Aller au contenu

Photo

Big character evaluation thread.


  • Veuillez vous connecter pour répondre
226 réponses à ce sujet

#76
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

One creates the tier based on whatever one wants to, as long as you define it you can do it.

you're really arguing that that tiers based solely on personal preference are limited value to anyone else, and for the most part you are right, except that it is fun an sometimes enlightening to understand someone else's tiers and hopefully why they have sorted them as they did.

 

Regardless, you are overlooking the obvious tier that most people will attempt to create for a cooperative game and that is which classes will most efficiently accomplish the cooperative goal(s).  If that is defined as generating the most completions/xp/gold per unit of time allocated to the game then it becomes obvious that some classes exist in different tiers.  It might discourage variety, but if it does, then perhaps the game should be tweaked to bring any agreed upon bottom tier classes some improvements.

 

In this game, I think it would relatively easy to land on a general consensus of a bottom third of the classes in an effective tier structure that would allow for greater variety if those classes were made more effective in some fashion.

 

Also, I did ever ME3, but not with even as much effort as I have in DAI.  My son played regularly in  platinum though, so I do know some of what you're referring to.

Haha No! your entitled to your opinion and you can make a tier system if you want (I couldn't care less if you do or don't) but your deluding yourself if you honestly think someone is going to make a tier system for cooperative goals. There were many in ME3 who made threads about character tiers and it always boiled down to DPS and the ability to be top in the score board. The very notion of tiers is of a competitive nature and any form of variety is suffocated from a game that is already struggling with variety - why play a Keeper when an Elemtalist can provide support, better crowd control and more DPS? why play anything other than an AW (which is virtually unkillable when in the hands of even the most inexperienced of pugs) what use is a Legionnaire here?

 

Do you really believe that Bioware will rebalance characters? Some people have been crying for the AW to be nerfed and from what someone mentioned above it seems as though Bioware have already confirmed that there will be rebalance to characters. If you want to create tiers and limit yourself then that entirely up to you



#77
DrakeHasNoFlow

DrakeHasNoFlow
  • Members
  • 1 071 messages
just because it is a pve, does not mean I have to enter into a majority of pugs and find their are about 2-3 aw's in a lobby. It's an experience for sure when your majority of matches come down to a competition of frost step/fade cloak/spirit blading with another fellow AW. Bioware should call damp the 'cillian/mages experience' because that's what the majority of successful extractions boil down too and I don't know about you but playing the same classes/characters get quite boring. People have always flocked to strong classes and characters (dat e peen mentality), because why aren't the majority of alchemists/hunters/kataris/ not outscoring an AW in perilous?

If they don't care about balance since its pve, than why is their even a leaderboard/scoreboard? If they care about bringing in more players perhaps they really should look into certain abilities like tweaking guard so you don't lose all of it when an archer just sneezes at you. Because right now my experience with this game revolves around ham talk and spirit blade mashing. Is this a fun experience for all you guys? Because it's not to me, and I'm definitely not a minority in this one.

Even if it is pve, there is no reason why some classes carry such a tremendous load while others can sleepwalk through the highest difficulty levels. All players who play damp, should not be limited to a certain class/character in order to contribute and play well. As much as people complain about how stale this game has become due to lack of maps, factions, there's a lot to be said about how there is a lack character choice variety.

Wanna speedrun, make sure you have an aw. Wanna promote fast? AW. Wanna carry pugs even if your bad at other classes, pick AW.

#78
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

just because it is a pve, does not mean I have to enter into a majority of pugs and find their are about 2-3 aw's in a lobby. It's an experience for sure when your majority of matches come down to a competition of frost step/fade cloak/spirit blading with another fellow AW. Bioware should call damp the 'cillian/mages experience' because that's what the majority of successful extractions boil down too and I don't know about you but playing the same classes/characters get quite boring. People have always flocked to strong classes and characters (dat e peen mentality), because why aren't the majority of alchemists/hunters/kataris/ not outscoring an AW in perilous?

