Jun 27, 2006, 01:30 AM // 01:30
|
#21
|
Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
|
1: Stop crying
/notsigned for nerfing the mechanics of melee combat.
2: You're right, assassins are overpowered. Their disadvantage is that they can't kill you if you...kite. Or if you're near an ally, horns of the ox doesn't knock you down.
3: Hammers are broken. 150 damage on a crushing blow is just rediculous. I have seen monks die in team arenas with 3 hits from a hammer war. No one build should be able to outpower any caster class in 4 seconds, while it prevents them from kiting.
|
|
|
Jun 27, 2006, 01:39 AM // 01:39
|
#22
|
Frost Gate Guardian
Join Date: Dec 2005
Location: In my computer room.
Guild: The Noob Elite [TnE]
Profession: N/Me
|
I say give the tanks more armor, more health, give us a hell of a challenge in pvp. Easy enough to kill as it is.
|
|
|
Jun 27, 2006, 01:42 AM // 01:42
|
#23
|
Banned
|
It's no different than when a caster starts a spell and the target moves out of range. The spell still goes through.
|
|
|
Jun 27, 2006, 01:52 AM // 01:52
|
#24
|
Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
|
Teleporting can't be used to advance enought to even be mentioned, let alone the fact that it only gets you to the target, only one teleport helps the Assassin chase as well.
This thread underscores the value of a water elementist, 66% speed reduction is more than any speed buff can overcome, and multiple Ice attacks make it nearly futile to remove Ice Hexes. The only problem here is lack of recognition for available counters and proper use of them. Ward agains't foes, Deep Freeze, and traps, can make a world of difficulty for even groups of melee units, including Touch Rangers. If that isn't consistant enough for you than mix caltropes and Return to your build from Assassins Shadow Arts Attribute, it is certain to make your average unit almost more than difficult to catch.
We also have balanced stance and Ward of Stability to counter knockdown builds, going without is accepting weakness, your vulnerable to those attacks because you chose not to counter them, not because balanced counters don't exsist for melee.
The games balance doesn't revolve around what you use, what is available does.
|
|
|
Jun 27, 2006, 02:35 AM // 02:35
|
#25
|
Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
|
Quote:
Originally Posted by shardfenix
3: Hammers are broken. 150 damage on a crushing blow is just rediculous. I have seen monks die in team arenas with 3 hits from a hammer war. No one build should be able to outpower any caster class in 4 seconds, while it prevents them from kiting.
|
Right... This is why blinding flash, draw conditions, mend condition, protective spirit, warrior hate hexes and so on exist?
Descent players don't get uberpwned by hammer warriors like you're suggesting, only bad players, like those who constantly get rolled by IWAY...
You're pretty offbase with assassins too... Perhaps you should add a 4 and make it about how touch rangers are 1337 and need to be nerfed?
|
|
|
Jun 27, 2006, 02:55 AM // 02:55
|
#26
|
Jungle Guide
Join Date: Jul 2005
Location: Chicago IL
Guild: Dark Phoenix Risin [DPR]
Profession: W/P
|
Quote:
Originally Posted by Zui
Right... This is why blinding flash, draw conditions, mend condition, protective spirit, warrior hate hexes and so on exist?
|
To add to what Zui is saying, hammer attacks are slow enough to easily hault a massive combo. All it means is that the guy with the hammer needs to be given some attention. Left alone... ow.
|
|
|
Jun 27, 2006, 04:23 AM // 04:23
|
#27
|
Desert Nomad
Join Date: Feb 2006
Location: the 7th level of HELL! J/K Somewhere in GW assassinating things
Guild: [acid]members of the KAWS alliance
Profession: A/
|
hehe, flllllllaaaaaaaammmmeeeeeeee atttaaaccck, lol I need to go to sleep I am getting bored, anyway on topic, there are many times where my sin was chasing down someone particularly a tank, and I would throw up GPS it would do the hitting animation, and it would hit but the guy would be a ways ahead of me. Also I have used teleportation skills a number of times to cathc up like this, I hit em with GPS, they run, I AoD and HoO them, then FS and TF, GG.
|
|
|
Jun 27, 2006, 05:53 AM // 05:53
|
#28
|
Banned
Join Date: Dec 2005
Location: You want see?
