Dat realm balance tho

Started 12 Mar 2019
by HtGeist
in RvR
I feel what needs to happen is alot of things...specially stripping Hibernia of alot the extra sauce they so halfassedly got launched with ,cover up excuse was but they underpopulated...pfff aint gonna stick in court!
Well i could whine for days...but if i were to create a private server of DAoC...heres what would be changed for sake of balance..the basic,from where things can be tweaked.
1. bard gets casteable amnesia gone is insta amnesia
2. bard looses spec heals.(heal song will be tied to nurt spec..regrowth removed for bard.
3.hib casters gets root no stun,druid gets stun looses root gains insta pbaoe snare..
4.chanter pets caster version can now be interupted like any other pet,no more cos hibernia heal pet will only buff and heal chanter(they already have 4 classes with access to spec heal same as other 2 realms combined..this sauce on top gone)
5.mentalist and spiritmaster demez moved down to 18 spec..free up spec choices.
6.midgard hammer side chain upped to 5 sec..as is fitting for 2nd in chain stun +5 to hit on both styles +5 to hit on conqueror.
7.celtic dual 1st hit side stun appropiately reduced to 3 sec duration,or alternately put 2nd in a chain and can remain 5 sec.
8.good hard look at LA mechanics..find a way to balance dmg cd/dw levels without hurting lowbies who are miles away from 50 comp spec.
9. hunter pets selfbuff str/con on summoning..32 pet 5% chance to proc a garrotte no disease too op.
10. move block before parry check in defensive line.
11. max block in rvr 60% BUT mastery of block can go above.
12.the thid bug with cs backstab2 hitting harder then perforate artery would be looked at,same as archer dmg in the lower tier..atm seems way too high also archery dmg cap on greys would be lovered..critshot for more then a spec nuker could ever do..bye bye,dmg on 50 vs 50 adjusted upwards abit..atm seems like it goes bad when it meets 50 af and spec af buffed..still with caution would need a lucky max crit to exceed 700 dmg on critshot.
13. animist would get a lvl 40 pet that can follow..basic nukes dmg according to spec no snare nuking fungoid etc. to improove rvr experience abit.
14. immunity on 2min nearsight would be full 1 min..
15.might give spiritmaster a charm similar to mentalist.

thats 15 things on top of my head,i would do to the current phoenix setup...and then adjust from there..its mindboggling how hibs with a bard,druid,chanter,mentalis warden 5 core have 4 spec healers and a heal assist pet available when mid and albs have 2...no heal assist pets what so ever..bdøs sure bd only. albs..didnt cabbypet in some alternation recieve heals? dunno..but hibs too strong atm,i dont want to have to roll the easy train just to get rid of bull in rvr.

now flame on.
Tue 12 Mar 2019 10:03 AM by waffel
Cool story
Tue 12 Mar 2019 10:08 AM by Rewin
Balance means for you to destroy the whole unique playstyle of hibernia. You forgot to remove celerity and few other things Just do mirror classes like in every other 0815 mmo (sarkasm off)
Tue 12 Mar 2019 10:33 AM by opossum12
Lol looks like a mid is pissed because he dies to hibs... omg nerf that Ally, it clearly is the wild card of every hib group!!
Tue 12 Mar 2019 10:44 AM by HtGeist
I play alb or mid,have some hibs aswell...the ally not being interupted,has to go or every caster pet should be like that,i knew the realm flair would come up..if rick flair is letting 1 realm roflstomp the 2 others in a 3way fight rick flair has to be iced..so everyone involved,can enjoy a match up of skill,reflexes/luck and strategies.

oh yea and 16. no dmg no speed break unless its a snare spell...would add that too.

Keep derailing and try to throw attention away from the 2 story building of a toolbox bard has,compared to anyone elses size of a lunchbox.Remove regrowth from them,so they free up points and can go deeper in blades or blunts...like a skald or minstrel support char.
Tue 12 Mar 2019 10:56 AM by MiNDmaZing
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm
Tue 12 Mar 2019 11:25 AM by Afuldan
MiNDmaZing wrote:
Tue 12 Mar 2019 10:56 AM
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm

There isn’t much counter to a insta 2300 aoe that doesn’t even need to be specc’d to get, that breaks speed on groups. SoS will let dem hibbies catch you anyways, so u gotta coordinate and counter strike them asap, with it. Hib has a huge advantage with it, because they can always control engagement range and location.