If they don't care about balance since its pve, than why is their even a leaderboard/scoreboard? If they care about bringing in more players perhaps they really should look into certain abilities like tweaking guard so you don't lose all of it when an archer just sneezes at you. Because right now my experience with this game revolves around ham talk and spirit blade mashing. Is this a fun experience for all you guys? Because it's not to me, and I'm definitely not a minority in this one.

Even if it is pve, there is no reason why some classes carry such a tremendous load while others can sleepwalk through the highest difficulty levels. All players who play damp, should not be limited to a certain class/character in order to contribute and play well. As much as people complain about how stale this game has become due to lack of maps, factions, there's a lot to be said about how there is a lack character choice variety.

Wanna speedrun, make sure you have an aw. Wanna promote fast? AW. Wanna carry pugs even if your bad at other classes, pick AW.

I think almost everyone would like some form of balance change - kits like the Katari and Reaver are high risk - low reward so its quite clear that they need rebalancing and I think its an obvious problem when Rogues and Mage's have better survivability than warriors overall. I still doubt Bioware will rebalance any of the classes though...



#79
ChinookLoki

ChinookLoki
  • Members
  • 91 messages

Haha No! your entitled to your opinion and you can make a tier system if you want (I couldn't care less if you do or don't) but your deluding yourself if you honestly think someone is going to make a tier system for cooperative goals. There were many in ME3 who made threads about character tiers and it always boiled down to DPS and the ability to be top in the score board. The very notion of tiers is of a competitive nature and any form of variety is suffocated from a game that is already struggling with variety - why play a Keeper when an Elemtalist can provide support, better crowd control and more DPS? why play anything other than an AW (which is virtually unkillable when in the hands of even the most inexperienced of pugs) what use is a Legionnaire here?

 

Do you really believe that Bioware will rebalance characters? Some people have been crying for the AW to be nerfed and from what someone mentioned above it seems as though Bioware have already confirmed that there will be rebalance to characters. If you want to create tiers and limit yourself then that entirely up to you

 

 

You make entirely odd comments.

"deluding yourself if you honestly think someone is going to make a tier system for cooperative goals"

People have already done that, so, not sure what you mean?

 

Tiers can be for anything, regardless of competition, I really have no idea what you're really on about for this point.

There are different tiers of kitchen counter top materials and I really don't expect we're going to declare renovations a competition.

Tiers CAN suffocate variety IF there is a small number of options at a top tier and a large number of options at significantly lower tiers.

That's when you hope that balance has happened.

 

You seem to already recognise that the tiers are known, but you would prefer people not think about it in the hope that they will blindly play characters that are not as effective as others.

 

I don't know if I believe Bioware will, but I do hope Bioware will bring some balance, but I also hope they choose to make the weaker tiers more effective rather than nerf anything and then I hope they adjust or add new content/difficulties that add challenge to the game if power tips too far to players.



#80
TheThirdRace

TheThirdRace
  • Members
  • 1 511 messages

The only change that would make sense for the Arcane Warrior is to reduce Fade Shield efficiency ---> EFFICIENCY != % Damage transferred to Barrier

 

Let's say a normal Barrier has 2000 points and it stays up 12 seconds (it could be more points and last longer depending on your passives and equipment).

 

When you cast Barrier, it's a 1 time skill that basically adds 2000 HP. It will never replenish by itself so over 12 seconds you'll never negate more than the original 2000 points.

 

Now Fade Shield is "instant" as it doesn't need to be cast and it's govern under the same rules as Barrier, meaning it will grant you up to 2000 HP for 12 seconds. The real kicker, and why Fade Shield is so overpowered, is that over those 12 seconds of Barrier, you constant replenish the Barrier. So instead of having 2000 HP for 12 seconds, you can effectively have over 10000+ HP for the same period.

 

Now people that don't understand the concept behind Fade Shield will ask to nerf the %Damage transferred to Barrier. That would be a big mistake and sadly it's a common misconception. The Arcane Warrior needs the Barrier to play to its strengths, it's built to be in the thick of the action, but to get there you actually need Barrier to close the gap otherwise you'll be dead before reaching any archer... Reducing the transfer ratio to Barrier would fundamentally change the Arcane Warrior's role.

