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boljackz
10-27-2015, 01:59 AM
if u agree to buff war fix jugg and buff new mythic weapon comment here :)

let see how many will agree to buff us poor warrior

Tabeer Amin
10-27-2015, 02:01 AM
Buff those poor souls
Or buff thier weap

Arkiouj
10-27-2015, 09:00 AM
Yes, buff! It's the Class that needs buffing not the wep.

Kyle Paule
10-27-2015, 09:03 AM
YaAah buff them we want more thrill -rouges

Dex Putra
10-27-2015, 09:08 AM
R.I.P tank .

Sent from my D5322 using Tapatalk

Zylx
10-27-2015, 01:45 PM
You know, i see all these "buff tanks" "buff mages" threads being created so often, and I have yet to read any good, legitimate suggestions on how STS would "buff" whatever. Its like telling your hair stylist you want to look different.

Ipoopsy
10-27-2015, 02:45 PM
You know, i see all these "buff tanks" "buff mages" threads being created so often, and I have yet to read any good, legitimate suggestions on how STS would "buff" whatever. Its like telling your hair stylist you want to look different.

Because most players never look at it as a whole. Your right, everyone wants to buff this buff that. But in Reality, Wars and Mage are fine in all Lvl for PVE and PVP. It's just that the Rogs are just too OP in ALL lvl of PVE and PVP.

Rog should have a slightly nerf, because:

1. That gives War a chance to be grp for PVE.
2. Mage similar to #1
3. PVP will slightly be Balance.

That's the lesser of Two Evils.

The more Players want's buffs for certain classes, the more it will be broken.

Most Rogs who will read this will probably disagree, because they want to be OP in ALL lvls, they just don't care about the stability of the game.

Franocazzzo
10-27-2015, 02:50 PM
Rogues are fine your completely wrong. Nerf them and mages will rule them all the time in clash. Buff tanks ty

pompous
10-27-2015, 02:57 PM
I was previously a proponent of buffing the new weapon. However, after testing it out in PVE, it is extremely OP. I will challenge any Pro and maxed out mage that I can clear a dense, elite mob with my warrior faster than your mage. The proc on this weapon is amazing but everyone is looking at this from a PVP standpoint. With regards to PVP, yes, fix juggernaut

Ardbeg
10-27-2015, 03:11 PM
the weapon is indeed very fine for pve. i still think it needs some armor and hp especially when combined with the full glintstone set, but pve wise i have a lot of fun with it in mixed parties as it should be. i am not qualified to comment on pvp but i think it s obvious this needs another weapon. maybe xmas.

Khicho
10-27-2015, 03:23 PM
This isn't news. Warriors need a buff! There have been so many reason why this needed and there have been MANY threads why supporting information to validate it.

The bottom line. STS why are you ignoring this? This is not a new topic or issue. It has gone on for months.

Your customers are asking/begging you to address this!

Maarkus
10-27-2015, 03:52 PM
Yes please ... Thanks for keeping the issue out there. Too dissapointed to reiterate everything i suggested.
Thanks
Maarkus

DarrenPR
10-27-2015, 04:25 PM
Let me throw a completely different angle at the situation...

Warriors generally get tossed to the side when it comes to end game elites. I think we can all agree to that. Now we must ask the question, "Why do tanks get tossed to the side?"

In my experience, talking to people of several guilds, and poking my head around the forums a bit, I believe the general consensus is something to the effect of "They die too fast and their low damage makes the runs slower." There are a lot of people who refer to the warrior class now as a "Paper Tank", which is actually a legitimate assertation in my opinion. I do agree that for the current state of end game, the warriors are just that - paper.

But with that said you have to ask the question of why these warriors are considered weak, easily torn apart, paper. I believe that it is actually not the fault of the class itself causing the opinions of warriors that players have, but the methodology with which SpaceTime develops the "difficulty" of the end game maps. Objectively looking at two end game maxed out players, one being a rogue and one being a warrior, you will find the rogue has somewhere around 5,000 health and 2,000 armor whereas the warrior will have 9,000-10,000 health (can be boosted with skills) and around 3,000 armor. This makes the warrior class the objective more survivable class of the two - it has nearly double the health and 50% more armor than the rogue does... So why do people call them paper? Why are they excluded from parties?

