if you're high LA spec, there is absolutely no reason you shouldn't be rotating both MH and OH weapons for poison application.

yeah the simple fact that most people don't run that many weapons. not saying it can't be done because the /switch macro here makes it easy mode. you USED to have to manually switch items from your bag. now you can just make macros to do it, however, rotating OH most likely means another 14p into your temp for the extra weapons. pretty exclusive group that can afford that all things considered.
Wed 6 Mar 2019 3:23 PM by Amp_Phetamine
Mauriac wrote:
Wed 6 Mar 2019 12:02 AM
Amp_Phetamine wrote:
Tue 5 Mar 2019 5:22 PM
Sepplord wrote:
Tue 5 Mar 2019 12:46 PM
not disputing the rest of the comment, but why would you only rotate the mainhand? Is there any benefit to not rotating the offhand at the same time?

Agree'd. As a SB, especially if you're high LA spec, there is absolutely no reason you shouldn't be rotating both MH and OH weapons for poison application.

yeah the simple fact that most people don't run that many weapons. not saying it can't be done because the /switch macro here makes it easy mode. you USED to have to manually switch items from your bag. now you can just make macros to do it, however, rotating OH most likely means another 14p into your temp for the extra weapons. pretty exclusive group that can afford that all things considered.

Sure if you want the "best of the best".

Honestly you can use high speed ROG's. Literally you're only using the weapon to apply the poison then swapping it out to your main dps dealer.

It can be made as difficult or easy as the player so chooses.

If you want MP high speed off hand weapons for every single poison applicator then yes, you're going to pay a hefty price for it. But it's not necessary.
Wed 6 Mar 2019 11:39 PM by Mauriac
Amp_Phetamine wrote:
Wed 6 Mar 2019 3:23 PM
Mauriac wrote:
Wed 6 Mar 2019 12:02 AM
Amp_Phetamine wrote:
Tue 5 Mar 2019 5:22 PM
Agree'd. As a SB, especially if you're high LA spec, there is absolutely no reason you shouldn't be rotating both MH and OH weapons for poison application.

yeah the simple fact that most people don't run that many weapons. not saying it can't be done because the /switch macro here makes it easy mode. you USED to have to manually switch items from your bag. now you can just make macros to do it, however, rotating OH most likely means another 14p into your temp for the extra weapons. pretty exclusive group that can afford that all things considered.

Sure if you want the "best of the best".

Honestly you can use high speed ROG's. Literally you're only using the weapon to apply the poison then swapping it out to your main dps dealer.

It can be made as difficult or easy as the player so chooses.

If you want MP high speed off hand weapons for every single poison applicator then yes, you're going to pay a hefty price for it. But it's not necessary.

As an assassin, i think /switch needs to go. It makes it too easy.
Thu 7 Mar 2019 12:08 AM by cuuchulain79
Have you not heard? Envenom is getting a big nerf soon. DoTs after 1st will do nothing but refresh the timer.

Staff posted this news in a long thread in the 'Tavern' section...I think it goes live next week.
Thu 7 Mar 2019 2:05 AM by Mauriac
cuuchulain79 wrote:
Thu 7 Mar 2019 12:08 AM
Have you not heard? Envenom is getting a big nerf soon. DoTs after 1st will do nothing but refresh the timer.

Staff posted this news in a long thread in the 'Tavern' section...I think it goes live next week.

i have heard that. in my opinion that is an awful change. the issue isn't envenom, the issue is their custom /switch feature. this is a massive nerf to a classes core mechanic that's been a part of the game since inception. i've personally been amazed at the way the staff has made adjustments and how they've continued to tweak. however, this one hits really close to home on my favorite classes in a way that will effectively kill them off in the game. they will basically be relegated to fighting each other. might as well add a custom stealth wars zone at this point because the assassin DPS is going to drop horrendously whereas the issue isn't envenom, viper, or assassin dps. the issue is /switch and the ez mode at which you can swap in weapons at will. i've said this in a couple other threads already as well. /switch is the problem. easy fix:

1) get rid of /switch or
2) put /switch on cooldown so it can't be spammed or
3) limit /switch to one bag slot so visis can still use it but it can't be spammed

this would force players who swap weapons to do it manually like every assassin in daoc has been forced to do since the games inception and you would see a massive dropoff from the crap players (the vast majority of assassins) and a small dropoff from the rest of us who have been manually swapping weapons from the bag since 2001.
Thu 7 Mar 2019 2:26 PM by Amp_Phetamine
Mauriac wrote:
Thu 7 Mar 2019 2:05 AM
cuuchulain79 wrote:
Thu 7 Mar 2019 12:08 AM
Have you not heard? Envenom is getting a big nerf soon. DoTs after 1st will do nothing but refresh the timer.