 

But, if you were to reduce the total Barrier from 2000 to let's say 500 (or any number that would make it balanced), you would then allow the Arcane Warrior to generate enough Barrier to close the gap with enemies while still not generating enough Barrier to be invincible. The total Barrier it could generate over 12 seconds would be much lower if you cap the max amount to 500 points instead of 2000 like it is now. By using this principle, it's possible to balance the Arcane Warrior so he could generate roughly the same amount of Barrier than if a Keeper were to babysit him and thus making him balanced overall. No more 12000+ points of Barrier, no more Leeroy Jenkins, you'll need your team more than ever before. Isn't it what we want, more teamwork?

 

As for those saying it shouldn't be able to solo Perilous so easily, I'll say you're right but it still should be the easiest character to clear Perilous with. The reason is simple: the Arcane Warrior is built around dealing damage and is more effective when tons of enemies are around him. Soloing allows all enemies to converge toward you and put them in range for easy AOE, since the Arcane Warrior is specially effective with that it's normal it excels in solos. Put the Arcane Warrior in a team of 4 and his effectiveness will be greatly reduce just by the fact the enemies will not all converge toward him. He won't be able to control the enemies as well as he'd like and this makes him much more vulnerable than if he were soloing. So please, stop basing your arguments on solos, you're picking the best case scenario for him and try to apply it to its worst case scenario while somehow clamoring he'll be more overpowered when it's actually the total opposite...

 

All in all, yes the Arcane Warrior needs balance, but it needs the right change, not the common misconception. Sadly, Bioware doesn't have the greatest track record for that so we might end up with another Krysae. Careful what you wish for...


  • veramis aime ceci

#81
poloboyz93

poloboyz93
  • Members
  • 99 messages

Once again, your reiterating what most of us have said about this class, which is gear dependence (aoe greatsword,accessories, etc) she cannot be played like a tank because she doesn't have the durability to do so. And she still is a major liability/question markin in perilous without barrier assistance. AW fits into any group composition, carry any group and solos perilous at the lowest level with lower dependence on gear.

Through all my time playing perilous I have YET to see a reaver solo Templars or any faction successfully both are completely different classes. I'm sure reaver can outscore an AW but anyone can if they promote their stats, gear enough but that's beside the point.

Perhaps, if your reaver is so beast can you show us a solo vid in perilous of how overpowered she is?

I don't remember saying reaver can solo yet .... I remember saying it can dominate the scoreboard and get loads of kills yeah it's gear dependent I also never said it wasn't gear dependent I said it's not barrier reliant if you're using it correctly and it's a crit beast. And I'm glad to have reiterated it again lml

#82
veramis

veramis
  • Members
  • 1 956 messages

TheThirdRace, I think reduction of maximum barrier is a possible means of balancing the Fade Shield ability, but I think reducing % of damage converted to barrier is as well. If Bioware ever tries to balance Fade Shield, I think more important than what they change about it is HOW MUCH they change them. I think best is for them to make small incremental changes, while obtaining user feedback about whether or not the class/ability is still too powerful or is now balanced, which is better than trying to deal with than the backlash of overnerfing things.



#83
N7 Tigger

N7 Tigger
  • Members
  • 1 581 messages

 

Assassin - Good class but played badly at higher levels at times.  Fun class to play and cleans up on up to threatening.  Can do well in small spawns if you have a good group, gets smacked hard on bigger spawns especially if the person is too aggressive.

 

Only quoting you since you're the last person to post, but man, so many people saying assassin has no survivability or do bad in higher difficulties.  What the hell is wrong with you people?

 

"Can do well in small spawns if you have a good group, gets smacked hard on bigger spawns especially if the person is too aggressive."  Really?  I use my assassin to carry low level members of my group just fine on perilous.  Granted I can't always save their asses if they get downed.  And no, I'm not barrier dependent.  The only reason for an assassin to get smacked by a big group is if you are the last man standing and you're reckless, or everyone else in your party is stealthed.  Enemies won't even notice you taking them out one by one until everyone else in your group is dead, in which case you can still easily finish any round (except maybe when the demon commander is around) if you are patient.