Got aoe amnesia’d, just to watch an Alb minizerg come over the hill. Guess who sos’d? Hint, ours was down.
Tue 12 Mar 2019 12:32 PM by dbeattie71
MiNDmaZing wrote:
Tue 12 Mar 2019 10:56 AM
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm

Interesting, usually the top 4 out of 5 classes I see listed under /serverinfo are Skald, Shaman, Healer and BD. You can usually find these being 4 of the top 6. Sometimes there are almost twice as many Skalds and Bards. So fotm? lol.
Tue 12 Mar 2019 1:02 PM by Taniquetil
So make Skald /Minstrel DD's, Stuns and Mezz's casted too right? Lolol. Most decent 8mans have answers to these things. No nerfs to Savage or BD? This is cute.
Tue 12 Mar 2019 1:02 PM by Drominchen
Bards are so OPed that Hibs dominated DAoC for 18 years straight now! Because instant Amnesia is an instant win ability and has no counter. This is known.

Our memory must be wrong. There were never mid or alb 8mans dominating any server! Especially Albs were/are so weak they were always underpopulated and an instant loss on character creation.

Tomorrow on FakeNews: Warlocks and Heretics were always ultra weak with no utility they should be reimplemented on Phoenix because they don't influence current realm balance!
Tue 12 Mar 2019 1:18 PM by Cen
If TC only wants there to be two factions theres other games with that
Tue 12 Mar 2019 2:00 PM by Luluko
dbeattie71 wrote:
Tue 12 Mar 2019 12:32 PM
MiNDmaZing wrote:
Tue 12 Mar 2019 10:56 AM
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm

Interesting, usually the top 4 out of 5 classes I see listed under /serverinfo are Skald, Shaman, Healer and BD. You can usually find these being 4 of the top 6. Sometimes there are almost twice as many Skalds and Bards. So fotm? lol.
skalds and shamans are common because they either solo well or are also decent farm chars and shaman is great at farming solo and you also save lots of money if you dont need buffpots, I also see lots of bds just pveing in df, yeah well healers are main demezzer and ccer and also healers.... and they got cele obviously they are needed a lot
Tue 12 Mar 2019 2:00 PM by MiNDmaZing
dbeattie71 wrote:
Tue 12 Mar 2019 12:32 PM
MiNDmaZing wrote:
Tue 12 Mar 2019 10:56 AM
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm

Interesting, usually the top 4 out of 5 classes I see listed under /serverinfo are Skald, Shaman, Healer and BD. You can usually find these being 4 of the top 6. Sometimes there are almost twice as many Skalds and Bards. So fotm? lol.

and this has nothing to do that skalds are good for solo casual play? just login and have some fun with speed 6? you must play a different server, the most played classes on my serverinfo are animist, cleric, skalds(ok) and necromancer Oo
Tue 12 Mar 2019 2:06 PM by Luluko
I can get behind all suggestions especially that 2part stun chain in hammer would be nice currently its 2sec and only worth to interrupt a qc cast, despite that skald has no postional stuns no matter what specc and you dont want to solo on a none speed/stealth class here so you pretty much get the stun capabilities of a lvl 5 shield class with numb... if you dont fight a melee and u can parry him, despite that skald performs still pretty well vs everything which isnt a full/light tanks or hybrid with slam

and yeah by the looks of it hib is usually above mids in rvr at least in the early EU hours, I also wouldnt want to fight any decent hib fg with 2 druids 1bard 1 warden you need a really good assist then to kill anything and that just doesnt really happen with pug grps

also I would leave bard some selfbuffs at least cant just take all buffs away but I can get behind why you would remove them its just too easy for hib grps to full buff all in grp
Tue 12 Mar 2019 5:44 PM by dbeattie71
MiNDmaZing wrote:
Tue 12 Mar 2019 2:00 PM
dbeattie71 wrote:
Tue 12 Mar 2019 12:32 PM
MiNDmaZing wrote:
Tue 12 Mar 2019 10:56 AM
Its really interesting that elitist 8man groups have joined hibernia (pkay, delete etc.). All i see now is that they are abusing amnesia. Cause they got farmed hard by doki doki with this

