Gevic's Post History

The secret to dealing with sorcerers as an archer is to not be complete [filtered] at the game. Sorcerers have root/sleep/fireblast as their most (and only) threatening attack. If they don't have root up, you should never get hit by sleep or fireblast unless you are playing the game via touch wand. Root has a minute cooldown. Which means the sorc has to rely on two skills flame barrage and fire breath to deal damage. Fire breath dps is a joke and flame barrage will root the caster for a second minimum with attk speed buff, 2 seconds without.

If you don't know how to take advantage of this with a soft lock hitscan full mobility class, you are terrible and should just uninstall.

The only real problem with archers is that stupid animation lock bug.

If you want to choose the best class to Pk with, be a slayer. They have nearly everything at their disposal.
Ohbj - view


I'm sorry but you are incorrect with your little made up statistics there with Aion, AoC, Rift and WAR.

You're maybe most accurate with AoC, but the reason people quit Aion was because leveling was too painful. Most people who played Aion never reached the cap, it had nothing to do with a lack of end game content (which there was no lack of).

Warhammer was the same thing. Terrible leveling experience. Fun for 20 levels, after that it was pretty abysmal, and as such most people did not make cap.

Rift had lots of content, but there's always been something about that game that turns off most people, which is fine, it's doing fine, and still has plenty of content as it always has.


The issue is almost never an issue of lack of end game content, it's just that people, gamers, will consume content faster than it can be developed. It's at such a rate that, if developers really sat around and took forever to release a game by just flooding it with content, the tech would be too old, and they'd have to start over. Duke nukem forever is a great example.

You have to be realistic. It doesn't mattter how much content you put it, people will clear it faster than you want. Devs know this, so they just release a product their comfortable with, and sure the speed gamers are going to blow through it and move on to the next game, but that doesn't matter. There's going to be a solid base of players who stick around. I can only think of two AAA title MMOs that actually had to stop development and close the doors and those are asherons call 2 and tabula rasa, and both of those games had abysmal launches and terrible products honestly. Does not compare to any recent MMO release, including TERA, which has a bright future.



Uhh what? The same Aion that had Dredgeion on a 6hour CD and a couple of endgame instances? The same Warhammer whose endgame pvp/pve was Public Quests for 3 raids lol? Rifts that had broken endgame content?

If you have nothing to do when your players are done progressing your game is going to tank.
Edited by: Gevic about 1 year ago
Being forced to rely upon the same dumb combo isn't something to complain about?
OLDFART on 04/26/2012, 09:04 PM - view
The class is perfectly fine as is, its already too easy to play. You guys want to make sorc even simplier to play? that would make it boring and lifeless, something like a tab target game where you stand in one spot and pew pew and not worrie about aiming lol.


I want to make sorc harder by removing the stupid crap like lock on root and lock on flame barrage and increase the potential of the class by making the projectiles faster. I don't want to them to be hitscan like the archer, the two classes are already in danger of overlapping if you tweak them too far.

In other words, I want to turn this into a skill shot class, but it doesn't work when the projectiles move at 1/2 the speed of your targets.

Edited by: Gevic about 1 year ago
delete please
Edited by: Gevic about 1 year ago - Reason: double post
Cad0 on 04/25/2012, 01:40 PM - view


Yes, the mockingly funny video World of Roguecraft because they were OP for a small portion of the entirety of the game. Once again, you're going on and on about compositions of arena teams when I'm talking about the disparity between melee and ranged. Take all those warriors and go against a mage and see how many times a warrior wins.

I didn't complain about Guild Wars I stated I don't like the PvP. I do think the cookie cutter builds were a lot like arena team compositions in WoW. I also stated that I'm not remarking about team compositions even though you seem to continuously bring it up.

SWG Pre-CU had no formal content. What else was there to do except PvP? I remember having huge PvP battles in different cities. I remember defending bases while they were "hot" for long periods of time. I remember camping guilds into their cantinas in their own cities. I guess I'm the only one who remembers SWG fondly for it's PvP. Because all those raid bosses we could fight were really awesome. Wait a minute...

As for SWTOR, Operatives and Smugglers got the nerf bat pretty early into that game as well. All the while Sorcs and Sages continued to dominate. I've played ranged and melee in SWTOR. I know about the disparity better than most.


Rogues were dominant for more than just a small period of time, they were stupidly and blatantly overpowered for a set amount of time however.