 

 

ngbbs50244dad77ffa.jpg


  • ZorbletSplendor aime ceci

#84
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

You make entirely odd comments.
"deluding yourself if you honestly think someone is going to make a tier system for cooperative goals"
People have already done that, so, not sure what you mean?
 
Tiers can be for anything, regardless of competition, I really have no idea what you're really on about for this point.
There are different tiers of kitchen counter top materials and I really don't expect we're going to declare renovations a competition.
Tiers CAN suffocate variety IF there is a small number of options at a top tier and a large number of options at significantly lower tiers.
That's when you hope that balance has happened.
 
You seem to already recognise that the tiers are known, but you would prefer people not think about it in the hope that they will blindly play characters that are not as effective as others.
 
I don't know if I believe Bioware will, but I do hope Bioware will bring some balance, but I also hope they choose to make the weaker tiers more effective rather than nerf anything and then I hope they adjust or add new content/difficulties that add challenge to the game if power tips too far to players.


Please show me - the best I have seen are people attempting to rank kits based on their individual roles. I have seen little to no mention of team work or team synergy

#85
Beerfish

Beerfish
  • Members
  • 23 867 messages

 

Assassin - Good class but played badly at higher levels at times.  Fun class to play and cleans up on up to threatening.  Can do well in small spawns if you have a good group, gets smacked hard on bigger spawns especially if the person is too aggressive.

 

Only quoting you since you're the last person to post, but man, so many people saying assassin has no survivability or do bad in higher difficulties.  What the hell is wrong with you people?

 

"Can do well in small spawns if you have a good group, gets smacked hard on bigger spawns especially if the person is too aggressive."  Really?  I use my assassin to carry low level members of my group just fine on perilous.  Granted I can't always save their asses if they get downed.  And no, I'm not barrier dependent.  The only reason for an assassin to get smacked by a big group is if you are the last man standing and you're reckless, or everyone else in your party is stealthed.  Enemies won't even notice you taking them out one by one until everyone else in your group is dead, in which case you can still easily finish any round (except maybe when the demon commander is around) if you are patient.

 

If your team mates are avoiding aggro or as you say they are stealth you will get smacked around and survivability is poor if you do get hit.  Safe while avoiding all aggro by stealth?  Yeah sure. the moment you do get spotted you are going down.  My conclusions are from game experience as much watching assassins getting killed in perilous as playing them myself.



#86
ChinookLoki

ChinookLoki
  • Members
  • 91 messages

Please show me - the best I have seen are people attempting to rank kits based on their individual roles. I have seen little to no mention of team work or team synergy

 

We might be speaking with a different understanding then.

 

The AW is often ranked highly because it can be efficient without concern for team work, it is a strong solo choice with high survivability and some mediocre DPS.

 

The Legionnaire though is often ranked highly due to it's high performance in a team work based role. That being pulling aggro and staying up through anything else, which then allows the Glass Cannon roles to perform well.

Similarly the Archer can be ranked highly for DPS output but it lacks survivability without teamwork.

 

If you ignore team work  or if you cannot rely on it, AW is one of if not the top tier pick to ensure you accomplish the goal of completing all 5 zones. If you are looking at faster or more efficient completion from a full team, you can and likely will make other choices.

That is what drove a majority of the Tiers and rankings throughout this thread alone, at least that has been my perception, you seem to have seen it differently?



#87
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

We might be speaking with a different understanding then.
 
The AW is often ranked highly because it can be efficient without concern for team work, it is a strong solo choice with high survivability and some mediocre DPS.
 
The Legionnaire though is often ranked highly due to it's high performance in a team work based role. That being pulling aggro and staying up through anything else, which then allows the Glass Cannon roles to perform well.
Similarly the Archer can be ranked highly for DPS output but it lacks survivability without teamwork.
 