As I mentioned above, I believe the reason for this is the way the game developers are creating the difficulty for us players. Currently, "difficulty" comes from a small number of mobs that can stun you and quickly take your health to 0 (and by quickly, I mean in a single hit). This happens to be true for warriors as well, even with their massive health and armor advantage, you can (or at least have been able to) see warriors going from full 9,500 health to a dead pixelated mess on the ground in a single smack. This takes away any advantage the warrior has with regards to health, as now they are on the same level as everybody else - able to die in 1 hit. So, what's left to look at when considering a warrior for the party? Everybody's favorite thing to ask for - damage.

The warrior class is meant to be a class that can take a beating, a tank. By classic MMO definition, a tank's job isn't to deal damage to mobs, but to keep the rest of your party alive by keeping the mobs attacking you while you keep them alive with your support health spells. As we can see from the skills of a warrior class, this was entirely the intention STS had for the warrior class. This is why I disagree with people asking for more damage on a warrior... It does NOT fix the real issue behind why warriors get shunned from parties.

I believe that in order to bring usefulness back to warriors, the maps need to be designed in such a way that it makes their advantage useful again. How do we do this? We make the maps have a high density of mobs which have less damage than current end game elite maps - something where a warrior could hold the aggro of 20-30 mobs and survive, where someone with half health and 2/3 the armor couldn't. This would bring warriors back into the game, because they would actually be needed. As it stands, there is not much motivation to bring a warrior along with a run, because they don't add the benefit of keeping the party alive... They just fall dead like everybody else.

Now, with all that said, don't get me wrong. I do think that the taunting system and some of the warrior skills do need a fix, because they certainly not acting as they should, but I don't necessarily subscribe to the idea that constantly buffing the class and making it stronger is the correct way to solve the issue we currently have with warriors. Just my two cents on the matter, though.

Madnex
10-27-2015, 04:47 PM
Jugg should've been way more tank-like: 90% dmg reduction, immunity to stuns, pushes and pulls, double the taunt AoE bursts, lasts 10s with 25s CD. Applies 15 crit debuff and 10 dmg debuff.

Direct damage buffs would be a wrong move. Longer-lasting feebles, extended taunt effect's potency, more one-hit red zones that can and need to be interrupted; that's more around the lines of what a tank should be providing.

Ardbeg
10-27-2015, 04:53 PM
Let me throw a completely different angle at the situation...

Warriors generally get tossed to the side when it comes to end game elites. I think we can all agree to that. Now we must ask the question, "Why do tanks get tossed to the side?"

In my experience, talking to people of several guilds, and poking my head around the forums a bit, I believe the general consensus is something to the effect of "They die too fast and their low damage makes the runs slower." There are a lot of people who refer to the warrior class now as a "Paper Tank", which is actually a legitimate assertation in my opinion. I do agree that for the current state of end game, the warriors are just that - paper.

But with that said you have to ask the question of why these warriors are considered weak, easily torn apart, paper. I believe that it is actually not the fault of the class itself causing the opinions of warriors that players have, but the methodology with which SpaceTime develops the "difficulty" of the end game maps. Objectively looking at two end game maxed out players, one being a rogue and one being a warrior, you will find the rogue has somewhere around 5,000 health and 2,000 armor whereas the warrior will have 9,000-10,000 health (can be boosted with skills) and around 3,000 armor. This makes the warrior class the objective more survivable class of the two - it has nearly double the health and 50% more armor than the rogue does... So why do people call them paper? Why are they excluded from parties?

As I mentioned above, I believe the reason for this is the way the game developers are creating the difficulty for us players. Currently, "difficulty" comes from a small number of mobs that can stun you and quickly take your health to 0 (and by quickly, I mean in a single hit). This happens to be true for warriors as well, even with their massive health and armor advantage, you can (or at least have been able to) see warriors going from full 9,500 health to a dead pixelated mess on the ground in a single smack. This takes away any advantage the warrior has with regards to health, as now they are on the same level as everybody else - able to die in 1 hit. So, what's left to look at when considering a warrior for the party? Everybody's favorite thing to ask for - damage.