Hibernia FOTM Realm

Interesting, usually the top 4 out of 5 classes I see listed under /serverinfo are Skald, Shaman, Healer and BD. You can usually find these being 4 of the top 6. Sometimes there are almost twice as many Skalds and Bards. So fotm? lol.

and this has nothing to do that skalds are good for solo casual play? just login and have some fun with speed 6? you must play a different server, the most played classes on my serverinfo are animist, cleric, skalds(ok) and necromancer Oo

No, Sunday evening it was 1) Skalds 2) Animist 3) Shaman 4) Healer. You know the numbers change right? Really what you’re saying is, the 3 core classes for RvR groups are also gray at farming and solo PvP. 😮. Nice!
Tue 12 Mar 2019 6:51 PM by rubaduck
HtGeist wrote:
Tue 12 Mar 2019 9:09 AM
I feel what needs to happen is alot of things...specially stripping Hibernia of alot the extra sauce they so halfassedly got launched with ,cover up excuse was but they underpopulated...pfff aint gonna stick in court!
Well i could whine for days...but if i were to create a private server of DAoC...heres what would be changed for sake of balance..the basic,from where things can be tweaked.
1. bard gets casteable amnesia gone is insta amnesia
2. bard looses spec heals.(heal song will be tied to nurt spec..regrowth removed for bard.
3.hib casters gets root no stun,druid gets stun looses root gains insta pbaoe snare..
4.chanter pets caster version can now be interupted like any other pet,no more cos hibernia heal pet will only buff and heal chanter(they already have 4 classes with access to spec heal same as other 2 realms combined..this sauce on top gone)
5.mentalist and spiritmaster demez moved down to 18 spec..free up spec choices.
6.midgard hammer side chain upped to 5 sec..as is fitting for 2nd in chain stun +5 to hit on both styles +5 to hit on conqueror.
7.celtic dual 1st hit side stun appropiately reduced to 3 sec duration,or alternately put 2nd in a chain and can remain 5 sec.
8.good hard look at LA mechanics..find a way to balance dmg cd/dw levels without hurting lowbies who are miles away from 50 comp spec.
9. hunter pets selfbuff str/con on summoning..32 pet 5% chance to proc a garrotte no disease too op.
10. move block before parry check in defensive line.
11. max block in rvr 60% BUT mastery of block can go above.
12.the thid bug with cs backstab2 hitting harder then perforate artery would be looked at,same as archer dmg in the lower tier..atm seems way too high also archery dmg cap on greys would be lovered..critshot for more then a spec nuker could ever do..bye bye,dmg on 50 vs 50 adjusted upwards abit..atm seems like it goes bad when it meets 50 af and spec af buffed..still with caution would need a lucky max crit to exceed 700 dmg on critshot.
13. animist would get a lvl 40 pet that can follow..basic nukes dmg according to spec no snare nuking fungoid etc. to improove rvr experience abit.
14. immunity on 2min nearsight would be full 1 min..
15.might give spiritmaster a charm similar to mentalist.

thats 15 things on top of my head,i would do to the current phoenix setup...and then adjust from there..its mindboggling how hibs with a bard,druid,chanter,mentalis warden 5 core have 4 spec healers and a heal assist pet available when mid and albs have 2...no heal assist pets what so ever..bdøs sure bd only. albs..didnt cabbypet in some alternation recieve heals? dunno..but hibs too strong atm,i dont want to have to roll the easy train just to get rid of bull in rvr.

now flame on.

Castable amnesia on Bard.. To make it more balanced?

What about giving castable amnesia to bard and eld or menta (which will be by far overpowered to instant amnesia with 5 sec and 10 sec cooldown), and then call it balanced because removing insta amnesia on bards will just make it so that hibernia doesn't get that spell effect at all. If you don't get it from me ask any bard mains because that spell is so vital to be instant for them that you need to play the class to understand how much pressure they have during their play. Just do the math and you'll see that bards amnesia is by far the most underrated of them all, however it has the biggest impact because it is the "easiest" to time. Bards can't spam amnesia, their single target amnesia has a 5 second cooldown, while the group amnesia has a 10 second cooldown. Just for the sake of it, calculate how many castable group amnesias a sorc or a healer can do in the same time a bard can use 1 group amnesia and you'll see that it is by far overrated. A good bard can make one amnesia per 10 seconds impact a lot harder due to efficient timing. If you were to give bards castable amnesia, they will have to do the following tasks: Mezz / interrupt, peel, cure status including mezz, and occasionally offheal. Even druid/healer/cleric get instant spells due to the sheer pressure they're under so what gimp the bard? Learn to spread, and stop clumping.