If you ignore team work  or if you cannot rely on it, AW is one of if not the top tier pick to ensure you accomplish the goal of completing all 5 zones. If you are looking at faster or more efficient completion from a full team, you can and likely will make other choices.
That is what drove a majority of the Tiers and rankings throughout this thread alone, at least that has been my perception, you seem to have seen it differently?

Yeah i've seen it diffirently because there is little to no mention of teamwork in any of the posts that have been made on this thread (none that I have seen anyway). People have refered to the Legionnaire as being tanky and very difficult to kill so I take that in terms of the survivability of a class being rated rather than anything else

#88
DrKilledbyDeath

DrKilledbyDeath
  • Members
  • 1 222 messages

No one in pugs knows what teamwork is so it's best ignored. You win matches because not everyone died, so not dying is the most important. Except the best things to keep you from dying are HoK items, the extra HP belt and promotions; not neccessarily what your class is.



#89
jamdjedi

jamdjedi
  • Members
  • 478 messages

Legionaire: simply 'the tank' great starter class. very boring after I unlocked the Templar I never played him again

Katari: never played it, don't plan on it

Reaver: LOVE HER. sure she 'toes the line' and can go from 1% health INSTATLY back to 100% OR get squished!

Templar: LOVE HER MORE! I've always liked Hybrids in any game  I played, I could care less about damage, she makes teams SHINE

Archer: don't like it

Hunter: I'm trying to like him

Alchemist: she looks like more fun than the Assassin, I miss my stealth openers to often to play her on anything more than threatening  

Assasin: I TRIED.. shes currently stuck on 14 not sure if she will make it to 20

Keeper: another GREAT Starter class, played well can really help a team shine.. best when paired with Reaver for ultimate lolz

Elementalist: becoming my favorite, jack-of-all-trades.. I play mine more group oriented at lvl 14 I still don't have firestorm

Arcane Warrior: class is 'Tarded. really eazy mode, like not even fair.. the only class I start threatening matches with and could care less if anyone joins.. Perelis makes me sweat with him-a bit

Necromancer: just unlocked, haven't played much with her but she looks like she may be fun!



#90
hanoobken

hanoobken
  • Members
  • 192 messages

If your team mates are avoiding aggro or as you say they are stealth you will get smacked around and survivability is poor if you do get hit.  Safe while avoiding all aggro by stealth?  Yeah sure. the moment you do get spotted you are going down.  My conclusions are from game experience as much watching assassins getting killed in perilous as playing them myself.

You must have played with people who don't know how to play assassin, or are severely undergeared for perilous runs.  As for your experience, you are either undergeared or inexperienced as well.  Don't blame the class, blame the player.


  • ZorbletSplendor aime ceci

#91
Eldial3los

Eldial3los
  • Members
  • 259 messages

The problem with this game is that the more you play the more dull it becomes. By dull I mean, it becomes something automatic and doesn't challenge you anymore. The only way to have some fun for me nowadays is making weird builds or using inferior weapons to experience something newish.

 

When I started this MP game my goal was farming gold in order to get the best weapons. After achieving said goal  beside the caliban (Still don't have it yet after 1.8 millions in gold collected). My goal was to become stronger by promoting a lot. Once you get like 50 cunning and 50 willpower perilous becomes the new threatening where u just mindlessly rotate through your skills.

 

I don't just play one class, I basically go  archer, hunter, assassins, reaver, katari, keaper, elementalist in a rotation. Even than it becomes repetitive once you know what to do with each class.

 

I've done by share of playing private matches and gameplay wise the experience is even worst as it's make perilous even easier with competent people you just roll through the zone.

 

The more you play, the stronger you get and the easier it is. But what happens when you start to 1 shot or 2 shot enemies with regular attacks on perilous? What would be the point in continuing to play ? is it scoreboard?

 

Enemies need to spawn at different places in each zone and their composition changed also in order to make this static game into dynamic fight where u can't learn or predict every engagement.


  • veramis aime ceci

#92
Jkregers

Jkregers
  • Members
  • 279 messages

You must have played with people who don't know how to play assassin, or are severely undergeared for perilous runs.  As for your experience, you are either undergeared or inexperienced as well.  Don't blame the class, blame the player.