The warrior class is meant to be a class that can take a beating, a tank. By classic MMO definition, a tank's job isn't to deal damage to mobs, but to keep the rest of your party alive by keeping the mobs attacking you while you keep them alive with your support health spells. As we can see from the skills of a warrior class, this was entirely the intention STS had for the warrior class. This is why I disagree with people asking for more damage on a warrior... It does NOT fix the real issue behind why warriors get shunned from parties.

I believe that in order to bring usefulness back to warriors, the maps need to be designed in such a way that it makes their advantage useful again. How do we do this? We make the maps have a high density of mobs which have less damage than current end game elite maps - something where a warrior could hold the aggro of 20-30 mobs and survive, where someone with half health and 2/3 the armor couldn't. This would bring warriors back into the game, because they would actually be needed. As it stands, there is not much motivation to bring a warrior along with a run, because they don't add the benefit of keeping the party alive... They just fall dead like everybody else.

Now, with all that said, don't get me wrong. I do think that the taunting system and some of the warrior skills do need a fix, because they certainly not acting as they should, but I don't necessarily subscribe to the idea that constantly buffing the class and making it stronger is the correct way to solve the issue we currently have with warriors. Just my two cents on the matter, though.

you have some very good points here. please factor in rogues have a lot of dodge in addition to their armor and hp now (which i guess is way better suited to avoid the current one hits no tank can survive). in earlier stages of the game mob density was indeed much higher and pet skills did not surpass warrior capabilities. now the density was reduced intentionally to avoid lag issues while pets could easily replace a warrior (nekro, breeze,...), so i don t see the density go up again.
i don t expect tanks to be a dps class. but running with a (capable) tank should not take significant longer than without. in my opinion tanks need better debuff capabilities, especially compared to current pets.

zerofort
10-27-2015, 06:42 PM
Long cool down for potions

pompous
10-27-2015, 06:48 PM
it would be helpful if a dev or mod acknowledged one one these tank threads and let us know something like, "we hear ya, we're working on it, we will have a solution by such a date." But it's frustrating when nobody knows what's going on and if a fix is coming soon or not.

Zeus
10-27-2015, 07:05 PM
Because most players never look at it as a whole. Your right, everyone wants to buff this buff that. But in Reality, Wars and Mage are fine in all Lvl for PVE and PVP. It's just that the Rogs are just too OP in ALL lvl of PVE and PVP.

Rog should have a slightly nerf, because:

1. That gives War a chance to be grp for PVE.
2. Mage similar to #1
3. PVP will slightly be Balance.

That's the lesser of Two Evils.

The more Players want's buffs for certain classes, the more it will be broken.

Most Rogs who will read this will probably disagree, because they want to be OP in ALL lvls, they just don't care about the stability of the game.

1. If rogues go slower, there's no way that they will want to go even slower by adding a warrior in the group.
2. Mages already have a chance to be in the group.
3. PvP is balanced among rogues vs. mages. However, warriors cannot kill either of these classes. Therefore, instead of nerfing two classes..it is more logical to buff one class.

KnowledgeFTW
10-27-2015, 07:10 PM
Buff the new mythic weapons. It's good but lvl 41 bulwarks are so much better...

Alhuntrazeck
10-27-2015, 07:56 PM
I think the largest issue here is the rogue dodge. They actually have MORE survivability than warriors since they can theoretically avoid half the attacks. I'd suggest making some undodgeable mobs.

My second suggestion is to REMOVE OHKOs. Tanks should be able to survive those, the other classes shouldn't.

A large buff in tank armor would help; maybe the new weapon could be reduced by around 100 damage from its current damage and have an added 500+ armor? Swords and shields are meant to be tanky. Warriors who want to deal damage will probably have access to a sword/glaive/hammer mythic weapon sometime in the future.

Excuses
10-27-2015, 08:28 PM
Jugg should've been way more tank-like: 90% dmg reduction, immunity to stuns, pushes and pulls, double the taunt AoE bursts, lasts 10s with 25s CD. Applies 15 crit debuff and 10 dmg debuff.

Direct damage buffs would be a wrong move. Longer-lasting feebles, extended taunt effect's potency, more one-hit red zones that can and need to be interrupted; that's more around the lines of what a tank should be providing.

This but scaled by lvl.

I kind of gave up tho. This game is going out of control tbh.