Staff posted this news in a long thread in the 'Tavern' section...I think it goes live next week.

i have heard that. in my opinion that is an awful change. the issue isn't envenom, the issue is their custom /switch feature. this is a massive nerf to a classes core mechanic that's been a part of the game since inception. i've personally been amazed at the way the staff has made adjustments and how they've continued to tweak. however, this one hits really close to home on my favorite classes in a way that will effectively kill them off in the game. they will basically be relegated to fighting each other. might as well add a custom stealth wars zone at this point because the assassin DPS is going to drop horrendously whereas the issue isn't envenom, viper, or assassin dps. the issue is /switch and the ez mode at which you can swap in weapons at will. i've said this in a couple other threads already as well. /switch is the problem. easy fix:

1) get rid of /switch or
2) put /switch on cooldown so it can't be spammed or
3) limit /switch to one bag slot so visis can still use it but it can't be spammed

this would force players who swap weapons to do it manually like every assassin in daoc has been forced to do since the games inception and you would see a massive dropoff from the crap players (the vast majority of assassins) and a small dropoff from the rest of us who have been manually swapping weapons from the bag since 2001.

Woah woah woah, literally laughing my a** off right now.

Did you literally just state that fixing the constant lifebane swapping dps tic would seriously "...kill them off in the game".

The problem is Lifebane shouldn't be ticking every single time it's re-applied. It's basically what Toxic venom did to Live but in this case it's lifebane. It's a free dps tick for every swing if exploited properly. They're fixing a bug abuse lmfao. You still have weapon skill/stacking con/stat debuffs/disease/life bane. You're literally only losing the ability to re-apply the initial DD tic that's currently being abused and you think assassins are going to become gimp? Holy crap that's hilarious.
Thu 7 Mar 2019 3:18 PM by Sepplord
what's the benfit of stacking a con debuff? (serious question)

I have seen multiple people mentioning it but afaik debuffing CON onl matters when the target is fulllife (because max-HP is reduced) or in groupsituations when you debuff target low enough to oneround it with your assisttrain so heals cannot reach the target.

if the target is already infight and below maximum HP, reducing max-HP doesn't do anything
Fri 8 Mar 2019 12:46 PM by Mauriac
Amp_Phetamine wrote:
Thu 7 Mar 2019 2:26 PM
Mauriac wrote:
Thu 7 Mar 2019 2:05 AM
cuuchulain79 wrote:
Thu 7 Mar 2019 12:08 AM
Have you not heard? Envenom is getting a big nerf soon. DoTs after 1st will do nothing but refresh the timer.

Staff posted this news in a long thread in the 'Tavern' section...I think it goes live next week.

i have heard that. in my opinion that is an awful change. the issue isn't envenom, the issue is their custom /switch feature. this is a massive nerf to a classes core mechanic that's been a part of the game since inception. i've personally been amazed at the way the staff has made adjustments and how they've continued to tweak. however, this one hits really close to home on my favorite classes in a way that will effectively kill them off in the game. they will basically be relegated to fighting each other. might as well add a custom stealth wars zone at this point because the assassin DPS is going to drop horrendously whereas the issue isn't envenom, viper, or assassin dps. the issue is /switch and the ez mode at which you can swap in weapons at will. i've said this in a couple other threads already as well. /switch is the problem. easy fix:

1) get rid of /switch or
2) put /switch on cooldown so it can't be spammed or
3) limit /switch to one bag slot so visis can still use it but it can't be spammed

this would force players who swap weapons to do it manually like every assassin in daoc has been forced to do since the games inception and you would see a massive dropoff from the crap players (the vast majority of assassins) and a small dropoff from the rest of us who have been manually swapping weapons from the bag since 2001.

Woah woah woah, literally laughing my a** off right now.

Did you literally just state that fixing the constant lifebane swapping dps tic would seriously "...kill them off in the game".

The problem is Lifebane shouldn't be ticking every single time it's re-applied. It's basically what Toxic venom did to Live but in this case it's lifebane. It's a free dps tick for every swing if exploited properly. They're fixing a bug abuse lmfao. You still have weapon skill/stacking con/stat debuffs/disease/life bane. You're literally only losing the ability to re-apply the initial DD tic that's currently being abused and you think assassins are going to become gimp? Holy crap that's hilarious.

Might be almost as funny as the opinion of someone who has no clue like yourself. It's a massive dps nerf on a 1 trick class whose only trick is, surprise, dps. Not to mention every one of our potential targets except solo casters gets access to a 2nd health bar via IP and maybe, if you try hard enough, you could wrap your clearly straining mind around what this did.
Fri 8 Mar 2019 12:50 PM by Durgrim
Mauriac wrote:
Fri 8 Mar 2019 12:46 PM
Might be almost as funny as the opinion of someone who has no clue like yourself [...] if you try hard enough, you could wrap your clearly straining mind around what this did.