 

I agree. The assassin can be awesome. The key to the assassin is learning how to avoid getting cheesed by the enemy....kinda sad, but it is the game we play. You'll run into an assassin one day that will make you change your opinion, I'm sure. 



#93
Jkregers

Jkregers
  • Members
  • 279 messages

The problem with this game is that the more you play the more dull it becomes. By dull I mean, it becomes something automatic and doesn't challenge you anymore. The only way to have some fun for me nowadays is making weird builds or using inferior weapons to experience something newish.

 

When I started this MP game my goal was farming gold in order to get the best weapons. After achieving said goal  beside the caliban (Still don't have it yet after 1.8 millions in gold collected). My goal was to become stronger by promoting a lot. Once you get like 50 cunning and 50 willpower perilous becomes the new threatening where u just mindlessly rotate through your skills.

 

I don't just play one class, I basically go  archer, hunter, assassins, reaver, katari, keaper, elementalist in a rotation. Even than it becomes repetitive once you know what to do with each class.

 

I've done by share of playing private matches and gameplay wise the experience is even worst as it's make perilous even easier with competent people you just roll through the zone.

 

The more you play, the stronger you get and the easier it is. But what happens when you start to 1 shot or 2 shot enemies with regular attacks on perilous? What would be the point in continuing to play ? is it scoreboard?

 

Enemies need to spawn at different places in each zone and their composition changed also in order to make this static game into dynamic fight where u can't learn or predict every engagement.

 

I disagree. I have 60+ willpower and cunning and I still find PUGs to be difficult. I'm not playing any carry classes right now, so yeah...In the private matches I play, there often isn't any barrier being used, and they can sometimes be difficult. 



#94
Jbrizzy84

Jbrizzy84
  • Members
  • 179 messages

The only change that would make sense for the Arcane Warrior is to reduce Fade Shield efficiency ---> EFFICIENCY != % Damage transferred to Barrier

Let's say a normal Barrier has 2000 points and it stays up 12 seconds (it could be more points and last longer depending on your passives and equipment).

When you cast Barrier, it's a 1 time skill that basically adds 2000 HP. It will never replenish by itself so over 12 seconds you'll never negate more than the original 2000 points.

Now Fade Shield is "instant" as it doesn't need to be cast and it's govern under the same rules as Barrier, meaning it will grant you up to 2000 HP for 12 seconds. The real kicker, and why Fade Shield is so overpowered, is that over those 12 seconds of Barrier, you constant replenish the Barrier. So instead of having 2000 HP for 12 seconds, you can effectively have over 10000+ HP for the same period.

Now people that don't understand the concept behind Fade Shield will ask to nerf the %Damage transferred to Barrier. That would be a big mistake and sadly it's a common misconception. The Arcane Warrior needs the Barrier to play to its strengths, it's built to be in the thick of the action, but to get there you actually need Barrier to close the gap otherwise you'll be dead before reaching any archer... Reducing the transfer ratio to Barrier would fundamentally change the Arcane Warrior's role.

But, if you were to reduce the total Barrier from 2000 to let's say 500 (or any number that would make it balanced), you would then allow the Arcane Warrior to generate enough Barrier to close the gap with enemies while still not generating enough Barrier to be invincible. The total Barrier it could generate over 12 seconds would be much lower if you cap the max amount to 500 points instead of 2000 like it is now. By using this principle, it's possible to balance the Arcane Warrior so he could generate roughly the same amount of Barrier than if a Keeper were to babysit him and thus making him balanced overall. No more 12000+ points of Barrier, no more Leeroy Jenkins, you'll need your team more than ever before. Isn't it what we want, more teamwork?

As for those saying it shouldn't be able to solo Perilous so easily, I'll say you're right but it still should be the easiest character to clear Perilous with. The reason is simple: the Arcane Warrior is built around dealing damage and is more effective when tons of enemies are around him. Soloing allows all enemies to converge toward you and put them in range for easy AOE, since the Arcane Warrior is specially effective with that it's normal it excels in solos. Put the Arcane Warrior in a team of 4 and his effectiveness will be greatly reduce just by the fact the enemies will not all converge toward him. He won't be able to control the enemies as well as he'd like and this makes him much more vulnerable than if he were soloing. So please, stop basing your arguments on solos, you're picking the best case scenario for him and try to apply it to its worst case scenario while somehow clamoring he'll be more overpowered when it's actually the total opposite...

