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while there was all those tests StS was doing neither they nerfed mage shield nor warrior juggernaut, and each class was looking even in statistics, so why change it now? Why do you want to play with game balance again? The game PvP was never more balanced at this very moment. And btw you're forgetting that mages CAN die using fully upgraded shield, warriors CAN'T die using fully upgraded juggernaut!
Having spent the last few weeks in pvp as a close to max Mage (1 para, no eyes though, few Superb, Nobles and 1 exquisite jewel) the Blood Beach TDM matches seem pretty even. Sure, vs undergeared teams it's a wipe, but teamwork takes over during equally geared matches.
As Imbaaack said before, Rogues with speed set are nearly unkillable. I've seen plenty of rogues die quickly and plenty survive. Usually because they play well or there is good teamwork. No different for mages.
Wars are doing fine, and those with the Glint set plus Arc sword, even better.
The matches have been entertaining, especially when I'm on a class balanced team. That said, the second my shield goes down, I'm easy fodder for any rogue to pick off (or War to pull). So I have to be careful during that time.
Based on what I've seen, this proposal to nerf shield and Jug will put both classes at the mercy of Rogues. No doubt in my mind.
My .02
IGN: Cryformana, Drizzitty
IGN:
Rogue: Drizzitty
Mage: Cryformana
What is so hard for the mage community to understand?
Everyone is doing 50% less damage in PvP now. Yet the arcane shield STILL ABSORBS THE SAME AMOUNT OF DAMAGE IT ABSORBED BEFORE THE CHANGE, WHICH MEANS IT WAS ESSENTIALLY BUFFED BY THE CHANGE AND NOW ABSORBS 2X MORE DAMAGE THAN IT SHOULD.
VROOM HAS POINTED THIS OUT.
A unintended 'somewhat bug' benefitting a class (regardless of how) (just like the wildfire proc) is nevertheless subject to fixing.
From this point i'll be treating the fact that the arcane shield absorbs 2x more damage than it should as a BUG that needs fixing.
Last edited by Breakingbadxx; 08-07-2016 at 05:15 PM.
This has now become a request for a bug fix.
A bug the developers themselves discovered.
Last edited by Breakingbadxx; 08-07-2016 at 05:16 PM.
DUDE WHAT CAN YOU NOT UNDERSTAND
While they were doing those tests with damage nerfs in pvp jugg and arcane shield stayed absolutely same, and all classes were even said by STS, so why tf you gotta cry and bring in the imbalance again?
I should mention, I was prepared for all the insults and attempts at getting this thread locked due to drama from members of the mage community.
I am so tired to fight for equal and fair pvp experience for boths sides in forums. This is not my job, this is the developer team's job, they should be aware of the issues and act acordingly
cleaerly as almost Every single rogue and some of the mages and warriors agree on the "dps" class rogue is currently useless in pvp, period.
And I'm pointing at a bug
Sadly, this fix may hurt the mage class but they will learn to get over it and develop new strategies.
Haven't warriors and rogues learnt to get over such?
*Rogue armor nerf
*Rogue damage nerf
*Rogue combat medic nerf
*Rogue aimed shot nerf
*Warriors elondrian bulwark nerf
*Warriors lvl 46 arcane sword nerf
*Warriors gear progression
Regarding these as 'bugs that were fixed' further supports me btw.
Last edited by Breakingbadxx; 08-07-2016 at 05:45 PM.
TBH nobody wants balance. Everyone wants to kill other class very easily.
And this global Nerf thing was about only damage and health regeneration as far as I know.
If you guys want to Nerf arcane shield by 50% then Nerf everything by 50% why exclude crit dodge health and other stats too. Don't forget about nekro damage reduction too plz.
Make it twink legends.
Doesn't the 50% dmg reduction for mage sheild halve all damage? Seems prety balanced to me since the developers said they were only halving health and damage.
For example if you get hit by 1k dmg when you had a sheild up, you would take 500 dmg (b4 pvp nerf)
So now if you get hit with 1k dmg its now 500 due to nerf and then 50% reduction from sheild gives it 250 dmg taken.
It seems like sheild is doing what is supposed to, why not buff rogues instead?
Is this correct or am i missing something here?
Any class with speed set is hard to kill. If you hit a speed set rogue, he will die. If you hit a speed set sorcerer, he will die. However, in the times you don't, they are hard to kill.
If only rogues had speed set, Imbaaaack's statement would make sense. However, this is not the case. All classes have speed set and all of them are deadly when they use it.
That still doesn't render the fact rogues do not have a place in team based PvP if warrior and sorcerer stacks are present invalid. Also, sorcerers have built in speed debuffs in their skills that render a speed set rogue useless. You land that one skill and a speed set rogue is suddenly pure food. The same goes with any other class.
In fact, I would argue that a speed set sorcerer is more deadly than a speed set rogue. The reason being it is impossible to speed debuff a sorcerer with shield. So, a sorcerer can debuff other's speed set and render it useless with skills like ice whilst still keeping the speed themselves.
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The reason 7/21 proposed change were shelved is very simple: the idea of nerfing creates a massive backlash and significant player anger. Nerfing should be a last resort, not the first option. These particular proposed changes I strongly disagree with because they the benefit reduction is so severe. It also makes little sense because, after a few expansions, the damage reduction of shield/jugg would scale to almost nothing. It's very counter intuitive.
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