What about trying to stay friendly and fight the argument, not the person?
Other than that you are 100% right.
Fri 8 Mar 2019 4:02 PM by Mauriac
Durgrim wrote:
Fri 8 Mar 2019 12:50 PM
Mauriac wrote:
Fri 8 Mar 2019 12:46 PM
Might be almost as funny as the opinion of someone who has no clue like yourself [...] if you try hard enough, you could wrap your clearly straining mind around what this did.

What about trying to stay friendly and fight the argument, not the person?
Other than that you are 100% right.

Fair assessment sir, fair assessment
Fri 8 Mar 2019 8:09 PM by Amp_Phetamine
Mauriac wrote:
Fri 8 Mar 2019 12:46 PM
Amp_Phetamine wrote:
Thu 7 Mar 2019 2:26 PM
Mauriac wrote:
Thu 7 Mar 2019 2:05 AM
i have heard that. in my opinion that is an awful change. the issue isn't envenom, the issue is their custom /switch feature. this is a massive nerf to a classes core mechanic that's been a part of the game since inception. i've personally been amazed at the way the staff has made adjustments and how they've continued to tweak. however, this one hits really close to home on my favorite classes in a way that will effectively kill them off in the game. they will basically be relegated to fighting each other. might as well add a custom stealth wars zone at this point because the assassin DPS is going to drop horrendously whereas the issue isn't envenom, viper, or assassin dps. the issue is /switch and the ez mode at which you can swap in weapons at will. i've said this in a couple other threads already as well. /switch is the problem. easy fix:

1) get rid of /switch or
2) put /switch on cooldown so it can't be spammed or
3) limit /switch to one bag slot so visis can still use it but it can't be spammed

this would force players who swap weapons to do it manually like every assassin in daoc has been forced to do since the games inception and you would see a massive dropoff from the crap players (the vast majority of assassins) and a small dropoff from the rest of us who have been manually swapping weapons from the bag since 2001.

Woah woah woah, literally laughing my a** off right now.

Did you literally just state that fixing the constant lifebane swapping dps tic would seriously "...kill them off in the game".

The problem is Lifebane shouldn't be ticking every single time it's re-applied. It's basically what Toxic venom did to Live but in this case it's lifebane. It's a free dps tick for every swing if exploited properly. They're fixing a bug abuse lmfao. You still have weapon skill/stacking con/stat debuffs/disease/life bane. You're literally only losing the ability to re-apply the initial DD tic that's currently being abused and you think assassins are going to become gimp? Holy crap that's hilarious.

Might be almost as funny as the opinion of someone who has no clue like yourself. It's a massive dps nerf on a 1 trick class whose only trick is, surprise, dps. Not to mention every one of our potential targets except solo casters gets access to a 2nd health bar via IP and maybe, if you try hard enough, you could wrap your clearly straining mind around what this did.

The only thing straining is your inability to type proper sentences. Other than that all I can say is if you 100% depended on the additional life bane tic to account for the majority of your DPS, you're either horrifically temp'd or you really have no idea what you're doing.

The majority of your DPS should be coming in the form of chain-styles through LA/CS. Swapping to 2h to land positional styles after creeping death. Not just rotating in life bane by spamming /switch.

I'd highly recommend "learning to play".
Fri 8 Mar 2019 8:14 PM by Mauriac
Amp_Phetamine wrote:
Fri 8 Mar 2019 8:09 PM
Mauriac wrote:
Fri 8 Mar 2019 12:46 PM
Amp_Phetamine wrote:
Thu 7 Mar 2019 2:26 PM
Woah woah woah, literally laughing my a** off right now.

Did you literally just state that fixing the constant lifebane swapping dps tic would seriously "...kill them off in the game".

The problem is Lifebane shouldn't be ticking every single time it's re-applied. It's basically what Toxic venom did to Live but in this case it's lifebane. It's a free dps tick for every swing if exploited properly. They're fixing a bug abuse lmfao. You still have weapon skill/stacking con/stat debuffs/disease/life bane. You're literally only losing the ability to re-apply the initial DD tic that's currently being abused and you think assassins are going to become gimp? Holy crap that's hilarious.

Might be almost as funny as the opinion of someone who has no clue like yourself. It's a massive dps nerf on a 1 trick class whose only trick is, surprise, dps. Not to mention every one of our potential targets except solo casters gets access to a 2nd health bar via IP and maybe, if you try hard enough, you could wrap your clearly straining mind around what this did.