All in all, yes the Arcane Warrior needs balance, but it needs the right change, not the common misconception. Sadly, Bioware doesn't have the greatest track record for that so we might end up with another Krysae. Careful what you wish for...


Or make it like the elementalist/keeper barrier so they are forced to play cohesively for better cds and stick together. The thing is though, if the aw gets nerfed, it's going to be the same thing. People will just flock to the next 'diy' char. And it'll become Nerf this it's too op. If they can balance all the characters to be equal then it can be fixed. But I can't really see that happening.
  • ALTBOULI aime ceci

#95
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

Or make it like the elementalist/keeper barrier so they are forced to play cohesively for better cds and stick together. The thing is though, if the aw gets nerfed, it's going to be the same thing. People will just flock to the next 'diy' char. And it'll become Nerf this it's too op. If they can balance all the characters to be equal then it can be fixed. But I can't really see that happening.


Agreed - simply nerfing isnt the answer, they need to rebalance certain kits (mostly warriors) which are just inferior to rogues or mages. Guard is worthless for the most part on Perilous - a single archer can take away all my guard and a large chunk of my health even if im full guard.
  • Drasca aime ceci

#96
Drasca

Drasca
  • Members
  • 2 574 messages

Please show me - the best I have seen are people attempting to rank kits based on their individual roles. I have seen little to no mention of team work or team synergy

 

I like to kick players that don't play with teamwork in mind. That said, let me mention some of my favorite team synergies

 

Keeper / Elementalist + Anything, since they each have both multi-target Barrier and persistent AoE CC

 

Templar + Anything, but especially Assassin to take out the phys immune enemies Templars can't quickly take out, while Templar wombo combo's the rest.

 

Reaver/Katari + Elementalist

 

AW Pota + Any Burst AoE Damage / DPS character

 

Legos + Dagger Rogues / DPS

 

Reaver + Reaver for chain rampage train.

 

Katari + Katari for constant CB KD harassment from two sides

 

Sleep Combo kits AW + Keeper / Panic kits Ele + Necromancer vs Mercy Killing / Deathblow guaranteed crits via Rogues (except hunter) + Reavers

 

Necromancer + Rogues/Warriors = Fun times with freeze, knockdowns, and explosions

 

Least Team Synergistic:

Hunter


  • Finoderi aime ceci

#97
Jbrizzy84

Jbrizzy84
  • Members
  • 179 messages

Agreed - simply nerfing isnt the answer, they need to rebalance certain kits (mostly warriors) which are just inferior to rogues or mages. Guard is worthless for the most part on Perilous - a single archer can take away all my guard and a large chunk of my health even if im full guard.


I totally agree with this, having experience with tonnes of mmorpgs I usually go to tank and hunter classes as my main for survivability. After trying all the different classes, i don't even bother playing or promoting any tanks or warriors Because it's a joke. Never in my life have I seen so called tanks being so unbalanced. In this game, mages are tanks and rogues major dps. Tanks fail in damage mitigation and have lower dps which makes them only gear dependant on hok items Etc. Also, imo successful blocks should build stamina instead of taking it away to give incentive for more blocking and lead into skills that have cooled down or more taunts. Having everything disappear(guard, stamina, health, cds) and it then turn into oh snap what now aren't tank mechanics. It should be so that theres always something to fall back on In order to take the hits for the team. Enemies hit while blocking if hit by a warrior or tank should also have a second of stun or stagger or slight armor penetration dmg or something just for landing a successful hit.
  • ALTBOULI aime ceci

#98
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

I like to kick players that don't play with teamwork in mind. That said, let me mention some of my favorite team synergies
 
Keeper / Elementalist + Anything, since they each have both multi-target Barrier and persistent AoE CC
 
Templar + Anything, but especially Assassin to take out the phys immune enemies Templars can't quickly take out, while Templar wombo combo's the rest.
 