Bards are not considered as primary healers, and they will never play the healsong regardless if it is in Regrowth or in Nurture. They will only off heal if they really really have to, and if they do they will more or less always use single target heal because of the power cost a group heal has. They will in all cases have a worse spec heal then a Warden because no bard will ever spec 42 regrowth. Without even having a bard, just looking over the abilities and spec my guess is their spec is 33 reg, 42 nurt 37 music 10 blades and they go higher music they will remove spec points from regrowth in any case since 42 music is mandatory for purple speed. They are a nature archtype, and heal is their off-spec.

No need to give hib casters root, they have a 9 sec castable stun, and with so many DET classes now that means it will effectively last beteen 2 - 4 seconds. It is only full time if it's on a caster but if your casters or healers get caught by enemy hib caster you are already dead. Nature druids are very hard to play efficient, why give them gimped out versions of their niche? They have instant root that again... if casted on tank trains doesn't last the entire time, and also has to run between the front and the mid line of their own group. Nature spec is a high risk high reward spec and should have their niche role as it is when they sacrifice nurt spec for CC.

I really don't understand why ench pets aren't interruptable and I agree they should be changed to be so.

No need to move menty demez to 18. They go 45 light because of the 45 spec nuke, if demez was 18 their spec would be 45 18 23. There is nothing attractive over 45 light or at 23 or below mana for rvr. They get green pom, which is utter useless. Blue HoT which is straight up crap for RvR, and.... dots a HUGE no-no when they can spend their time dealing insanely more effective damage with their spec heat nuke. I can't speak for SM though.

Animists aren't poor for RvR, it's just that most groups and players utilize them wrong. It's like an eldritch, you don't play that class to do mad deepz, because Elds are a caster support that focus on NS/Disease first and foremost while animists in group focus on creating barriers for the team to fall back to, clear pets and push/pull before they help bombing anyone down. If you want to play a DPS, go mentalist or enchanter if you want to MA. Not animist. Moveable pet is a no go from my side as it just makes them a regular pet class with no real stationary purpose (which is the whole idea behind the class)

Can't disagree with longer timers against NS. It's a pain to be NS'ed and a pain to cure it. (the 3 second hard cast I get from 40 reg remedies it a bit).

Midgard has two primary pet classes that is very offensive damage dealers for groups. It is not even remotely needed to have charmed pets in Mid as both their bonedancers and spiritmasters has high usage and high utility that neither of the realms has. Giving them pet charm just to have pet charm on every realm isn't balancing, it is giving away abilities for free just to make the realms even on mechanics, but making things even is not the same as balancing. And notice that I say offensive, animists in groups aren't considered as offensive but as support (offensive support at best) and are very unreliable as a source of damage because of how FnF acts. Even Theurgs are better at it, and they are classified as an offensive support themselves. And you might think that those classifications doesn't mean anything because the "player makes the choices" but you need to look at it from a group perspective, and balance it out from a group perspective. It's 8 man team work, that means balance should be related to the classes in conjunction and performance with others. If a class works too good in a group setup it needs to be balanced. If it works too good in solo, you need to learn to play better.
Wed 13 Mar 2019 9:57 AM by MiNDmaZing
So i talked with PKAY (Philosopher Kingz) today and their bard (healer on mid) said its totally OP. They farmed me alot with it.
Wed 13 Mar 2019 11:41 AM by Luluko
it doesnt have to be 2300 range to be effective vs other grps 2000 or 1800 range would still be enough and it would it make harder for those grps to chase solo skalds through half a zone
Wed 13 Mar 2019 1:46 PM by moe_Jiller
Mids not dominating RVR -> whine in forums 24/7.