The only thing straining is your inability to type proper sentences. Other than that all I can say is if you 100% depended on the additional life bane tic to account for the majority of your DPS, you're either horrifically temp'd or you really have no idea what you're doing.

The majority of your DPS should be coming in the form of chain-styles through LA/CS. Swapping to 2h to land positional styles after creeping death. Not just rotating in life bane by spamming /switch.

I'd highly recommend "learning to play".

No point in responding to you anymore. Everything you just wrote displayed your complete ignorance. Thanks.
Fri 8 Mar 2019 9:04 PM by Amp_Phetamine
Mauriac wrote:
Fri 8 Mar 2019 8:14 PM
Amp_Phetamine wrote:
Fri 8 Mar 2019 8:09 PM
Mauriac wrote:
Fri 8 Mar 2019 12:46 PM
Might be almost as funny as the opinion of someone who has no clue like yourself. It's a massive dps nerf on a 1 trick class whose only trick is, surprise, dps. Not to mention every one of our potential targets except solo casters gets access to a 2nd health bar via IP and maybe, if you try hard enough, you could wrap your clearly straining mind around what this did.

The only thing straining is your inability to type proper sentences. Other than that all I can say is if you 100% depended on the additional life bane tic to account for the majority of your DPS, you're either horrifically temp'd or you really have no idea what you're doing.

The majority of your DPS should be coming in the form of chain-styles through LA/CS. Swapping to 2h to land positional styles after creeping death. Not just rotating in life bane by spamming /switch.

I'd highly recommend "learning to play".

No point in responding to you anymore. Everything you just wrote displayed your complete ignorance. Thanks.

If you think someone suggesting utilizing style chains/advantageous dps burst through positioning is a display of "complete ignorance" you literally have no idea what you're doing.
Sat 9 Mar 2019 3:29 AM by Shadanwolf
I have an assassin as a secondary character. However this castration of envenom is extra ordinarily concerning for me. I'm already struggling with the gimped archer ranger output. NOW THIS. Concerned is an understatement,for me, to this un necessary change.
Sat 9 Mar 2019 4:24 AM by Mauriac
Shadanwolf wrote:
Sat 9 Mar 2019 3:29 AM
I have an assassin as a secondary character. However this castration of envenom is extra ordinarily concerning for me. I'm already struggling with the gimped archer ranger output. NOW THIS. Concerned is an understatement,for me, to this un necessary change.

what makes it even better is that sometimes when you go to reapply your poison nothing happens. no resist message, no 'target already has this effect' message, and no reset of the timer. it just burns the poison off and nothing happens. pretty cool. i guess the expectation is to wait until it completely tics out and reapply? because reasons? i have no idea at this point.
Sat 9 Mar 2019 10:25 AM by Shadanwolf
I have played DAOC on the original game on/off for over a dozen years.My main character was always an archer. I do not like to roam in a group. I do not like to zerg in a huge visible group. I like huge keep fights. Keep takes...keep defense. Siege. Tower fights. Use of siege equipment(NOT JUST RAMS). I'm not finding many of these elements in this version of DAOC.
-ONLY RAMS
-EMPHASIS ON ZERG VISIBLE'S
-GIMPED ARCHERY
-NO TOWER FIGHTS


and now my envenom luri NightShade is being nerfed to insignifigance

THESE are my frustrations.
Sun 10 Mar 2019 8:47 AM by Luluko
Shadanwolf wrote:
Sat 9 Mar 2019 10:25 AM
I have played DAOC on the original game on/off for over a dozen years.My main character was always an archer. I do not like to roam in a group. I do not like to zerg in a huge visible group. I like huge keep fights. Keep takes...keep defense. Siege. Tower fights. Use of siege equipment(NOT JUST RAMS). I'm not finding many of these elements in this version of DAOC.
-ONLY RAMS
-EMPHASIS ON ZERG VISIBLE'S
-GIMPED ARCHERY
-NO TOWER FIGHTS


and now my envenom luri NightShade is being nerfed to insignifigance

THESE are my frustrations.

adapt or stop playing I also play solo on skald sometimes, its fun in off peak hours but its still pretty hard to find fights which arent just stealthers camping walls or supplymasters and often they arent alone and you run arround with 2min+ disease with 40% life until you can fight something else

stealthers really have no place to complain really you can pick your fights while visibles not or at least in a limited spectrum
Sun 10 Mar 2019 1:46 PM by Mauriac
Luluko wrote:
Sun 10 Mar 2019 8:47 AM
Shadanwolf wrote:
Sat 9 Mar 2019 10:25 AM
I have played DAOC on the original game on/off for over a dozen years.My main character was always an archer. I do not like to roam in a group. I do not like to zerg in a huge visible group. I like huge keep fights. Keep takes...keep defense. Siege. Tower fights. Use of siege equipment(NOT JUST RAMS). I'm not finding many of these elements in this version of DAOC.
-ONLY RAMS
-EMPHASIS ON ZERG VISIBLE'S
-GIMPED ARCHERY
-NO TOWER FIGHTS


and now my envenom luri NightShade is being nerfed to insignifigance

THESE are my frustrations.

