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Thread: Please address the clear imbalances related to the warrior class

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Khicho View Post
    You are speak as if the game is designed to account for the classes current strength and weakness. The game is designed to spam potions to stay a live, use elixers to increase damage and accomplish damage mitigation, and ankh for quick resurrection. All this makes the class roles non existence. So rather than redesigning the entire game just make it so no matter what class you play you enjoy pve.
    If you give one class the advantage the other two have and more, you're gonna have to do that for them too or else there's no balance. Where will that lead? To classes being merely different character skins. That's not the way to go.

    Creating environments and situations where a specific class's skill is the only way through would work. Or cross-class combos to make up for the dps loss and party buffs for having one of each in the map. All suggested multiple times to no avail.

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    Pve warrior what a joke. Most of you guys suggested giving mobs more hp and stronger attacks to make tank more attractive to the group. Well that back fired big time now we need more Dps to take down the mob so warriors are still out.
    Sts tends to give ppl what they want with a little twist.

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    Maybe limiting use of ankhs per run and cooldown on use of health and mana pots. Maybe it will force rogue to depend on warrior and mage for survival. Just a thought.

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by yubaraj View Post
    Maybe limiting use of ankhs per run and cooldown on use of health and mana pots. Maybe it will force rogue to depend on warrior and mage for survival. Just a thought.
    Ankh limit will just force slower runs with different tactics like reset half the mob group, kill the other half and then finish off the ones reset. Cd on potions just means many more warrior deaths and way too many more sorcerer deaths since rogues have about 5x their dodge while ranking second in survivability in terms of hp-armor. This would also inevitably equal slower runs without making them any more interesting or fun.

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    Quote Originally Posted by Madnex View Post
    Ankh limit will just force slower runs with different tactics like reset half the mob group, kill the other half and then finish off the ones reset. Cd on potions just means many more warrior deaths and way too many more sorcerer deaths since rogues have about 5x their dodge while ranking second in survivability in terms of hp-armor. This would also inevitably equal slower runs without making them any more interesting or fun.
    And it would further encourage all-rogue runs, since between dodge and ranged bow attacks, they are the only ones unlikely to be affected by such restrictions.
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    Senior Member Madnex's Avatar
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    Quote Originally Posted by Trojan2100 View Post
    Pve warrior what a joke. Most of you guys suggested giving mobs more hp and stronger attacks to make tank more attractive to the group. Well that back fired big time now we need more Dps to take down the mob so warriors are still out.
    Sts tends to give ppl what they want with a little twist.
    IMO another thing that makes warriors still sit out is the low mob count per group. Traditionally in games where tanks are a necessity the advantage a good tank and an experienced AoE mage make basically relies on large pulls, with mobs having an incredibly large leash range to support it. Something that was actively enforced in the new maps was the exact opposite - small groups with short leashes (to combat latency but ...yeah).

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    Quote Originally Posted by Madnex View Post
    IMO another thing that makes warriors still sit out is the low mob count per group. Traditionally in games where tanks are a necessity the advantage a good tank and an experienced AoE mage make basically relies on large pulls, with mobs having an incredibly large leash range to support it. Something that was actively enforced in the new maps was the exact opposite - small groups with short leashes (to combat latency but ...yeah).
    We can probably blame sts on this pne. They DID say that their game engine couldnt keep up with the high mob counts(or something like that? When they removed 3/4 of mobs in tindirin)

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    Quote Originally Posted by yubaraj View Post
    Maybe limiting use of ankhs per run and cooldown on use of health and mana pots. Maybe it will force rogue to depend on warrior and mage for survival. Just a thought.
    I think mages are great in the new maps. Warriors, not so much.

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    Quote Originally Posted by Khicho View Post
    You are speak as if the game is designed to account for the classes current strength and weakness. The game is designed to spam potions to stay a live, use elixers to increase damage and accomplish damage mitigation, and ankh for quick resurrection. All this makes the class roles non existence. So rather than redesigning the entire game just make it so no matter what class you play you enjoy pve.
    i agree on this, mashing potions, lix, and ankhs only make tank or damage absorber class unnecessary..

    and fyi, it was mostly rogues players who asked to make elite rengol harder

    and also even though the mobs density is increased, with most skills have maximum target (mostly 5-6), it won't make large pulls faster
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    Quote Originally Posted by Khicho View Post
    I agree with everything that you said.

    Or one very simple fix to pve would be to leave everything as is and give tanks a MASSIVE damage boost. I mean lets face it the tank class as is has no current value so rather than changing the game just increase the level of damage to match rogues and mages and problem solved!
    I've been saying this for ages..thank you!

