You know it's coming. And to that end I'm abandoning my DoK, WP and WH in favor of my BW. Course PwF won't be nearly as useful when there are no healers.Who's with me?
11 RDPS + 1 ResBot > 12 RDPS
The problem is that healing is too simplistic and has no conditional tools to deal with dumb focus fire. I've explained the nature of the problem in my thread (link in sig).
Pretty sure this is nowhere near constructive or combat discussion. They seem to be getting feed up with these posts to, so I suggest thinking before you post.
I think we(the people paying mythic) are getting fed up also. Its been how long since the game came out and we are just now getting balancing on a test server, which means it shouldnt be out until december, when the other big 1.1 balancing patch is suppose to be out.
But the balancing isnt really balancing anything. If mythic was serious about PvP, /assist and target of target would not be in the game. Those 2 items are what allow rdps to be so powerful. Dont underestimate the time it takes for people over vent to call out the target to be focus fired, and then having the other players actually have to scan for the target and select him. which can be damn hard to do in the middle of chaos.
That is how you balance out rdps. Mythic doesnt have a clue though.
Ah it's my old friend Ysil who has trouble recognizing sarcasm.
While the OP might not seem much it is in fact a commentary on class balance and general trends in Warhammer Online. It is not at all uncommon to see 8 rdps in a match now. Can you guess why? And the devs are taking it even further in that direction? I.e. buffing SH, SW, Engy, Magus and increasing damage from BW and Sorc dots. Not to mention they're nerfing healers generally and DoKs particularly.
Edit too add: And nerfing IBs should really help the situation too.
Is that more clear?
Edit 2: I should specify I meant 8 RDPS per side.
Since Day 1, Mythic has said that this is an RvR game... ranged versus ranged!
Damn, how did I not see that. So freaking true haha.
Dang, I suppose Guild Wars must be the most unbalanced game in the world, because they have an even faster and noticeable calling system.
As an example: if you hold control and use normal attack on a player/monster a message pops up in party chat: "I'm attacking [target name]!"
If you use a skill it comes up: "I'm using [skill] on [target name]!"
And then anyone in the party can immediately select the same target, but damn, I must be wrong, this is apparently bad and breaking the game.
Instead of blaming focus firing, why not introduce skills to COUNTER focus firing.
For example, take this Guild Wars skill:
Protective spirit, For 5 to 19 seconds (depends on attribute points), target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
This means that if you have 5000 total HP, ANY damage can do a maximum of 500 damage.
Not only does this change how much healing is needed to keep the target alive, but it increases the importance to DEBUFF other players.
And no im not suggesting they steal the skill or anything else, but dont blame unbalanced gameplay on players doing something silly like focus firing, or using a command in the game that helps them focus firing.Edit: Abbe mad! Abbe smash!
Sadly this game will become a mess becouse bw and range classes are op at dps and cc.People already talk about what new mmorpg they will play like Darkfall and others.It is the truth people are sad about no balance ingame so far.As someone say if is not 1v1 balance you cant have big crowds pvp balance.
GW monks are able to actively react on enemy movement and spikes by using prot stuff like spirit bond, guardian, shield of deflection etc while healers in WAR can't do that. They degenerated into HoT spamming monkeys everyone can play.
Since WAR engine is a horrid crap all posts about this game being balanced around RvR are not valid. Large battles cause server crash, uber lag and slideshow so the only thing u can do is spamming fireball on ur BW.
Man I enjoyed Guild Wars....
I was thinking that Tanks need something like proc spirit to buff their guard skill.
Just taking 50% of a spike usually ends up with the target still dead and the tank half dead anyway.
The other thing I think Tanks need are scaling skills that get better the more people attack them.
This way they're still beatable in 1v1s and the like but if 12 BW/Sorcs open up on them they can 'raise shields' and absorb/deflect the incoming gank.
As is shield wall kinda works for a few seconds before your deadified
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