adapt or stop playing I also play solo on skald sometimes, its fun in off peak hours but its still pretty hard to find fights which arent just stealthers camping walls or supplymasters and often they arent alone and you run arround with 2min+ disease with 40% life until you can fight something else

stealthers really have no place to complain really you can pick your fights while visibles not or at least in a limited spectrum

who cares if you can pick your fights when 70% of the classes are effectively off limits unless theyre sub 50, not temped or clearly RR2 without buffs?
Sun 10 Mar 2019 9:09 PM by Luluko
Mauriac wrote:
Sun 10 Mar 2019 1:46 PM
Luluko wrote:
Sun 10 Mar 2019 8:47 AM
Shadanwolf wrote:
Sat 9 Mar 2019 10:25 AM
I have played DAOC on the original game on/off for over a dozen years.My main character was always an archer. I do not like to roam in a group. I do not like to zerg in a huge visible group. I like huge keep fights. Keep takes...keep defense. Siege. Tower fights. Use of siege equipment(NOT JUST RAMS). I'm not finding many of these elements in this version of DAOC.
-ONLY RAMS
-EMPHASIS ON ZERG VISIBLE'S
-GIMPED ARCHERY
-NO TOWER FIGHTS


and now my envenom luri NightShade is being nerfed to insignifigance

THESE are my frustrations.

adapt or stop playing I also play solo on skald sometimes, its fun in off peak hours but its still pretty hard to find fights which arent just stealthers camping walls or supplymasters and often they arent alone and you run arround with 2min+ disease with 40% life until you can fight something else

stealthers really have no place to complain really you can pick your fights while visibles not or at least in a limited spectrum

who cares if you can pick your fights when 70% of the classes are effectively off limits unless theyre sub 50, not temped or clearly RR2 without buffs?
assassins can kill almost any class if they play it right and they still got vanish if it doesnt, archers I can agree on I guess you need to be good at leeching adding then or play a melee ranger or just dont play them. I am quite happy they suck here archers used to be the most annoying class on live.
Sun 10 Mar 2019 11:00 PM by Mauriac
Luluko wrote:
Sun 10 Mar 2019 9:09 PM
Mauriac wrote:
Sun 10 Mar 2019 1:46 PM
Luluko wrote:
Sun 10 Mar 2019 8:47 AM
adapt or stop playing I also play solo on skald sometimes, its fun in off peak hours but its still pretty hard to find fights which arent just stealthers camping walls or supplymasters and often they arent alone and you run arround with 2min+ disease with 40% life until you can fight something else

stealthers really have no place to complain really you can pick your fights while visibles not or at least in a limited spectrum

who cares if you can pick your fights when 70% of the classes are effectively off limits unless theyre sub 50, not temped or clearly RR2 without buffs?
assassins can kill almost any class if they play it right and they still got vanish if it doesnt, archers I can agree on I guess you need to be good at leeching adding then or play a melee ranger or just dont play them. I am quite happy they suck here archers used to be the most annoying class on live.

assassins absolutely cannot kill almost any class.

heavy tanks generally off limits unless theyre not buffed
light tanks are now almost impossible with the env change
friars - lol
casters - easy
necros - lol
minstrel - lol
melee ranger - lol

being an assassin is ok but they're not as tough as people make them out to be. there's a lot of classes that wipe the floor with assassins 1v1 which ostensibly is the assassins "strength"
Sun 10 Mar 2019 11:26 PM by Shadanwolf
Mauriac wrote:
Sun 10 Mar 2019 1:46 PM
Luluko wrote:
Sun 10 Mar 2019 8:47 AM
Shadanwolf wrote:
Sat 9 Mar 2019 10:25 AM
I have played DAOC on the original game on/off for over a dozen years.My main character was always an archer. I do not like to roam in a group. I do not like to zerg in a huge visible group. I like huge keep fights. Keep takes...keep defense. Siege. Tower fights. Use of siege equipment(NOT JUST RAMS). I'm not finding many of these elements in this version of DAOC.
-ONLY RAMS
-EMPHASIS ON ZERG VISIBLE'S
-GIMPED ARCHERY
-NO TOWER FIGHTS


and now my envenom luri NightShade is being nerfed to insignifigance

THESE are my frustrations.

adapt or stop playing I also play solo on skald sometimes, its fun in off peak hours but its still pretty hard to find fights which arent just stealthers camping walls or supplymasters and often they arent alone and you run arround with 2min+ disease with 40% life until you can fight something else

stealthers really have no place to complain really you can pick your fights while visibles not or at least in a limited spectrum

who cares if you can pick your fights when 70% of the classes are effectively off limits unless theyre sub 50, not temped or clearly RR2 without buffs?