Guild: True Gods of War [True]
Profession: Mo/W
|
Snare
Blind
Blocking and Evading Spells
Kiting
Now, Lets get to nerfing rangers. i mean come on! They shoot arrows from WAY TOO FAR!
|
|
|
Jun 27, 2006, 06:09 AM // 06:09
|
#29
|
Furnace Stoker
|
Thats just animation lag. The second you made contact he hit you, the swing happens afterwards.
|
|
|
Jun 27, 2006, 07:48 AM // 07:48
|
#30
|
Krytan Explorer
Join Date: Jul 2005
Location: Pre-Searing Ascalon
Profession: R/
|
/notsigned, if they were to nerf melee, they might as well nerf everything else, like spell interrupts, boon prot, protective spirit, and even traps
|
|
|
Jun 27, 2006, 12:17 PM // 12:17
|
#31
|
Jungle Guide
Join Date: Aug 2005
Location: Squiggilyville. Population: Me.
Guild: [oRly] Hello Kitty Death Squad
Profession: R/Me
|
theres like a tonne of cheap easy skills to block and evade or blind ur foe or make them miss, theres only like 1-2 to evade spell damage
/notsigned
blood spike > iway
|
|
|
Jun 27, 2006, 01:25 PM // 13:25
|
#32
|
The Greatest
Join Date: Feb 2006
Profession: W/
|
theres no problem here. This is what happens: He's RIGHT behind you, stops to hit but you keep moving. If anything its unfair to melee. You can keep running but we have to stop. You have the advantage unless their using a speed boost like sprint.
|
|
|
Jun 27, 2006, 01:37 PM // 13:37
|
#33
|
Grotto Attendant
Join Date: Mar 2006
Location: "Pre-nerf" is incorrect. It's pre-buff.
Guild: Requirement Begins With R [notQ]
Profession: Me/
|
/signed.
Warriors DO NOT have to be close to hit you. I always considered it a bug but its part of the game mechanic. And yes, you can kite but that means you can cast shit because your running. gg.
Nobody will approve of this fix because they love their wammos.
Last edited by makosi; Jun 27, 2006 at 03:48 PM // 15:48..
|
|
|
Jun 27, 2006, 01:40 PM // 13:40
|
#34
|
Frost Gate Guardian
|
/notsigned. If any thing the assassin should have a slightly faster attack speed. As mentioned earlier, it is animation lag.
The hit is registered based on the position and then rendered.
Also if melee was nerfed like this, melee classes would not pvp. That means more touch rangers. If you have a problem with melee classes, then stay in the back where every nonmelee class is suppose to be and should be.
Last edited by curtman; Jun 27, 2006 at 01:46 PM // 13:46..
|
|
|
Jun 27, 2006, 01:42 PM // 13:42
|
#35
|
Krytan Explorer
|
/notsigned
learn2play
|
|
|
Jun 27, 2006, 01:45 PM // 13:45
|
#36
|
Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
|
I agree with it's the server / client delay. Stop crying, most monks I see in RA are quite hard to kill without using a skill like warriors cunning, healing touch + guardian pretty much keeps us at bay. You're playing a monk expect to be jumped, and tbh you should be healing rather than running.
/notsigned
|
|
|
Jun 27, 2006, 01:54 PM // 13:54
|
#37
|
Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
|
If you want to make the melee class pointless, do that. Kiting works well enough as it does now, if you change it, all you have to do is run a bit and you won't get hit...that's a bit ghey don't you think?
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:26 PM // 17:26.
|