You re boring.
Wed 13 Mar 2019 3:26 PM by Luluko
moe_Jiller wrote:
Wed 13 Mar 2019 1:46 PM
Mids not dominating RVR -> whine in forums 24/7.

You re boring.
so is your comment it adds nothing to the thread
Wed 13 Mar 2019 3:37 PM by Ebenezer
Luluko wrote:
Wed 13 Mar 2019 11:41 AM
it doesnt have to be 2300 range to be effective vs other grps 2000 or 1800 range would still be enough and it would it make harder for those grps to chase solo skalds through half a zone

Hib is already lacking in the range department vs alb. Nerfing hib amnesia only will just make that worse.
If you want to nerf ranges, do it for everything. Sorc Mezz. Theurg pets. Bows in all realms. Castable alb/mid amnesia. Etc.
Wed 13 Mar 2019 3:57 PM by Roto23
^ Please give us a Thumbs Down Button!!!!
Wed 13 Mar 2019 4:03 PM by worldknown
Ebenezer wrote:
Wed 13 Mar 2019 3:37 PM
Luluko wrote:
Wed 13 Mar 2019 11:41 AM
it doesnt have to be 2300 range to be effective vs other grps 2000 or 1800 range would still be enough and it would it make harder for those grps to chase solo skalds through half a zone

Hib is already lacking in the range department vs alb. Nerfing hib amnesia only will just make that worse.
If you want to nerf ranges, do it for everything. Sorc Mezz. Theurg pets. Bows in all realms. Castable alb/mid amnesia. Etc.

You cant seriously be suggesting to nerf anything on Alb - who is historically and statistically the weakest realm bar none for 18 years. I hope this gets addressed.
Wed 13 Mar 2019 4:17 PM by kmark101
I think Animists are the biggest problem of all. The whole game/dev time is evolving around retardedly placed shrooms that autokill everything and untouchable due to location or stacking. Every single day, keep takes or relic warfare just cancelled when shrooms show up, it makes the game unenjoyable for everyone else. People just stop when they see mass shrooms and go log on an alt to pve until it's over.

Animists must be removed since they totally shut down one part of the game, or shrooms needs to be drastically changed with the following
- all shrooms should have like 1 hp and insta die first hit... it's a fucking mushroom after all - right now my temped full buffed zerker needs 2 rounds to kill ONE wtf
- shrooms should not be stackable at same unit... check should be like one shrooms per 3 unit radius in the game
- shrooms should not be placed on top of any objects but only on ground, like unreachable keep wall parts
- shrooms must die when caster dies

For start...
Wed 13 Mar 2019 4:31 PM by Luluko
Ebenezer wrote:
Wed 13 Mar 2019 3:37 PM
Luluko wrote:
Wed 13 Mar 2019 11:41 AM
it doesnt have to be 2300 range to be effective vs other grps 2000 or 1800 range would still be enough and it would it make harder for those grps to chase solo skalds through half a zone

Hib is already lacking in the range department vs alb. Nerfing hib amnesia only will just make that worse.
If you want to nerf ranges, do it for everything. Sorc Mezz. Theurg pets. Bows in all realms. Castable alb/mid amnesia. Etc.

bard with speed6 and instant amnesia will easiely amnesia/instant mezz a sorc with 2k range, the only downsite would be if you try to amnesia the ns spammer aswell that would be the only spell with almost the same amount of 2,3k range and ns should benefit a grp if their cab/eld/rm can manage to target/cast ns on the bard before he is in range for amnesia of 2k. And if you cant manage with one bard get a second there should run arround enough on hib. that would just leave a normal hib setup for 3 dps then.
Wed 13 Mar 2019 4:39 PM by Luluko
kmark101 wrote:
Wed 13 Mar 2019 4:17 PM
I think Animists are the biggest problem of all. The whole game/dev time is evolving around retardedly placed shrooms that autokill everything and untouchable due to location or stacking. Every single day, keep takes or relic warfare just cancelled when shrooms show up, it makes the game unenjoyable for everyone else. People just stop when they see mass shrooms and go log on an alt to pve until it's over.