Froxanthar
10-27-2015, 08:43 PM
Jugg should've been way more tank-like: 90% dmg reduction, immunity to stuns, pushes and pulls, double the taunt AoE bursts, lasts 10s with 25s CD. Applies 15 crit debuff and 10 dmg debuff.

Direct damage buffs would be a wrong move. Longer-lasting feebles, extended taunt effect's potency, more one-hit red zones that can and need to be interrupted; that's more around the lines of what a tank should be providing.
I like this one.. 0.0

vawaid
10-27-2015, 08:53 PM
fix jug, thanks.

"Quote to reply, I use tapasucks."

vawaid
10-27-2015, 08:58 PM
Jugg should've been way more tank-like: 90% dmg reduction, immunity to stuns, pushes and pulls, double the taunt AoE bursts, lasts 10s with 25s CD. Applies 15 crit debuff and 10 dmg debuff.

Direct damage buffs would be a wrong move. Longer-lasting feebles, extended taunt effect's potency, more one-hit red zones that can and need to be interrupted; that's more around the lines of what a tank should be providing.
yes, that sounds great. And I think we need a new pet with good str, good hp, good armor, and dodge without +damage and critical. I need that.

"Quote to reply, I use tapasucks."

Midievalmodel
10-27-2015, 09:50 PM
Let me throw a completely different angle at the situation...

Warriors generally get tossed to the side when it comes to end game elites. I think we can all agree to that. Now we must ask the question, "Why do tanks get tossed to the side?"

In my experience, talking to people of several guilds, and poking my head around the forums a bit, I believe the general consensus is something to the effect of "They die too fast and their low damage makes the runs slower." There are a lot of people who refer to the warrior class now as a "Paper Tank", which is actually a legitimate assertation in my opinion. I do agree that for the current state of end game, the warriors are just that - paper.

But with that said you have to ask the question of why these warriors are considered weak, easily torn apart, paper. I believe that it is actually not the fault of the class itself causing the opinions of warriors that players have, but the methodology with which SpaceTime develops the "difficulty" of the end game maps. Objectively looking at two end game maxed out players, one being a rogue and one being a warrior, you will find the rogue has somewhere around 5,000 health and 2,000 armor whereas the warrior will have 9,000-10,000 health (can be boosted with skills) and around 3,000 armor. This makes the warrior class the objective more survivable class of the two - it has nearly double the health and 50% more armor than the rogue does... So why do people call them paper? Why are they excluded from parties?

As I mentioned above, I believe the reason for this is the way the game developers are creating the difficulty for us players. Currently, "difficulty" comes from a small number of mobs that can stun you and quickly take your health to 0 (and by quickly, I mean in a single hit). This happens to be true for warriors as well, even with their massive health and armor advantage, you can (or at least have been able to) see warriors going from full 9,500 health to a dead pixelated mess on the ground in a single smack. This takes away any advantage the warrior has with regards to health, as now they are on the same level as everybody else - able to die in 1 hit. So, what's left to look at when considering a warrior for the party? Everybody's favorite thing to ask for - damage.

The warrior class is meant to be a class that can take a beating, a tank. By classic MMO definition, a tank's job isn't to deal damage to mobs, but to keep the rest of your party alive by keeping the mobs attacking you while you keep them alive with your support health spells. As we can see from the skills of a warrior class, this was entirely the intention STS had for the warrior class. This is why I disagree with people asking for more damage on a warrior... It does NOT fix the real issue behind why warriors get shunned from parties.

I believe that in order to bring usefulness back to warriors, the maps need to be designed in such a way that it makes their advantage useful again. How do we do this? We make the maps have a high density of mobs which have less damage than current end game elite maps - something where a warrior could hold the aggro of 20-30 mobs and survive, where someone with half health and 2/3 the armor couldn't. This would bring warriors back into the game, because they would actually be needed. As it stands, there is not much motivation to bring a warrior along with a run, because they don't add the benefit of keeping the party alive... They just fall dead like everybody else.

Now, with all that said, don't get me wrong. I do think that the taunting system and some of the warrior skills do need a fix, because they certainly not acting as they should, but I don't necessarily subscribe to the idea that constantly buffing the class and making it stronger is the correct way to solve the issue we currently have with warriors. Just my two cents on the matter, though.

