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    Quote Originally Posted by uzidredar View Post
    Do you realize that we have been saying this since Feb. 14 with no fixes of any kind?
    STS stated that this is not feasible as the game is meant to be played as a team and the sorcerer is to provide support from behind (with a pitiless number of kills of course which is the stick by which pvp is being measured).
    What they are telling us is that unless you want to help your rogue buddy amass the killstreaks you should not play pvp. Let's stop beating this dead horse once and for all please.


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    i found one thing interesting. there r only two replies from Devs in sorc class discussion section in forum. and have a look how many they replied in rogue and warriors. lol

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    Lim, that's cause nothing changes, rouges have best at everyrhing, im actually loving my rouge cause I destroy everybody lol... its so not fair...mages through sts have always, always, had best heal in game, now they have crap, I feel for them...warriors need a skill like razor or smoke that promotes secondary damage on top of primary skills.... gen, I love the concept of wins/losses, and if u leave a game that's a loss would make games fubber and more competitive. Ive given up on 1 vs 1 until sts fixes it. Warrior vs rouge, rouge wins 90% of time unless your norbeh...but one guy diguring it out doesn't mean warriors are good....warrior vs warrior is an hour long yawn fest, and warruor vs mage is poor mage. Its pointless right now so I just speced for ctf, as this is pretty balanced for teams imo, 1vs1 is not even close
    Last edited by Darko; 03-19-2013 at 12:14 PM.
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    Quote Originally Posted by Darko View Post
    Lim, that's cause nothing changes, rouges have best at everyrhing, im actually loving my rouge cause I destroy everybody lol... its so not fair...mages through sts have always, always, had best heal in game, now they have crap, I feel for them...warriors need a skill like razor or smoke that promotes secondary damage on top of primary skills.... gen, I love the concept of wins/losses, and if u leave a game that's a loss would make games fubber and more competitive. Ive given up on 1 vs 1 until sts fixes it. Warrior vs rouge, rouge wins 90% of time unless your norbeh...but one guy diguring it out doesn't mean warriors are good....warrior vs warrior is an hour long yawn fest, and warruor vs mage is poor mage. Its pointless right now so I just speced for ctf, as this is pretty balanced for teams imo, 1vs1 is not even close
    "gen, I love the concept of wins/losses, and if u leave a game that's a loss ;" I used to think this too. On my lvl 21, I was in quite a few matches with 25s last night. I don't want to penalized for leaving a match where everyone is 4 levels higher than me.

    Then again.. K\D means nothing except you got the kill shot. Like I said means nothing.

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    Blue, I agree the sorcer class gets ignored, most devs ive seen play rouge. .sam plays warrior but straight warrior, shield all armor type of warrior would get killed 1 vs 1, and sts made a ctf room, not 1 vs 1. I don't think you can balance both. ..ctf is ok rightnow now, just don't be alone or ur dead
    Last edited by Darko; 03-19-2013 at 12:17 PM.
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    Quote Originally Posted by Darko View Post
    Blue, I agree the sorcer class gets ignored, most devs ive seen play rouge. .sam plays warrior but straight warrior, shield all armor type of warrior would get killed 1 vs 1, and sts made a ctf room, not 1 vs 1. I don't think you can balance both. ..ctf is ok rightnow now, just don't be alone or ur dead
    I totally understand. i respec my mage for team support now. not getting kills as many as before but team r winning. hope STS not only rewards kills and flags. specially flags. its just too hard for little mage to carry the big dimond. lol

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    Since everyone keeps looking at my other suggestion, I'm gonna repost this one so it doesn't get lost...

    -Increase primary dmg and lower secondary dmg of mage skills. Currently a fireball will dmg all opponents by the same amount, lets say 250 dmg dealt to each. Now if you instead changed it, so that your primary target received higher dmg (eg 400) and the secondary targets received less dmg (eg 100), then mages would stand a chance in 1v1 and not completely lose their purpose as crowd control and aoe characters. This change would be really nice, if it only applied for pvp, since such change would greatly diminish mage skills in pve.

    Also while at mages, pls make total absorbed dmg from arcane shield linked to our dmg. Twinks complain about the shield being too strong and as we lvl up 500 hp is soon getting meaningless...

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    Problem is u can't balance twinks, and end gamers at same time...too many variables...I actually think twinks ruin the pvp balance for the rest
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    Balancing shield so that it would be related to your dmg would actually be good for endgame mages, as total dmg reduction would increase as they lvl up. Also it'd bring balance to twinks, as the reduction won't be op. I'm not saying balance everything for twinks, but in this case it would make sense (like all other skills) that the output of the skill got better as you lvl up. Why should a shield on a lvl 26 and a lvl 10 mage have the same effect?

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    Quote Originally Posted by Genuinous View Post
    Balancing shield so that it would be related to your dmg would actually be good for endgame mages, as total dmg reduction would increase as they lvl up. Also it'd bring balance to twinks, as the reduction won't be op. I'm not saying balance everything for twinks, but in this case it would make sense (like all other skills) that the output of the skill got better as you lvl up. Why should a shield on a lvl 26 and a lvl 10 mage have the same effect?
    This should be applied to the lifegiver regen effects too.

