LOL.
GOLD.
LOL.
GOLD.
I like it and have no problem with it. I see these moves as counters. Lowly archer can counter a melee and punish the player for not killing it in time. The lowly foot soldier also has a ranged counter via the sword block.
I don't think it's bad per se but i just think it doesn't make sense. Why does that move do more damage than a dragon kicking you?
Thanks dudePretty sure I've solved this one. Should be fixed in the next patch. In the mean time, Drasca has some pretty good tips at how to not have your knees blown off
I like it and have no problem with it. I see these moves as counters. Lowly archer can counter a melee and punish the player for not killing it in time. The lowly foot soldier also has a ranged counter via the sword block.
Well the lowly archer ain't so lowly when he and often 3 or 4 of his friends nail you. You are comparing a block vs getting gibbed by an over power bow shot on enemies that can back away from you before you can finish them?
As for the tips in this thread. As usual a lot of them seem to be in isolation. As in If you face a lone archer you do the following! Easy peasy! In realty an average situation is long the lines of: One pug companion is down and looking for a res, out of the corner of your eye you see your keeper doing the dance of death with an assassin and you know you have to go help out and oh yeah the next spawn is coming this way. You have one millionth of a second to decide what to do and if you ALWAYS roll or go for cover your don;t attack that one archer then you play a lot of solo or you have so many promotions you can make a mistake and get away with it.
The whole point is what type of creature is an archer supposed to be? A boss? Mini boss? Annoyance mook? In many cases those units are the reasons for game wipes, often much more so than any boss units. Groups of archers. They shouldn't be massacring you with the step back shot while our own archers are getting pretty big nerfs.
Well the lowly archer ain't so lowly when he and often 3 or 4 of his friends nail you. You are comparing a block vs getting gibbed by an over power bow shot on enemies that can back away from you before you can finish them?
This is a dead horse since Luke has "fixed" it already. But it was avoidable and was one of the few "counters" in the game. Like the almighty sword block, I define counters to be enemy behavior that is designed to frustrate and punish mindless skill spam. They force the player to take game mechanics seriously rather than a mindless hack and slash or pew pew. You charge an enemy archer but fail to seal the deal? Well, there are costs to that. It only happens if you think you can just spam skills with impunity. The sword block is also a "counter" because it frustrates skill spam. Now you've wasted your leaping shot or whatever, do you have a plan B? Maybe you need to reposition, regen mana, wait for cooldown.
You call them an "annoyance mook." That sounds like you simply want a bunch of standing targets for button mashing.
Regardless, sync moves are defined by guaranteed death bypassing health (outside of ME3 specific cheese) during an specific condition set triggering an animation. There are no sync kills in DAIMP, just some very high burst damage -- though nothing untankable. i.e. you can die with full health + shields in ME3 sync kills, but you will not in DAMP.
You can also be assassinated by turrets in ME3 too (one of my least favorite ways to die), but these are not sync kills.
Hm, me getting oneshotted in DAMP with full guard + full hp says otherwise to instagibs. There are players with < 20 in each promoted stat. With 80% defense in every category and 2k hp thanks to consti and belt I wouldn't care about it, too.
Just to show how ridiculous the archer is, here's a video of me getting hit for 1800 damage from 1 archer on perilous.
Why is it that I can only just survive an assassins sync move but I can't survive 1 arrow from a red templar archer.
Biowar pls.
Is it wrong that I burst out laughing in work when you dropped like a sack of potatoes?
Brilliant.
This is a dead horse since Luke has "fixed" it already. But it was avoidable and was one of the few "counters" in the game. Like the almighty sword block, I define counters to be enemy behavior that is designed to frustrate and punish mindless skill spam. They force the player to take game mechanics seriously rather than a mindless hack and slash or pew pew. You charge an enemy archer but fail to seal the deal? Well, there are costs to that. It only happens if you think you can just spam skills with impunity. The sword block is also a "counter" because it frustrates skill spam. Now you've wasted your leaping shot or whatever, do you have a plan B? Maybe you need to reposition, regen mana, wait for cooldown.
You call them an "annoyance mook." That sounds like you simply want a bunch of standing targets for button mashing.
Archers punish you by dealing damage at long range that you can't counter easily when dealing with their close range support units, they are supposed to crumble when you close in on them, bot be at their most lethal up close. That defeats the entire purpose of them being a ranged counter to melee.
Mages and archers are really strong because they never have to deal with getting one shot by the archers at point blank, and can take them out at range where they can dodge the attacks and get to cover easily. Melee units being hard to kill is their purpose, they close on the archers and mages to destroy them with potent melee damage that they can't defend themselves against so easily. or force them to move into the open and be exposed to ranged damage.
Melee characters can shrug off melee hits, and trade damage with them by being tough and not caring about the distance closing abilities so much. Archers counter them by being immune to immediate retaliation, and eating at health from safety. The counter is closing in on them to deal with them at close range where their limited health pool becomes an issue. Why do they need a one shot kill at close range, it makes far more sense for them to evade away, and maintain distance from melee units opposed to being able to kill them when they do the only thing they can to try to counter their main function.
Archers should slow and disrupt melee attackers while moving away from them, not get a free kill if you dare try to deal with their constant barrage of damage.
Hm, me getting oneshotted in DAMP with full guard + full hp says otherwise to instagibs. There are players with < 20 in each promoted stat. With 80% defense in every category and 2k hp thanks to consti and belt I wouldn't care about it, too.
If you had barrier, were walking away, had cover, unyielding etc, you wouldn't have been instagibbed. ME3 however, they'll guarantee death despite full shields/barrier. That's what a sync kill is.
DAMP's balance issues are a completely other problem than what ME3 sync kills were.
You can actually get out of some sync kills in ME3. So it isn't always a guaranteed death. It takes the right timing though. Using an ops pack when a Phantom goes to sync you, also staggering or doing enough damage to a Banshee or Praetorian will make them release their victim during the sync animation.
Yeah there are plenty of ways to avoid it, but most of the time it is really niche to avoid being sync killed. I'd rather PPR Pew pew Phantom to the face at a distance.
Of course, Hydra missiles work by killing those Bugs if you catch them in time too. That's always satisfying.
Still, the key difference here is it bypasses the health bar, vs attacks here that never bypass the health bar.
Not at all, I sure didIs it wrong that I burst out laughing in work when you dropped like a sack of potatoes?
Brilliant.
working as intended.
You call them an "annoyance mook." That sounds like you simply want a bunch of standing targets for button mashing.
They should beg for mercy when facing melee, not fire a supercharged shotgun.
Or actually change their weapon to a sword or dagger,like enemies in Origins did...
I've gotten hit for like 1400 from an archer while having over 50% ranged damage reduction. Also have been 1 shot by red templar shadows after their so called nerf for like 1600 damage. Does the reaver take additional damage compared to other classes? I don't quite get why he's so squishy even though he has a decent amount of health.
After noticing that OP was having clear L2P problems - I decided to take Pity on him. OP please watch the video below as it will show you a great deal of Strate-Skill in practice. The key thing you did wrong was get hit, once you reach my level of skill you'll be able to dodge arrows at point blank range.
Your welcome OP - I'm happy to help a noob whenever I can
You have changed my life, take the mantle of Sensei Bouli.
UWANTSUM BOULI?
Ask Heroic what happened to the last guy who tried to thunderdome me
You both died on wave one. It was epic. I couldn't figure out who to teabag first and missed my window.