I agree. But unfortunately this cannot be implemented as STG has admitted that high mob maps has crashed and significantly slowed down the game in the past and the servers can't handle it. So STG wont do it.

Arkiouj
10-27-2015, 11:36 PM
Let me throw a completely different angle at the situation...

Warriors generally get tossed to the side when it comes to end game elites. I think we can all agree to that. Now we must ask the question, "Why do tanks get tossed to the side?"

In my experience, talking to people of several guilds, and poking my head around the forums a bit, I believe the general consensus is something to the effect of "They die too fast and their low damage makes the runs slower." There are a lot of people who refer to the warrior class now as a "Paper Tank", which is actually a legitimate assertation in my opinion. I do agree that for the current state of end game, the warriors are just that - paper.

But with that said you have to ask the question of why these warriors are considered weak, easily torn apart, paper. I believe that it is actually not the fault of the class itself causing the opinions of warriors that players have, but the methodology with which SpaceTime develops the "difficulty" of the end game maps. Objectively looking at two end game maxed out players, one being a rogue and one being a warrior, you will find the rogue has somewhere around 5,000 health and 2,000 armor whereas the warrior will have 9,000-10,000 health (can be boosted with skills) and around 3,000 armor. This makes the warrior class the objective more survivable class of the two - it has nearly double the health and 50% more armor than the rogue does... So why do people call them paper? Why are they excluded from parties?

As I mentioned above, I believe the reason for this is the way the game developers are creating the difficulty for us players. Currently, "difficulty" comes from a small number of mobs that can stun you and quickly take your health to 0 (and by quickly, I mean in a single hit). This happens to be true for warriors as well, even with their massive health and armor advantage, you can (or at least have been able to) see warriors going from full 9,500 health to a dead pixelated mess on the ground in a single smack. This takes away any advantage the warrior has with regards to health, as now they are on the same level as everybody else - able to die in 1 hit. So, what's left to look at when considering a warrior for the party? Everybody's favorite thing to ask for - damage.

The warrior class is meant to be a class that can take a beating, a tank. By classic MMO definition, a tank's job isn't to deal damage to mobs, but to keep the rest of your party alive by keeping the mobs attacking you while you keep them alive with your support health spells. As we can see from the skills of a warrior class, this was entirely the intention STS had for the warrior class. This is why I disagree with people asking for more damage on a warrior... It does NOT fix the real issue behind why warriors get shunned from parties.

I believe that in order to bring usefulness back to warriors, the maps need to be designed in such a way that it makes their advantage useful again. How do we do this? We make the maps have a high density of mobs which have less damage than current end game elite maps - something where a warrior could hold the aggro of 20-30 mobs and survive, where someone with half health and 2/3 the armor couldn't. This would bring warriors back into the game, because they would actually be needed. As it stands, there is not much motivation to bring a warrior along with a run, because they don't add the benefit of keeping the party alive... They just fall dead like everybody else.

Now, with all that said, don't get me wrong. I do think that the taunting system and some of the warrior skills do need a fix, because they certainly not acting as they should, but I don't necessarily subscribe to the idea that constantly buffing the class and making it stronger is the correct way to solve the issue we currently have with warriors. Just my two cents on the matter, though.

This. But as Medievalmodel says, STS won't be making any high mob maps or maps with big pulls as it puts strain on the server. I feel the skills need to be fixed/buffed first, rather than a weapon being buffed. As many have said, and after trying out the new mythic aegis again, warriors are pretty useful again when it comes to packs of mobs, were just useless when it comes to the boss. I'd suggest maybe making Venge buff not only the warrior, but the whole party aswell. This would make atleast 1 warrior in the team a little more useful on the bosses. I think another problem is ankhs, since STS make money from players purchasing these with plat it makes 1 hit kill mobs worthwhile for them, so more are needed and bought.

#savethetankh

hallowring
10-28-2015, 01:19 AM
+1 i hope sts does add more new mythic wepons for the endgame warrior class (so much needed in improvements)(^u^)

xiziviqi
10-28-2015, 01:46 AM
Need dps weapon like magma

Sent from my GT-I8552 using Tapatalk

epicrrr
10-28-2015, 01:57 AM
Someone should provide vid of a tank running elite maps with/solo party to see current tank gameplay.