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    Warriors really needs buff specially in pve how come you expect a warrior to make gold if he cant find a party not all ppl are rich that they can make a mage or rogue just for pve!! Why the skills is called juggernaut if mobs brake it so easly? Lol
    In pvp warriors are still needed cuz in clashes but in vs is very hard now mage can kill a warrior so my point is and imo warriors are only needed in clashes

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    Quote Originally Posted by Mariohekmat View Post
    Warriors really needs buff specially in pve how come you expect a warrior to make gold if he cant find a party not all ppl are rich that they can make a mage or rogue just for pve!! Why the skills is called juggernaut if mobs brake it so easly? Lol
    In pvp warriors are still needed cuz in clashes but in vs is very hard now mage can kill a warrior so my point is and imo warriors are only needed in clashes
    Don't forget war also good for daily story token

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    Quote Originally Posted by Trojan2100 View Post
    Don't forget war also good for daily story token
    Lmfao! ^^^

    As far as this thread goes, it's all a moot point and has been posted several times. Stg doesn't have a clue how to fix it or it would've already been handled. Zzzzz

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    Quote Originally Posted by Trojan2100 View Post
    Don't forget war also good for daily story token
    Lmao warriors are useless for almost everything now excpet clash

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    Will there be a response on here from sts about this issue?

    It's tough playing a warrior with hardly any damage reduction or damage out put.

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    Quote Originally Posted by Madnex View Post
    So bottom line is, you're expecting to get more than sporadic kills in a clash instead of the dps. Tell us more about how pure tanks are doing that in any sort of team fights in any game?
    Go play Forsaken World and you will see Tank is KING of pvp

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    Quote Originally Posted by Warrior_NOT_MEDIC View Post
    Go play Forsaken World and you will see Tank is KING of pvp
    AL's warrior is basically a mix of FW's protector with FW's warrior (tank hybrid) if you compare their skill sets. AL doesn't have as many classes hence you can't really make that comparison.

    So of course in AL, even if a warrior specialized in damage dealing skills he would simply not be as effective as a rogue is in terms of single-target damage (only one of his highest-damage attack skills is single-target for warrior while all of rogue's are).

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    Just delete warrior on pve. And reroll Tetris on Gba.

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    Quote Originally Posted by Khicho View Post
    I am going to try very best to keep this post both positive and constructive. For starters I think it is important to recognize the recent efforts that have been made to balance AL in the way of loot distribution closing the player gap related to gear. And even though this post is/will be to point out several inconsistencies and weaknesses related to the warrior class. You (STS) have done a really nice job improving the sorcerer class. You have mad just the right amount of tweaks to offer them enough increased durability and damage to become a force.

    Now the issue at hand. I know this has been brought to your attention numerous times so nothing I am about to say will be new. The warrior class in AL has so many shortfalls that it is really difficult to know where to start. So maybe it is easiest to break it down into PVE and PVP.

    PVE:
    So for starters I have played many computer based RPG's such as EQ, WoW, and Warhammer. In all of these games the tank class has ALWAYS been one if not the most integral classes to successfully running PVE. Especially when it came time to engaging any end game boss. this couldn't be further from the truth in our game. In fact most groups simply avoid inviting warriors because they are dead weight. And honestly who can really blame them. The groups are more effective in terms dmg output and time spent running without them. Bottom line tanks are not needed at ALL in PVE. I realize that AL is not a computer based game but one of the attractive features to this game is that you can get similar gaming experience on your phone or tablet.

    PVP:
    This is the one area of this game that keeps the tank class alive. Because lets be honest if it wasn't for PVP there wouldn't be a single tank in AL. The warrior class in AL pvp is the most integral class. It is by far the hardest class to play because of the numerous responsibilities and the most sought after when it comes to clashes. And this is all GREAT except over the past two season tanks have been reduced to nothing more than giant pin cushions. Why? We do not do enough dmg to keep up rogues or mages so it is virtually impossible to kill and the few kills that we do get most of the time dont even off set the amount of deaths that we take. Again to reference other similar games the Tank class played with skill dominates every other class at it should.

    Please take this feedback as sincere and well meaning. There are so many things that could be done to resolve these issues and for the longest we have been promised that something would be done.
    I laughed when I read the responses. It seems that people dont notice that your complaining about the tank in pve not pvp. Pvp keeps warrriors alive. In pve warrior suck.
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    Quote Originally Posted by Madnex View Post
    If you give one class the advantage the other two have and more, you're gonna have to do that for them too or else there's no balance. Where will that lead? To classes being merely different character skins. That's not the way to go.

    Creating environments and situations where a specific class's skill is the only way through would work. Or cross-class combos to make up for the dps loss and party buffs for having one of each in the map. All suggested multiple times to no avail.
    That can work...

    IF, they implement the Loots necessary for that specific class that needs helps from other classes.

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