And the reason why I talk about team compositions, is because teams are usually are composed of classes that are considered to be strong and will likely to win.

If this supposed ranged class advantage existed, then I would have been seeing teams comprised of ranged classes.

And what advantage is this? Initiative? CC? Damage? Pressure?

It would be nice if you defined what this advantage was.
Edited by: Gevic about 1 year ago
Cad0 on 04/25/2012, 12:59 PM - view


Actually WoW would be the main one. Mages were dominant against most any melee for as long as I can remember playing. I played off and on from Vanilla even into Cataclysm. So if we're talking over the entire expanse of the game. Mages have dominated melee classes for the majority of WoW.

Guild Wars wouldn't even be on my radar as far as PvP goes. It was a game full of cookie cutter class combinations and I disliked the PvP. However your argument isn't about melee vs ranged and centers on the need for a warrior in team compositions.

SWG Pre-CU would be another one that comes to mind. Riflemen with crazy rifles kiting every melee player around like it was a joke. CMs with ridiculous mind dots not being touched outside of a Jedi Guardian and even they couldn't keep up most of the time.

SWTOR with their Sorcerers who spam lightning and Sages who spam rock throw. I don't even know if they've got a nerf bat yet even though pretty much every other class has. Even the Mercs with tracer missile which apparently they recently got nerfed to hell. That's about as far as I feel like going with it.



Wait this the same WoW that was called World of Roguecraft for a while right? Or where some arena seasons were a cavalcade of warriors or bear druids? And Mages were the ones that dominated? You could make the case for Warlocks, but mages? Really?

It's funny that you complain about class combinations in Guild Wars, especially when WoW arenas were more or less the same or worse. And the reason why warriors were needed is because they absolutely dominated anything that wasn't a warrior. That isn't an advantage?

SWG was known for many things, but PvP?

SWTOR - Operatives/Smugglers lol.

Most games that had a significant PvP component usually ran with melee trains, with some form range as a support. Not the other way around.

So what is this advantage that you speak of?

Edited by: Gevic about 1 year ago
Sixteen on 04/25/2012, 12:24 PM - view

Don't worry, it's still the same in this game. Melee other than lancers are useless in fights bigger than 5v5. In smaller fights sorcs also have the advantage because CC is much more relevant and melee don't have any.



because CC is much more relevant and melee don't have any.



melee don't have any.


lolwut

You're joking right?
Cad0 on 04/25/2012, 10:18 AM - view
I just love ranged complaining about melee for once in a game. Every other MMO ranged have an advantage and I think a lot of these complaints are centered around their idea of ranged classes from other MMOs. This is TERA. I've seen plenty of skilled ranged players who can kite very well stay away from melee for a very long time. Even 2 or 3 melee at a time.


What MMOs were those? Can't be WoW, from what I hear its split between the rogue and the warlock for the title of most ridiculous class, with warriors waxing and waning depending on the weapons they can get.

Can't be Guild Wars, or at least when I still played/followed the PvP scene which was since release to a little before EoTN. Most team compositions needed Warriors, cause they applied the most pressure, were pretty sturdy, and had the best spike.

So those are two premiere pvp games where that wasn't the case, please enlighten me with your examples.
This is a highly stylized fantasy MMO, a eastern MMO no less. Stupid costumes and ridiculously sexualized female (and to a lesser extent male) player models are the norm.

Although I do want to clarify something - while a lot of male character models are idealized - sorry no guy is going to look like "insert generic action game protagonist" without AT LEAST a personal trainer and several hours of gym time and a specialized diet - as well as steroids.

They are all ultimately what the character model designers think what we want to look like. They are supposedly, our idealized projections. It's why western games tend to have male protagonists who exhibit extreme machismo, while eastern games tend to have male protagonists who exemplify masculine beauty. Both cultures games usually have protagonists that exhibit what are typically male emotional ideals, stoicism, decisiveness, etc.

In other words, designers typically make male characters as guys who we would want to be like (or think we would like to be like).

Female characters on the hand, to put it simply not so much. They are, to put it bluntly, eyecandy, [filtered] and [filtered], or whatever fetish they are trying to include or appeal to. They don't design a female character as women who we would want to be like. They simply there to look good.

That is the problem that some people have.

This ,admittedly, doesn't have much to do with MMOs though, since avatars are usually just blank slates.

As for Tera, Castanics are the eye candy race, all they need are some more overtly muscled/bulkier castanic males and I think that would more or less do it for 99% of the males and females who play this game.