DarrenPR
10-28-2015, 10:00 AM
This. But as Medievalmodel says, STS won't be making any high mob maps or maps with big pulls as it puts strain on the server. I feel the skills need to be fixed/buffed first, rather than a weapon being buffed. As many have said, and after trying out the new mythic aegis again, warriors are pretty useful again when it comes to packs of mobs, were just useless when it comes to the boss. I'd suggest maybe making Venge buff not only the warrior, but the whole party aswell. This would make atleast 1 warrior in the team a little more useful on the bosses. I think another problem is ankhs, since STS make money from players purchasing these with plat it makes 1 hit kill mobs worthwhile for them, so more are needed and bought.

#savethetankh

So, rather than optimizing game code, managing memory more properly and upgrading both the hardware and bandwidth of the system to allow for more maps to made with higher mob density, we instead essentially remove the usefulness of one of only three playable characters in the game, leading to some people outright quitting altogether? Seems kind of silly to me. But then again, what do I know, right?

Arkiouj
10-28-2015, 10:12 AM
So, rather than optimizing game code, managing memory more properly and upgrading both the hardware and bandwidth of the system to allow for more maps to made with higher mob density, we instead essentially remove the usefulness of one of only three playable characters in the game, leading to some people outright quitting altogether? Seems kind of silly to me. But then again, what do I know, right?

Remove the usefulness of which character? I have no idea where you have got this assumption from? I was agreeing with you're post, I would love to see maps with big pulls and alot of mobs. If you mean by the Venge buffing everyone in the party, ofcourse this wouldn't be able to stack if there was another warrior using it aswell, it would just mean atleast tanks would be more useful on the boss. Obviously upgrading the server would be the best solution but I doubt STS will do that to fix one class.

DarrenPR
10-28-2015, 10:18 AM
Remove the usefulness of which character? I have no idea where you have got this assumption from? I was agreeing with you're post, I would love to see maps with big pulls and alot of mobs. If you mean by the Venge buffing everyone in the party, ofcourse this wouldn't be able to stack if there was another warrior using it aswell, it would just mean atleast tanks would be more useful on the boss. Obviously upgrading the server would be the best solution but I doubt STS will do that to fix one class.

No no, I was implying that the code is poorly optimized and because of that, higher mob density causes strain on the server. On top of that, I've noticed the bandwidth server side starts chugging when event time comes around, which means either the server physically can use an upgrade or the internet being provided to STS could be improved. The code would just take some time to make more efficient... But a relatively easy process if you know what you're doing. I was implying it's stupid to say making new maps with high mob density is impossible, because it is entirely possible to do, with some changes to how the game operates. As we have seen though, it can sometimes take YEARS to fix a single bug (rogue noxious bolt, anybody?), so I don't foresee any optimization to game code any time soon.

Arkiouj
10-28-2015, 10:27 AM
No no, I was implying that the code is poorly optimized and because of that, higher mob density causes strain on the server. On top of that, I've noticed the bandwidth server side starts chugging when event time comes around, which means either the server physically can use an upgrade or the internet being provided to STS could be improved. The code would just take some time to make more efficient... But a relatively easy process if you know what you're doing. I was implying it's stupid to say making new maps with high mob density is impossible, because it is entirely possible to do, with some changes to how the game operates. As we have seen though, it can sometimes take YEARS to fix a single bug (rogue noxious bolt, anybody?), so I don't foresee any optimization to game code any time soon.

Never said it was impossible to make new maps with high mob density and big pulls, just that it's unlikely if Ren'gol maps are any indication of the future for AL maps. Seems STS don't want to invest in more server space which would not only ofcourse allow for these types of maps, it would also most likely fix all the damn lag and ping problems we keep experiencing.

boljackz
10-28-2015, 03:12 PM
Jugg should've been way more tank-like: 90% dmg reduction, immunity to stuns, pushes and pulls, double the taunt AoE bursts, lasts 10s with 25s CD. Applies 15 crit debuff and 10 dmg debuff.

Direct damage buffs would be a wrong move. Longer-lasting feebles, extended taunt effect's potency, more one-hit red zones that can and need to be interrupted; that's more around the lines of what a tank should be providing.