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    Quote Originally Posted by vholt View Post
    This should be applied to the lifegiver regen effects too.
    Lifegiver is directly related to your mana and hp. Whether it is strong enough is another question...

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    Quote Originally Posted by Genuinous View Post
    Lifegiver is directly related to your mana and hp. Whether it is strong enough is another question...
    No i mean the regen effects, like the regen 10 mana every second for 5 seconds or something like that. The regen effects are quite insignificant now

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    Quote Originally Posted by vholt View Post
    No i mean the regen effects, like the regen 10 mana every second for 5 seconds or something like that. The regen effects are quite insignificant now
    Oh I see... Yeah.. Those are quite pathetic...

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    a 100% chance of push proc on a charged weapon would be nice.

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    Quote Originally Posted by uzidredar View Post
    Do you realize that we have been saying this since Feb. 14 with no fixes of any kind?
    STS stated that this is not feasible as the game is meant to be played as a team and the sorcerer is to provide support from behind (with a pitiless number of kills of course which is the stick by which pvp is being measured).
    What they are telling us is that unless you want to help your rogue buddy amass the killstreaks you should not play pvp. Let's stop beating this dead horse once and for all please.


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    Funny that they keep asking if it is balanced.
    Pointless.

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    500 dmg observe is just not enough for game end pvp. it should be related to int as other skills. its more fair too every one.

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    Quote Originally Posted by warbluefish:1015356
    500 dmg observe is just not enough for game end pvp. it should be related to int as other skills. its more fair too every one.
    now that you guys mentioned it. the arcane shield dmg absorb cant hold long rogue's dmg and sorc dmg. i just hope this skill is part of their mages update as what swede mention.

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    Packs really do need to be nerfed, and ill show you a fair comparison between me and a top rouge. ..this will be a comparison of facts and not whining as some put it. ..we both have mythic end game gear. (No nefarious hooks), both woth malison for equal comparison my numbers look like this (latter is with vengeful buff)*darkko: health 4095/4595Dodge 2.8%Crit. 6.9%/31.9%Dam. 180.8/198.5Mana. 890Dps. 203.4%/223.3%Armor. 1141Rogue:AOIOHealth. 2554Dodge. 28.45%Crit. 17.42%Dam. 193.7Mana. 695Dps. 348.6Armor. 868Okay we will look at stats at 15 seconds since thats cd time and about how long a usual fight lasts... (1 vs 1 )With vengeful buff, adding horn with 25% increase at MAX output of 452 health, my warrior can have max health of 6855 during this 15 second period....this rouge with 15% add on, and 10% buff from piercer, can have total of 5872 during same 15 second period... (this does not incluse small buff from vengeful while being hit, and does not include selfheal, or healing effects for rouge) so basicaly this battle looks like thisI have 14% more healthI have 24% more armorThey have 91% more dodge ( balanced would be 14% more)They have 64% more dps (balanced would be 24% more)Now just looking at stats, warriors strength is health and armor, rouges strength is dodge, crit, and dps. Vengeful does help out crit. But basically there weakness os beong negated woth health packs added with a ridiculous dodge percentage, if a warrior.l wanted same dodge there health would be extremely low. We have no skill that helps us get close to their dodge or dps, so why should they have a skill that gets close to our health, combined woth dodge, they are very hard to kill (3/4) in final four in tourney were rouges. Mages are even worse, having 123-153 health plus 100 over ten seconds, however there shield is super nice....bit once shield is off they are like a squishy fluff, mages and rouges should swap health skills...
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    You mages gotta realize that the reality is your class is superior in PVE and not so much under 1v1 situations in CTF.
    If you really want to stand a chance vs rogues then that's basically asking for an AOE Aimshot or something similar to the bugged windmill which aint going to happen.
    I've pvped for quite some time over the last few weeks and the top mages do their fair share vs rogues or wars even so in no way are you guys THAT underpowered.

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    Quote Originally Posted by gundamsone View Post
    You mages gotta realize that the reality is your class is superior in PVE and not so much under 1v1 situations in CTF.
    If you really want to stand a chance vs rogues then that's basically asking for an AOE Aimshot or something similar to the bugged windmill which aint going to happen.
    I've pvped for quite some time over the last few weeks and the top mages do their fair share vs rogues or wars even so in no way are you guys THAT underpowered.
    And i think you should realize a properly made MMO is both balanced with pve and pvp, no classes should have any advantage in either of em they have their strong points but never should there be a disadvantage. Lemme guess you are a warr??? Roll a mage against a warr who knows how to cast a heal and tell me how it goes =))

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    Quote Originally Posted by Bootydots View Post
    And i think you should realize a properly made MMO is both balanced with pve and pvp, no classes should have any advantage in either of em they have their strong points but never should there be a disadvantage. Lemme guess you are a warr??? Roll a mage against a warr who knows how to cast a heal and tell me how it goes =))
    I'm not a war and I got all 3 classes so i'm talking from a neutral standpoint.
    And MMOs are never balanced.
    People play certain classes b/c they excel in certain areas.

    And mages are NOT at a disadvantage. Pro mages know how to play in a party to maximize their effectiveness while other mages (& too many of you) feel like they can be a rogue and go around pew pew pew for kills.

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