Animists must be removed since they totally shut down one part of the game, or shrooms needs to be drastically changed with the following
- all shrooms should have like 1 hp and insta die first hit... it's a fucking mushroom after all - right now my temped full buffed zerker needs 2 rounds to kill ONE wtf
- shrooms should not be stackable at same unit... check should be like one shrooms per 3 unit radius in the game
- shrooms should not be placed on top of any objects but only on ground, like unreachable keep wall parts
- shrooms must die when caster dies

For start...

oh yeah this I am not really happy with those anis camping flags with their shrooms if it is just one you might kill him but arent leaving the circle of doomshrooms alive not even if you fire ip3 you would also need 20% secondary magical resist aswell then to survive that as a solo skald or any other tank
Wed 13 Mar 2019 5:17 PM by Topas
Luluko wrote:
Wed 13 Mar 2019 4:31 PM
bard with speed6 and instant amnesia will easiely amnesia/instant mezz a sorc with 2k range, the only downsite would be if you try to amnesia the ns spammer aswell that would be the only spell with almost the same amount of 2,3k range and ns should benefit a grp if their cab/eld/rm can manage to target/cast ns on the bard before he is in range for amnesia of 2k. And if you cant manage with one bard get a second there should run arround enough on hib. that would just leave a normal hib setup for 3 dps then.

Sorc has no Mezz with 2k range.
Wed 13 Mar 2019 5:28 PM by SaintRon
What made DAoC rvr great was that the sides were different.

Go play GW2.
Wed 13 Mar 2019 6:39 PM by Expfighter
top 5 class's in /serverinfo right now

Skald: 144
Healer: 135
Animitard: 129
Shaman: 127
Boneidiot: 122

so i would say that MID is way above the curve here

stop /crying mids
Wed 13 Mar 2019 9:05 PM by Luluko
Topas wrote:
Wed 13 Mar 2019 5:17 PM
Luluko wrote:
Wed 13 Mar 2019 4:31 PM
bard with speed6 and instant amnesia will easiely amnesia/instant mezz a sorc with 2k range, the only downsite would be if you try to amnesia the ns spammer aswell that would be the only spell with almost the same amount of 2,3k range and ns should benefit a grp if their cab/eld/rm can manage to target/cast ns on the bard before he is in range for amnesia of 2k. And if you cant manage with one bard get a second there should run arround enough on hib. that would just leave a normal hib setup for 3 dps then.

Sorc has no Mezz with 2k range.
that 2k range was the proposed 2k range amnesia for bard I suggested in a post before not the sorc range but I admit I should have wrote amnesia behind there
Wed 13 Mar 2019 10:10 PM by djegu
SaintRon wrote:
Wed 13 Mar 2019 5:28 PM
What made DAoC rvr great was that the sides were different.

Go play GW2.

Dammit thank you ! Although i hate how mins are OP or how BD pisse me off, i would change them for nothing. People calling nerf every time they loose a fight vs a particular class are the cancer of Daoc
Thu 14 Mar 2019 5:49 AM by dbeattie71
kmark101 wrote:
Wed 13 Mar 2019 4:17 PM
I think Animists are the biggest problem of all. The whole game/dev time is evolving around retardedly placed shrooms that autokill everything and untouchable due to location or stacking. Every single day, keep takes or relic warfare just cancelled when shrooms show up, it makes the game unenjoyable for everyone else. People just stop when they see mass shrooms and go log on an alt to pve until it's over.

Animists must be removed since they totally shut down one part of the game, or shrooms needs to be drastically changed with the following
- all shrooms should have like 1 hp and insta die first hit... it's a fucking mushroom after all - right now my temped full buffed zerker needs 2 rounds to kill ONE wtf
- shrooms should not be stackable at same unit... check should be like one shrooms per 3 unit radius in the game
- shrooms should not be placed on top of any objects but only on ground, like unreachable keep wall parts
- shrooms must die when caster dies

For start...

Just do what the other Mids do and bring 75 friends .
Thu 14 Mar 2019 9:05 AM by dansari
dbeattie71 wrote:
Thu 14 Mar 2019 5:49 AM
Just do what the other Mids do and bring 75 friends .

Just do what the other hibs do and place rams on top of the shrooms inside the keep lord room so you can't target any of them.

What I personally don't understand is why the original devs thought the creation of Animists was a good idea in the first place... A class whose main strength is taking or holding stationary objectives, yet has become so blatantly op in taking or holding stationary objectives that the devs here have had to devise ways to tone them down so as to be less effective in those situations.. within a game with hard interrupt rules, mobility, etc. It throws a huge wrench in the actual game mechanics. Feel like I'm on a tangent now but just gonna roll with it...