+1 to this one :)

#savethetank

Midievalmodel
10-28-2015, 10:06 PM
Never said it was impossible to make new maps with high mob density and big pulls, just that it's unlikely if Ren'gol maps are any indication of the future for AL maps. Seems STS don't want to invest in more server space which would not only ofcourse allow for these types of maps, it would also most likely fix all the damn lag and ping problems we keep experiencing.

What Kouj is saying is that STG have absolutely no intention to improve their "coding" or to invest any more resources to make their servers lag less. There solution was to reduce the amount of mobs in the new contents so they don't have to deal with all the instability that happened almost a year ago that caused major issues with gameplay. So DarrenPR, though your idea is great and we all agree with it. You are wasting your finger muscles and spit typing out that idea that many many many people in the past have already thought of and discussed about. People stop bringing it up because they know this wont ever happen.

supersyan
10-29-2015, 11:16 AM
Rogues dodges auto attacks and pet attacks alot. They crit a alot. The reason mages able to bring down rogue because of elondria gun proc . which is stacking armor. -100% dodge and -25% armor reduction and root. The 100 dodge reduction is crucial.
On the other hand warriors are easy target. They can't run. They can't hide. All their auto attacks and pet attacks get dodged by rogues. They can't take constant crits from rogues. All skill CD are long. More armor is not helping. Most skills needs charge to work properly. Eg. jugg, vb , axe, heal, wm, rally cry. All needs to be charged. So the charging time comes to play. Also there is this global CD on skills and animation delay on skills.

These are the major drawbacks of warrior. But the real reason is warriors can't never ever spam skills like rogues and mages do.

Just my thoughts

rustygun
11-03-2015, 01:56 AM
I was previously a proponent of buffing the new weapon. However, after testing it out in PVE, it is extremely OP. I will challenge any Pro and maxed out mage that I can clear a dense, elite mob with my warrior faster than your mage. The proc on this weapon is amazing but everyone is looking at this from a PVP standpoint. With regards to PVP, yes, fix juggernaut

Yes weapon suck in pvp espect death with them... And yes PVP determine if any new item value.....

rustygun
11-03-2015, 02:10 AM
Rogues dodges auto attacks and pet attacks alot. They crit a alot. The reason mages able to bring down rogue because of elondria gun proc . which is stacking armor. -100% dodge and -25% armor reduction and root. The 100 dodge reduction is crucial.
On the other hand warriors are easy target. They can't run. They can't hide. All their auto attacks and pet attacks get dodged by rogues. They can't take constant crits from rogues. All skill CD are long. More armor is not helping. Most skills needs charge to work properly. Eg. jugg, vb , axe, heal, wm, rally cry. All needs to be charged. So the charging time comes to play. Also there is this global CD on skills and animation delay on skills.

These are the major drawbacks of warrior. But the real reason is warriors can't never ever spam skills like rogues and mages do.

Just my thoughts

Agree %100 warrior weak defense and weak attack.. I die so fast I'm ashamed to even fight.. I can't even bother logging on at times game suck :( Pve suck too all those long everlasting run hoping a single item drop especially when you need a lot of it to craft somthing useless then recraft something useless only to do it over and over to recraft it into something good are u kidding me this is crazy I'll end up in the nut house trying to keep up... Yes!!!! Yes!!!! I hate pve so what it just make me bored and sleepy I don't find anything fun about it especially using a tank...

Zynzyn
11-03-2015, 02:10 AM
Rogues dodges auto attacks and pet attacks alot. They crit a alot. The reason mages able to bring down rogue because of elondria gun proc . which is stacking armor. -100% dodge and -25% armor reduction and root. The 100 dodge reduction is crucial.
On the other hand warriors are easy target. They can't run. They can't hide. All their auto attacks and pet attacks get dodged by rogues. They can't take constant crits from rogues. All skill CD are long. More armor is not helping. Most skills needs charge to work properly. Eg. jugg, vb , axe, heal, wm, rally cry. All needs to be charged. So the charging time comes to play. Also there is this global CD on skills and animation delay on skills.

These are the major drawbacks of warrior. But the real reason is warriors can't never ever spam skills like rogues and mages do.