Reaver/Katari + Elementalist
 
AW Pota + Any Burst AoE Damage / DPS character
 
Legos + Dagger Rogues / DPS
 
Reaver + Reaver for chain rampage train.
 
Katari + Katari for constant CB KD harassment from two sides
 
Sleep Combo kits AW + Keeper / Panic kits Ele + Necromancer vs Mercy Killing / Deathblow guaranteed crits via Rogues (except hunter) + Reavers
 
Necromancer + Rogues/Warriors = Fun times with freeze, knockdowns, and explosions
 
Least Team Synergistic:
Hunter

Cant really argue with that, I use a lot of those combos with friends and its true that the Hunter is the least team synergistic given his powers. He is still my favourite kit though and I try and work with team abilities as much as possible when using him. For example if we have legionnaire or AW fighting a group of melee enemies I tend to drop a Spike trap near them to hit multiple enemies, lifting them into the air and reducing the ammount of pressure said player is under. The hunter is not particularly a specalist in anything but he is good for initating fights and flanking enemy groups for surprise attacks

#99
ALTBOULI

ALTBOULI
  • Members
  • 2 703 messages

I totally agree with this, having experience with tonnes of mmorpgs I usually go to tank and hunter classes as my main for survivability. After trying all the different classes, i don't even bother playing or promoting any tanks or warriors Because it's a joke. Never in my life have I seen so called tanks being so unbalanced. In this game, mages are tanks and rogues major dps. Tanks fail in damage mitigation and have lower dps which makes them only gear dependant on hok items Etc. Also, imo successful blocks should build stamina instead of taking it away to give incentive for more blocking and lead into skills that have cooled down or more taunts. Having everything disappear(guard, stamina, health, cds) and it then turn into oh snap what now aren't tank mechanics. It should be so that theres always something to fall back on In order to take the hits for the team. Enemies hit while blocking if hit by a warrior or tank should also have a second of stun or stagger or slight armor penetration dmg or something just for landing a successful hit.


I had a perfect example yesterday where I was attacking a stunned rage demon as a Katari and was damage just by being near it. I then attempted to Charging Bull a Despair demon but quickly had to abort because its beam attack took all of my guard and most of my health within the span of a few seconds. Warriors require you to be up close when fighting but it can be a real challenge when they are so flimsy

#100
hanoobken

hanoobken
  • Members
  • 192 messages

The other day, for the first time ever I managed to play Reaver on a perilous run against Red Templars with a lvl 17 Assassin and a lvl 12 Archer and actually finish the run without my Reaver getting downed.  I know it's probably nothing new for some, but it was immensely satisfying for me having completed the run without barrier support.  Granted I was level 20 with pretty decent gear (still missing Superb Cooldown and Superb HoK) and both of my friends knew what they were doing.

Unfortunately, with the same skillset and party composition completing a run vs Demons is utterly impossible for me (or I guess I just lack the skills to do it successfully).  I simply cannot survive the demon commander plus terror demons without barrier support.  While the setup I am running works pretty well against Red Templars and Venatori, the lack of a stun breaker just leaves the Reaver defenseless for far too long against knockdowns from the DC.  If I were to take the only stun breaker I can get (combat roll) I'd have to let go of one CC ability that allows me to play well against Red Templars/Venatori.

One of the things that frustrates me the most is having to rely on barrier just so I can play my favorite class against one particular faction whereas other classes work well against any faction.  I know some will probably say "that's why it's MP and that's what barrier is for", but to me barrier is what makes this game a mindless steamroll.  If the barrier mechanics were a bit different, for example caster can only pick 1 target to put barrier on at a time instead of all party members, it wouldn't be so mindless (maybe).  But that's just my opinion.

Katari is another class I'd like to play on perilous runs but I lack the skills and the patience.  I've seen others do it really well, but then again, they're in the top 10 with tons of promotions.


  • veramis aime ceci