capture the flag....range takes flag...can defend the flag take with stuns etc from range...melee takes flag...gets ass pounded with absolutely no fricking defence.
Problem With Warriors in PvP
#41
Posted 21 November 2014 - 02:00
#42
Posted 21 November 2014 - 02:23
capture the flag....range takes flag...can defend the flag take with stuns etc from range...melee takes flag...gets ass pounded with absolutely no fricking defence.
Don't forget Celestial Recall letting Ranger skip half the map while holding Flag. Sorry slippy.
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#43
Posted 21 November 2014 - 02:26
fricking awsum...
#44
Posted 21 November 2014 - 02:45
doesnt need a tweak needs a major overhaul cause this is fricking ridiculous...we have healers who need 3-4 people to take down, range that can just kite and score 20 skill streaks every game. the game puts 4 range vs 4 melee or 2 fricking healers in the same team. insertragegifhere
#46
Posted 21 November 2014 - 16:56
HA HA HA, you think you have problems in PVP, trying being a tank!!!
Many attacks avoid armor so tanks are dead from the off.
Armor avoiding attacks in PVP need to be removed way before Warriors need attention IMO
#47
Posted 21 November 2014 - 17:00
HA HA HA, you think you have problems in PVP, trying being a tank!!!
Many attacks avoid armor so tanks are dead from the off.
Armor avoiding attacks in PVP need to be removed way before Warriors need attention IMO
its not an unfair point at all, i dont think for example ALL bleeds were intended to skip armor looking at the assassin talent 'devastating impact' .
Edited by Undjuvion, 21 November 2014 - 17:00.
#48
Posted 21 November 2014 - 17:08
its not an unfair point at all, i dont think for example ALL bleeds were intended to skip armor looking at the assassin talent 'devastating impact' .
Skip armor yes.
But it shouldnt skip talents and skills that says "Reduces all damage taken" making tanks and many prophet skills useless. (Not that prophet is bad in PvP but still )
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#49
Posted 21 November 2014 - 17:14
easy solution - make rupture dual wield. true sins do not have such high dps as heavy armored two handed hybrids.
could be it is missing there by mistake. look at other lvl5 melee abilities: bane requires two handed, impale requires shield, rupture no limits.
Edited by Majjer, 21 November 2014 - 17:17.
#50
Posted 21 November 2014 - 17:16
...
Edited by Majjer, 21 November 2014 - 17:16.
#51
Posted 21 November 2014 - 17:16
Skip armor yes.
But it shouldnt skip talents and skills that says "Reduces all damage taken" making tanks and many prophet skills useless. (Not that prophet is bad in PvP but still )
the keyword was ALL, the talent describes it as affecting rupture yet all bleeds bypass armor, i disagree with that though anyway or at least if all bleeds automatically negate it all, if it is to be that way and it thought best and fair for the assassin class then the talent needs its description changed :-)
#52
Posted 21 November 2014 - 23:39
easy solution - make rupture dual wield. true sins do not have such high dps as heavy armored two handed hybrids.
could be it is missing there by mistake. look at other lvl5 melee abilities: bane requires two handed, impale requires shield, rupture no limits.
Wait... This post was about the problems Warriors have in PvP. Taking Rupture away from Warriors would make them even weaker. Anyhow, Sins can use Sear, so Warriors should be able to use Rupture.
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#53
Posted 21 November 2014 - 23:59
Another element that has been overlooked in this thread is the effect of hybrid equipment. I admittedly advocated hybrid equipment (and still do). My primary focus in doing such was that with random rolls on equipment, people doing dungeon runs could do so in search of randomized loot - not just running for gold and gems.
But how it was implemented has heavily favored rangers, mages, and prophets. These classes can now opt for greater defense by equipping a shield that still gives large boosts to spell DPS. Additionally, the mages and prophets, who used to rely on staffs, can place a randomized one-handed weapon in the other slot to boost spell DPS.
Meanwhile, the only thing a Warrior can add is essence that gives a melee boost. This is not nearly the same boost as being able to block though. While this can allow access to certain spells, (1) the issue of too many skills has already been highlighted in my original post; and (2) most essence skills are worthless unless you also have the necessary sorcery.
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#54
Posted 22 November 2014 - 00:05
and here we go....op prophmage..can stun...run away..smash..heal himself..get rid of bleeds etc..uses repent and cant be bled at all..guess who the 2 warriors are..go on i dare you. edit ok bens pure mage but you get the point. its fricking ridiculous.
Edited by slipknot84, 22 November 2014 - 00:29.
#55
Posted 22 November 2014 - 00:09
I think Slip says it best when he notes that all classes have similar skills (stuns, bleeds, etc. - but note only mages/prophets have healing) except that ranged can use them at a distance. I notice that ranged kills me very quickly. My "benefit" of using heavy armor doesn't really seem to offer that much extra protection.
- One ignite + stun then damaging me while stunned and I'm near death without even having closed the distance yet.
- One boiling blood at long range will take me to 50% HP and the mage has ducked back behind a wall while its bleeding me. Suddenly I have to face the prospect of engaging at 50% health, trigger my pot CD, or simply run away.
Just finished a rather even PvP match. Each team had three ranged and one warrior. Let's see how the warriors fared...
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#56
Posted 22 November 2014 - 00:10
It took me longer than Slip... we did not talk after the PvP match. The fact we both posted the same image is purely coincidental.
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#57
Posted 22 November 2014 - 00:17
and no just making rush connect every time will not fix it.
#58
Posted 22 November 2014 - 00:27
....
Edited by Rez, 22 November 2014 - 00:30.
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#59
Posted 22 November 2014 - 00:30
We need an official Melee Revamp thread, to discuss new talent trees and skills for melee to balance them with other classes.
I think adding Riftwalker-esque abilities to such classes would solve many problems: http://forums2.battl....asp?m=21432457
Basically, these techniques can attack mana/energy, halve enemy's damage, attack multiple enemies in their vitals by skirting through them, combo auto-attack and increase base dps per hit (in succession through the combo), etc.
Add some kind of Disabler skill to it where you can majorly decrease an enemy's accuracy by 75% and lock their skills for a time, and the ability to summon shadow clones and you have a fixed melee class.
Oh! And increasing the area of effect for slash techniques would also help, in addition to adding skill-cancel and deflect as a chance-to-activate passive. :/
Edited by Rez, 22 November 2014 - 00:31.
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#60
Posted 22 November 2014 - 00:49
- One boiling blood at long range will take me to 50% HP and the mage has ducked back behind a wall while its bleeding me. Suddenly I have to face the prospect of engaging at 50% health, trigger my pot CD, or simply run away.
This is a bug that has yet to be fixed. Once the caster casts BB or any other DOT and runs behind a wall you have to deselect the caster and use serenity to remove it. You shouldn't have to deselect the target to use your own skills. If you aren't quick enough to deselect, you bleed out the duration of the spell.
For warrior to be more effective, rush needs to be an area effect, and perhaps two-handed sword can give a slight chance to block..sort of like batting a projectile out of the air but not on par with a shield (maybe allow peridot to be slotted in two-handers dunno).
Edited by ultramus, 22 November 2014 - 00:49.