Just my thoughts

Talking about pvp (I am not commenting on warrior role in pve) AL PVP is not meant to be class vs class. Why do people judge tank ability to kill rogues or mage ability to kill tanks? CTF and TDM = team vs team. You all are just pestering sts to solve a non-existent problem.

Most "buff tank" posts do not even elaborate on how to and if it will work. The fact that there are so many of buff tank threads is just herd mentality, sheep following sheep who expect that sts will just buff a class because a few and their alts are building pressure with repetitive threads on the same topic.

Redjellydonut
11-03-2015, 02:31 AM
Yess!!! Tank are always dependent on mage and rogues can we like roam on out own!?? Please!! :) love u sts :*

Metoxx
11-03-2015, 03:18 AM
For all the tanks sake... YEEESS

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Untung
11-03-2015, 04:55 AM
Yes, save warriors before extinct

rustygun
11-03-2015, 08:55 AM
Talking about pvp (I am not commenting on warrior role in pve) AL PVP is not meant to be class vs class. Why do people judge tank ability to kill rogues or mage ability to kill tanks? CTF and TDM = team vs team. You all are just pestering sts to solve a non-existent problem.

Most "buff tank" posts do not even elaborate on how to and if it will work. The fact that there are so many of buff tank threads is just herd mentality, sheep following sheep who expect that sts will just buff a class because a few and their alts are building pressure with repetitive threads on the same topic.

You Obviously haven't been reading... Juggernaut is like mage acane shield and rogue razor shield when it break fast you die. On jug I get instant stun by mages add a rogue and instant death is sure on nekro, heal and jug you last a little longer even if u reach second heal you still go die while taking damage because mages and rogues out damage our heal.... Mages and rogues out heal tank damage always they have intant hp refil and over time heal is more than the damage we dish out if a tank is not on jug then heal! Hp recovery is impossible unless mage and rogue back off death is sure... 45 sec CD jug, 15 sec CD heal and nekro with all theses skills active is the only way a tank can last a little longer and good luck making it to second heal even if you do make heal still useless by iitself... You taking 2k-3k critical... Tank heal don't instantly recover heal bubble 2 sec immunity then 1k overtime heal per sec continue for a few seconds when tank heal rogue and mages recover HP faster than us... We were build to take DMG so sts plz fix issues so we can serve our purpose

rustygun
11-03-2015, 09:01 AM
Because most players never look at it as a whole. Your right, everyone wants to buff this buff that. But in Reality, Wars and Mage are fine in all Lvl for PVE and PVP. It's just that the Rogs are just too OP in ALL lvl of PVE and PVP.

Rog should have a slightly nerf, because:

1. That gives War a chance to be grp for PVE.
2. Mage similar to #1
3. PVP will slightly be Balance.

That's the lesser of Two Evils.

The more Players want's buffs for certain classes, the more it will be broken.

Most Rogs who will read this will probably disagree, because they want to be OP in ALL lvls, they just don't care about the stability of the game.

Hate nerfing again if sts nerf rogue they gona have to nerf mages the at equal now.. Easier to fix tank

Shobhit Chaturvedi
11-03-2015, 09:07 AM
Hope STS work out a solution for class imbalance!

rustygun
11-03-2015, 09:19 AM
The reason a rogue kill Tanks faster aim shot skill... Reduce armor increase critical and maximize critical dmg by %250... Mage lightening do not reduce armor but maximize critical dmg by %250... Theses skills CD fast 3 sec for aim I think 4 sec for lightening we need jug fix... No nerfing just make skill better for long 45 sec cd time and not serving its purpose render this skill useless but we have nothing else to substitute rally cry is crap

boljackz
11-12-2015, 04:12 AM
any news on this poor tank?

Pedgon
11-12-2015, 09:51 AM
The reason a rogue kill Tanks faster aim shot skill... Reduce armor increase critical and maximize critical dmg by %250... Mage lightening do not reduce armor but maximize critical dmg by %250... Theses skills CD fast 3 sec for aim I think 4 sec for lightening we need jug fix... No nerfing just make skill better for long 45 sec cd time and not serving its purpose render this skill useless but we have nothing else to substitute rally cry is crap

2 sec for aimed shot and 3 sec for lightning ;)