Currently, I have taken part of your suggestion........ " or stop playing" .
Mon 11 Mar 2019 4:06 AM by waffel
Assassins thinking melee rangers are gods, lolol
Mon 11 Mar 2019 6:06 AM by AngelRose
sins > archers

Thats a fact.

Dev's in this shard decided to get rid of the good things for archers in OF, and not include the good things for archers in NF. So...basically, archers get the bad from both. I can only assumes Dev's really dislike archers, but kept the option in game for the masochists. Currently, it is basically impossible to solo on an archer, so they are, by default, encouraging stealth groups. This was a real bane on ywain and not sure wny dev's have made this choice
Mon 11 Mar 2019 7:36 AM by Sepplord
AngelRose wrote:
Mon 11 Mar 2019 6:06 AM
sins > archers

Thats a fact.

Dev's in this shard decided to get rid of the good things for archers in OF, and not include the good things for archers in NF. So...basically, archers get the bad from both. I can only assumes Dev's really dislike archers, but kept the option in game for the masochists. Currently, it is basically impossible to solo on an archer, so they are, by default, encouraging stealth groups. This was a real bane on ywain and not sure wny dev's have made this choice

was a fact...
recent changes have rolled the dice new, have you actually tested recently or are you just repeating old and outdated knowledge? (serious question, i don't know the results). I haven't had the chance to fight any archers 1vs1 this weekend, but i also didn't play my sin much as i was mostly on my visibles.
All i have is hearsay from a few hunters in my guild that "quote" "don't understand all the hunter-QQ on the forum" and "now it is even better VS assassins" but that is contradicting what i read here.
Mon 11 Mar 2019 8:26 AM by Luluko
Mauriac wrote:
Sun 10 Mar 2019 11:00 PM
Luluko wrote:
Sun 10 Mar 2019 9:09 PM
Mauriac wrote:
Sun 10 Mar 2019 1:46 PM
who cares if you can pick your fights when 70% of the classes are effectively off limits unless theyre sub 50, not temped or clearly RR2 without buffs?
assassins can kill almost any class if they play it right and they still got vanish if it doesnt, archers I can agree on I guess you need to be good at leeching adding then or play a melee ranger or just dont play them. I am quite happy they suck here archers used to be the most annoying class on live.

assassins absolutely cannot kill almost any class.

heavy tanks generally off limits unless theyre not buffed
light tanks are now almost impossible with the env change
friars - lol
casters - easy
necros - lol
minstrel - lol
melee ranger - lol

being an assassin is ok but they're not as tough as people make them out to be. there's a lot of classes that wipe the floor with assassins 1v1 which ostensibly is the assassins "strength"
you can kite with snare/disease/dot poisons for 2mins and you also have an anytime snare and vanish, necro on his own could be doable at least on my skald I kill them quite a lot even tho they get me down to 30% sometimes even with 45% spirit resist but without ip so if an assassin can manage to get pa/cd off could be doable,
melee ranger with ip up yeah a tough nut but with the right use of los and first aid snare/disease kiting doable
minstrels are prlly the easiest if they dont sos and let the pet kill you and dont come close and you also need purge up ofc
friars yeah those I can agree on maybe with 2h sb pa you get them down enough but without the crush damage buff it will be impossible vs a decent friar, fulltanks/lighttanks just need to be kited out its doable if you arent playing in high traffic areas but yeah you shouldnt stand there and get too many hits and you always need purge up for slam
Mon 11 Mar 2019 8:33 AM by Luluko
AngelRose wrote:
Mon 11 Mar 2019 6:06 AM
sins > archers

Thats a fact.

