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Author Topic: DAoC after blocking nerf is terrible and not fun [Locked]
Notsoserious  1 star
Posts: 82
Registered: 2009-11-1 17:18:46
Ya b/c thats all i play is a stealther





why so mad?

 

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Jocke-Percival  1 star
Posts: 218
Registered: 2005-10-8 09:47:32
Notsoserious posted:

Ya b/c thats all i play is a stealther




why so mad?



Did i say that? But with your sig it is clear you play a Stealther as a main.
Neland
Posts: 7
Registered:
poenadare posted:

Wardens are crippled now.



So are Paladins..
Thak0r  1 star
Posts: 170
Registered: 2009-7-21 02:56:50
Notsoserious posted:

Ya'll got trolled

 

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basiliskUSN  1 star
Posts: 70
Registered: 2011-3-4 09:30:08
I play a warden currently 49 rr4 ml5 in cv have had to fight numerous stealthers and have yet to lose 1 vs 1 simple tactics win fights don't stun right off the bat and expect some easy win be smart and use what abilities you have.. I myself will stun a person when I'm close to 30-40% hp kite away cure disease and heal to 100% before stealthier can run back to me and attack. The shield nerf slightly hurt but if you can't compensate for 25% blocking something is seriously wrong.

My two cents on the warden comment.

 

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LilmammatruDagger
Posts: 31
Registered: 2006-4-17 06:24:20
r0achthegreat posted:

I've played DAoC on and off since the first year it opened. I've been spending most of my time playing a rr4 armsman temped about as good as you can get and occasionally a troll zerker lately. Even though I'm only rr4 on the armsman, I can still kill rr11 tanks, light tanks, and classes like valks. I have never lost to a blademaster even if they're rr12. What I see as being absolutely ridiculous is that many of the stealthers I fight are actually much harder to kill than real tank classes. I'm not talking about crap geared ones, I'm talking about one's temped as good as I am, ML10 stealthers with 2 conflags or whatever.

When fighting any real tank class, we have to beat on each other for seriously 10 minutes straight before someone wins yet I've fought nightshades that unload enough damage to kill me in 60 seconds with poison, poison proc, and astral procs. This is without even landing the PA/CD chain. Isn't it a glaring balance problem when a nightshade is more dangerous to an armsman than their parent light tank class archetype (blademaster)???

It's the same story in every realm, if you hop on a zerker and fight an infiltrator, after he uses weaponskill debuff poison on you, he's now swinging at you for more dps than you're hitting him for, and that doesn't even include the poison damage! Under no circumstance should a stealther be doing more melee damage than a troll zerker, I don't care what kind of poison he uses or if he's dual wielding the holy grail. Stealthers are completely out of whack, period. Once you factor in that you're going to be fighting 2-8 of them at the same time and that shields don't even work anymore, it's complete madness.


The most obvious ways to address these issues:
--------------------------------------------------
1) Remove the dual wield bonus against shields from stealthers and make it for visible tanks only.
2) Either get rid of the weaponskill debuff poison or reduce it's effectiveness from 20% to 10%.
3) Fix the block rate for shields against arrows so all the assassin stealth zergers don't just migrate over to archer zergs which are just as overpowered.

Roach this is to much. Just a few couple of weeks ago you whined (with the above)about how much your armsman sucks and now you do it again. Bud it's not your armsman that's the problem but more like a lack of skill on your part.
Vynnstorm
Posts: 28
Registered: 2005-4-22 02:42:59
Dryt posted:

Morgash posted:

Sorry, but all I see is someone who got his ez mode taken away.



QFT



 

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Kaldor_Steelblade
Posts: 4
Registered: 2003-6-8 20:38:58
Jocke-Percival posted:

Konnig posted:

The only thing that needs fixed is cast speed/dmg b/c casters have gone rampant in this gaame



What?



You must not be able to read? Caster damage has been largely superior to melee damage in this game since TOA was released. The only place melee has left in this game is in 8v8 or less, and even ranged DPS in alot of cases is greater than melee DPS. Melee has to deal with a hard capped 1.5 sec swing time, maybe casters should be limited to 1.5 sec per cast?

 

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Elkad  2 stars
Title: aka Ebenezer
Posts: 407
Registered: 2003-9-11 22:20:55
The caster damage boost isn't the issue. Everyone got a damage boost, and templates improved as well (no more resist holes, AF bonus, overcapped resists) to mitigate some of it.

The issue is casters having unlimited power. Super damage output followed by running for your life while you waited to hit MCL was fine. Now you can cast hundreds of nukes nonstop.

 

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Corfel  3 stars
Posts: 510
Registered: 2008-4-3 12:02:45
Subject title is false....


I'm having a tonne of fun on my NS after the blocking nerf!

 

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