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Problem With Warriors in PvP


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#181 awollsd

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Posted 02 December 2014 - 03:50

no..just no..you then give that class way more then they already have. If any single one of those were to be passed you would just continue on over buffing the already Op classes of the game.

how so?

the first suggestion (ranged stun) giving that any dmg at all will remove the stun instantly makes it virtualy useless in pve so only effects the pvp aspect in which it was designed and needed

 

the second suggestion (the pull gap closer) i could see effecting pve with bosses but minimaly as the tank could get agro but the warrior pull out of bosses range giving tank a couple seconds free from attacks... but thats easily fixed with adding an immunity in the "legendary" monster tag

 

the heal suggestion was more tossed in there for a back up.. incase the warrior screws up they have something to fall back on.... but i do agree it would make warriors have a bit much in all other situations.  i do like the idea but maybe tweak it a bit  could make it be only usable if at 1% health and make it reduce armor's for 90% or what ever.  (or simply forget it as it wasn't important)

 

now unless you was saying warriors are OP in pvp (if so then i'll not reply more) then i fail to see your point. as the 2 main parts of it have or are easily made to have no effect in pve...


no longer playing so feel free to ignore more (if i even post) just do still follow forums so MAY comment from time to time. 


#182 HuMoR

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Posted 02 December 2014 - 03:56

how so?

the first suggestion (ranged stun) giving that any dmg at all will remove the stun instantly makes it virtualy useless in pve so only effects the pvp aspect in which it was designed and needed

 

the second suggestion (the pull gap closer) i could see effecting pve with bosses but minimaly as the tank could get agro but the warrior pull out of bosses range giving tank a couple seconds free from attacks... but thats easily fixed with adding an immunity in the "legendary" monster tag

 

the heal suggestion was more tossed in there for a back up.. incase the warrior screws up they have something to fall back on.... but i do agree it would make warriors have a bit much in all other situations.  i do like the idea but maybe tweak it a bit  could make it be only usable if at 1% health and make it reduce armor's for 90% or what ever.  (or simply forget it as it wasn't important)

 

now unless you was saying warriors are OP in pvp (if so then i'll not reply more) then i fail to see your point. as the 2 main parts of it have or are easily made to have no effect in pve...

1) they don't need another move to add into their chain cc
2)pulling unless added into the end of the tree,would bring further imbalance in regards to sins,and even then brings giant imbalance to pvp...you would have the highest constant hitters in the game able to hit you always..= broken...= not balanced.
3)wars don't need more healing...that's just a bad idea in general as this further devalues prophets,as well as making the class more OP then it already is.
4)It is about balancing classes in the aspect of pvp,mostly in regards to warriors....warriors having even one of those mentioned above,is game breaking in every single aspect(towards pvp ;))

Edit: grammar.

be back in a few hours to check this shenanigans based thread.


Edited by HuMoR, 02 December 2014 - 04:04.

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#183 awollsd

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Posted 02 December 2014 - 04:04

1) they don't need another move t add into their chain cc
2)pulling unless added into the end of the tree,would bring further imbalance in regards to sins,and even then brings giant imbalance to pvp...you would have the highest constant hitters in the game able to hit you always..= broken...= not balanced.
3)wars don't need more healing...that's just a bad idea in general as this further devalues prophets,as well as making the class more OP then it already is.
4)It is about balancing classes in the aspect of pvp,mostly in regards to warriors....warriors having even one of those mentioned above,is game breaking in every single aspect.

1) chain CC sounds like a bug which needs to be fixed and balance questions/changes should not concider current bugs as they aren't part of the true class.

2) ofcourse it'ld be at the end of the talent tree OR be a simple skill not a talent but require 2h weapon so that only warriors can use it

3) as i said i do agree that one may be a bad idea just sounds good in theory is all and would be interesting if could find way to make it work if not no big deal 

 

4) indeed balancing classes in pvp.. and a melee close range class will ALWAYS be kittable/weak in pvp by equaly skilled players unless they have something LIKE the mentioned above.  as said when first posted don't have to use them can change or go a different direction intierly they was simple not fully fleshed out idea's.  things like cooldowns, placement in the tree, requirements to use... all that would need to be figured out.. or could ignore them all and go another path that gives same results but in the end need to find a way to allow warriors to not simply be kitted without relying on bugs and without messing up other classes which I PERSONALY THINK (extra stress on that think part) these could help while achieving that... but eh..

 

i'll end with g'day to you sir and thanks for the oh so pleasant pm 


no longer playing so feel free to ignore more (if i even post) just do still follow forums so MAY comment from time to time. 


#184 D4VYJONES

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Posted 02 December 2014 - 05:14

Zirconia... Imagine a warrior in pvp that move as fast Reinedor.  :ph34r:



#185 Majjer

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Posted 02 December 2014 - 19:01

i would suggest only small change - jolt consumes 50% of max mana of the target


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#186 PeasantJoe

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Posted 23 December 2014 - 17:46

I think melee need some kind of skill that would let to jump to any direction. Mages and Rangers can kite well and if they use celestial recall or miasma is very hard to get close and by time you get there probaly will be dead anyway :D Also im not fan of those WB belts with snare and slow rolls they just bring more rng which one belt proc first that one probaly will win unlees its melee vs melee or ranged vs ranged combat



#187 PeasantJoe

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Posted 23 December 2014 - 17:47

i would suggest only small change - jolt consumes 50% of max mana of the target

1 vs 1 that woudnt matter but in team fights maby if they go longer




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