Dev's in this shard decided to get rid of the good things for archers in OF, and not include the good things for archers in NF. So...basically, archers get the bad from both. I can only assumes Dev's really dislike archers, but kept the option in game for the masochists. Currently, it is basically impossible to solo on an archer, so they are, by default, encouraging stealth groups. This was a real bane on ywain and not sure wny dev's have made this choice

even if archers had access to pd here people would still run stealthgrps and all the solo assassins would play melee ranger or scout then it wouldnt change much really except that if you manage to kill a scout with 9sec slam and 45%+ physical resist and ip3+ up they couldnt vanish on you but just imagine fighting a scout like that on a visible melee and then add a minstrel to that... no thanks
Mon 11 Mar 2019 11:15 AM by Mauriac
Luluko wrote:
Mon 11 Mar 2019 8:26 AM
Mauriac wrote:
Sun 10 Mar 2019 11:00 PM
Luluko wrote:
Sun 10 Mar 2019 9:09 PM
assassins can kill almost any class if they play it right and they still got vanish if it doesnt, archers I can agree on I guess you need to be good at leeching adding then or play a melee ranger or just dont play them. I am quite happy they suck here archers used to be the most annoying class on live.

assassins absolutely cannot kill almost any class.

heavy tanks generally off limits unless theyre not buffed
light tanks are now almost impossible with the env change
friars - lol
casters - easy
necros - lol
minstrel - lol
melee ranger - lol

being an assassin is ok but they're not as tough as people make them out to be. there's a lot of classes that wipe the floor with assassins 1v1 which ostensibly is the assassins "strength"
you can kite with snare/disease/dot poisons for 2mins and you also have an anytime snare and vanish, necro on his own could be doable at least on my skald I kill them quite a lot even tho they get me down to 30% sometimes even with 45% spirit resist but without ip so if an assassin can manage to get pa/cd off could be doable,
melee ranger with ip up yeah a tough nut but with the right use of los and first aid snare/disease kiting doable
minstrels are prlly the easiest if they dont sos and let the pet kill you and dont come close and you also need purge up ofc
friars yeah those I can agree on maybe with 2h sb pa you get them down enough but without the crush damage buff it will be impossible vs a decent friar, fulltanks/lighttanks just need to be kited out its doable if you arent playing in high traffic areas but yeah you shouldnt stand there and get too many hits and you always need purge up for slam

i appreciate the effort you put into the thought but as i told a previous poster what you just wrote is basically the difference between "paper" aka "theory" daoc and actual daoc.

In theory you can kite a lot of those targets for 2 min and win. in reality, most of my fights that last more than 15-20 seconds are probably going to require me to vanish or just die since there are so many people out there it's basically impossible to do anything for 2 minutes without getting added. Not that that is in and of itself, a bad thing because it's indicative of a healthy server population. I'd certainly rather have that problem than the alternative but my point still stands, there are too many people to for a sneak to kite a target consistently for 30 seconds let alone 2 minutes.

I suggest fighting a necro as assassin. You usually need at least 4 to win and the necro is likely taking someone with him anyway. especially if he has purge. and that is including landing PA/CD. necros are absolutely impossible 1v1 unless they're afk.

2H SB is a joke. An absolute joke. Look up any SB over R3 and you won't find a single 2h SB. You might as well perf someone with a pool noodle and try and fondle them to death. If the friar is running pots and temped then as a solo assassin you're probably getting destroyed. I have a full temp and run full buffs/charges including s/c, d/q and af and i still get 4-5 shot by friars which is why i don't bother with them anymore. The good news at least is they're pretty obvious when you see them (the staff and robe looks distinctly NOT caster-ish) so i just pretend like they're going off to give alms to the poor and leave them be.

minstrels as a skald are not a massive problem. as an assassin they're one of the hardest classes in the game to fight. chain armor (read bad damage tables if you're an SB), IP, mezz, stun, 2x dd, SoS, AoM, Purge. It's a bad situation to be in. You need to have purge up to have a chance and even then the mincer is probably just going to SoS away and come back looking for the fight with your purge down while he still has purge and IP so ya. again, it's rough.

Full tanks are generally an off limits target. Hero/Arms/War you don't want to mess with. Paladin maybe if purge is up, champ never. I don't know about thane but i imagine they're rough as well. Reavers no, mercs no (they slam, you purge, they dirty tricks or other way around), bm no. Again I appreciate the thought i just really think that a lot of people posting here should PLAY an assassin in rvr before commenting on how things should work. How they "should" and how they "do" are vastly different at the moment (of course subject to the personal definitions of "should".
Mon 11 Mar 2019 12:43 PM by Luluko
Mauriac wrote:
Mon 11 Mar 2019 11:15 AM
Luluko wrote:
Mon 11 Mar 2019 8:26 AM
Mauriac wrote:
Sun 10 Mar 2019 11:00 PM
assassins absolutely cannot kill almost any class.