Would like to see shrooms die when the Animist dies, stop auto targeting if the Animist is 1500 range away from the shroom and die when the Animist is 3000 range away, follow the same interrupt logic that players have, and not be stackable in the same spot. That would be a good start. (And before Animist mains go ballistic, I played hib on live. It was dumb then and it's dumb now.)
Thu 14 Mar 2019 9:24 AM by stridberg
dansari wrote:
Thu 14 Mar 2019 9:05 AM
What I personally don't understand is why the original devs thought the creation of Animists was a good idea in the first place...

daoc was an entirely different game back in the days. The balance right now is completely out of context. Keep in mind that cabbalists essentially didn't exist in RVR, and it was considered an extreme downside for albion being forced to take two cloth casters into the group for core abilities. Bonedancers were considered a solo troll class that didn't get invited to groups.

A lot of things were implemented as a direct answer to community outcries. Hibernia was the only side to dominantly run dedicated caster groups (easy access to bombs on two classes was deemed OP as hell, by the way) and blademasters were actually rather unpopular, which is why they have become so overtuned.

Can you take a wild guess about animists? Hibernia got slammed with their zones being the main hotspot for years, they couldn't hold keeps and they couldn't hold relics, so the animist was introduced trying to fix this. This is early 2000 game design. I think the animist is a fun concept, but some things on phoenix are extremely overdue at this point - such as adding a secondary LoS and range check to mushrooms.
Thu 14 Mar 2019 1:05 PM by dbeattie71
dansari wrote:
Thu 14 Mar 2019 9:05 AM
dbeattie71 wrote:
Thu 14 Mar 2019 5:49 AM
Just do what the other Mids do and bring 75 friends .

Just do what the other hibs do and place rams on top of the shrooms inside the keep lord room so you can't target any of them.

What I personally don't understand is why the original devs thought the creation of Animists was a good idea in the first place... A class whose main strength is taking or holding stationary objectives, yet has become so blatantly op in taking or holding stationary objectives that the devs here have had to devise ways to tone them down so as to be less effective in those situations.. within a game with hard interrupt rules, mobility, etc. It throws a huge wrench in the actual game mechanics. Feel like I'm on a tangent now but just gonna roll with it...

Would like to see shrooms die when the Animist dies, stop auto targeting if the Animist is 1500 range away from the shroom and die when the Animist is 3000 range away, follow the same interrupt logic that players have, and not be stackable in the same spot. That would be a good start. (And before Animist mains go ballistic, I played hib on live. It was dumb then and it's dumb now.)

Use “nearest enemy”. When I play my shade I watch a lot of fights and there are groups of mids that handle shrooms with ease and other groups that are like the keystone cops and get rolled, like they don’t know how to play their class.
Thu 14 Mar 2019 2:51 PM by SaintRon
stridberg wrote:
Thu 14 Mar 2019 9:24 AM
dansari wrote:
Thu 14 Mar 2019 9:05 AM
What I personally don't understand is why the original devs thought the creation of Animists was a good idea in the first place...

daoc was an entirely different game back in the days. The balance right now is completely out of context. Keep in mind that cabbalists essentially didn't exist in RVR, and it was considered an extreme downside for albion being forced to take two cloth casters into the group for core abilities. Bonedancers were considered a solo troll class that didn't get invited to groups.

A lot of things were implemented as a direct answer to community outcries. Hibernia was the only side to dominantly run dedicated caster groups (easy access to bombs on two classes was deemed OP as hell, by the way) and blademasters were actually rather unpopular, which is why they have become so overtuned.

Can you take a wild guess about animists? Hibernia got slammed with their zones being the main hotspot for years, they couldn't hold keeps and they couldn't hold relics, so the animist was introduced trying to fix this. This is early 2000 game design. I think the animist is a fun concept, but some things on phoenix are extremely overdue at this point - such as adding a secondary LoS and range check to mushrooms.

Animists weren't really liked outside of pve and keep defense also. A gank group realized that my bombs would chase and build up till a target was stunned then all hit roughly at once.
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