heavy tanks generally off limits unless theyre not buffed
light tanks are now almost impossible with the env change
friars - lol
casters - easy
necros - lol
minstrel - lol
melee ranger - lol

being an assassin is ok but they're not as tough as people make them out to be. there's a lot of classes that wipe the floor with assassins 1v1 which ostensibly is the assassins "strength"
you can kite with snare/disease/dot poisons for 2mins and you also have an anytime snare and vanish, necro on his own could be doable at least on my skald I kill them quite a lot even tho they get me down to 30% sometimes even with 45% spirit resist but without ip so if an assassin can manage to get pa/cd off could be doable,
melee ranger with ip up yeah a tough nut but with the right use of los and first aid snare/disease kiting doable
minstrels are prlly the easiest if they dont sos and let the pet kill you and dont come close and you also need purge up ofc
friars yeah those I can agree on maybe with 2h sb pa you get them down enough but without the crush damage buff it will be impossible vs a decent friar, fulltanks/lighttanks just need to be kited out its doable if you arent playing in high traffic areas but yeah you shouldnt stand there and get too many hits and you always need purge up for slam

i appreciate the effort you put into the thought but as i told a previous poster what you just wrote is basically the difference between "paper" aka "theory" daoc and actual daoc.

In theory you can kite a lot of those targets for 2 min and win. in reality, most of my fights that last more than 15-20 seconds are probably going to require me to vanish or just die since there are so many people out there it's basically impossible to do anything for 2 minutes without getting added. Not that that is in and of itself, a bad thing because it's indicative of a healthy server population. I'd certainly rather have that problem than the alternative but my point still stands, there are too many people to for a sneak to kite a target consistently for 30 seconds let alone 2 minutes.

I suggest fighting a necro as assassin. You usually need at least 4 to win and the necro is likely taking someone with him anyway. especially if he has purge. and that is including landing PA/CD. necros are absolutely impossible 1v1 unless they're afk.

2H SB is a joke. An absolute joke. Look up any SB over R3 and you won't find a single 2h SB. You might as well perf someone with a pool noodle and try and fondle them to death. If the friar is running pots and temped then as a solo assassin you're probably getting destroyed. I have a full temp and run full buffs/charges including s/c, d/q and af and i still get 4-5 shot by friars which is why i don't bother with them anymore. The good news at least is they're pretty obvious when you see them (the staff and robe looks distinctly NOT caster-ish) so i just pretend like they're going off to give alms to the poor and leave them be.

minstrels as a skald are not a massive problem. as an assassin they're one of the hardest classes in the game to fight. chain armor (read bad damage tables if you're an SB), IP, mezz, stun, 2x dd, SoS, AoM, Purge. It's a bad situation to be in. You need to have purge up to have a chance and even then the mincer is probably just going to SoS away and come back looking for the fight with your purge down while he still has purge and IP so ya. again, it's rough.

Full tanks are generally an off limits target. Hero/Arms/War you don't want to mess with. Paladin maybe if purge is up, champ never. I don't know about thane but i imagine they're rough as well. Reavers no, mercs no (they slam, you purge, they dirty tricks or other way around), bm no. Again I appreciate the thought i just really think that a lot of people posting here should PLAY an assassin in rvr before commenting on how things should work. How they "should" and how they "do" are vastly different at the moment (of course subject to the personal definitions of "should".
well you are right with the theory and practical thing and especially if you camp telekeeps you will get added a lot so I would stick arround supply masters or flags that that doesnt happen and yeah if a fulltank purges an assassin stun like dragonfang or cd you can apply snare poison or just garotte/disease them and make a run for it and you wont need to engage him again if your purge is down, on another note if a minstrel sos away they probably wont come back so soon if you diseased and poisoned them they dont have that much hp my skald barely has 1800hp and that only if I run str/con charges so pa+dot+disease alone will bring you down to 60% hp and most stealthers which attack me usually are thrust specc so they get a nice damage boost vs chain. And you dont purge disease usually and if they then come back alone another pa+dot will do the trick they cant kite very well with disease or snare poison on them. And with healpots + legion item charge you can heal like 500hp as an assassin and sometimes you get the chance to break los and use fa1. But yeah OF isnt that great for assassins so big and the keep fights in NF are usually better for them. Also any solo caster/shaman is almost free rp to an assasin especially if they arent 50 and many of those run arround without resists. Despite that I can see why solo assassins are frustrated but so is every solo and visibles have it even harder because they cant dodge grps.
Wed 13 Mar 2019 4:45 PM by Shadanwolf
After the trauma of Uthguard....It doesn't take much in the way of significant nerfs to bring it ALL back(nerfing assassins and gimping archers). My answer has been to voice my concerns(I thought beta was an opportunity for the devs to allow players to see what the final game would look like). I have now employed ...THE way ........to eliminate all future frustrations. Works in no time at all one could say.
Working as planned. All I do I not play the game.
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