Re: Equality vs. Diversity
Quote:
Originally posted by Hermione
Overequiping can create diversity but like the real world individuality is only good until it starts interfering with the rights of others. Many have spoken eloquently re the problems created by overequipping and how balance between classes is difficult or impossible to achieve with OE. So since we all fight the same enemies and even each other, IMO leveling the playfield a little will improve the game. I don't want to 'win' a game that gives me an advantage over my opponent that is impossible to overcome... what fun is that?
Rights? What rights? Explain please.
Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Carrah
Sure. But what difference does it make if you sit there in that room debuffed? Do mobs run out and conscript additional forces while you are rooted? Do they barricate the entrances? Do the mob engineers cast slayer droids? Do soldiers setup cannons?
No. All that happens is that you waste 3 minutes of game play sitting in that stupid empty room waiting for the buffs to wear off. How does this add to the game play for most of the population? Remember, if you want to RP, you can always sit there and do nothing. Not even heal. I prefer a way to remove the debuff so I can continue playing and having fun.
Okay, just to make sure we're both straight on this:
Ability to remove debuff = Good
Debuff removing itself if caster killed = Bad? ;)
Quote:
Originally posted by Carrah
No, they are not. Roots hinder the movement of the oponent. If you root a melee class and get out of range, you can kill them with impunity with your ranged weapon. These classes need a way to break roots. If you stack a dot with root, and get out of the zone, you will be able to take out the ranged classes as well.
That makes for more imbalance.
I know my roots usually break the minute I sneeze on the target. Or I haven't tried it lately. When I use my roots solo (trader AE and single target), I use them to isolate mobs. Never to kite. In team situations, it's the same thing. Keep the mobs at bay while the team concentrates on one mob. In missions it's too difficult, and sometimes too chancy with mobs opening doors and looking out, to attempt to get outside of range. In teams, things sometimes get too chaotic to attempt Root N Shoot. The only things I've seen it work against with a little consistancy are other players.
Quote:
Originally posted by Carrah
Personally I'd recommend that when SWG comes out, you stay here and continue to suggest improvements to AO. Flattery will get you nowhere.
Oh, and I forgot to add these:
:) :) :) and ;)
Ah yes, the savior of the MMORPG genre. Everquest is famous for finally achieving some semblance of balance then releasing an expansion to throw everything off kilter. I've read the propaganda on SWG (that's all it is to me until it's something more than pretty pictures). And there are balance nightmares and pitfalls in just what Verant is promising.
Re: Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Kuroshio
I know my roots usually break the minute I sneeze on the target. Or I haven't tried it lately. When I use my roots solo (trader AE and single target), I use them to isolate mobs. Never to kite. In team situations, it's the same thing. Keep the mobs at bay while the team concentrates on one mob. In missions it's too difficult, and sometimes too chancy with mobs opening doors and looking out, to attempt to get outside of range. In teams, things sometimes get too chaotic to attempt Root N Shoot. The only things I've seen it work against with a little consistancy are other players.
Then there is no problem with roots, right? They don't work at all? What are you arguing about then?
Re: Re: Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Carrah
Then there is no problem with roots, right? They don't work at all? What are you arguing about then?
What I was saying is that I don't think roots are intended to be used against the target you're currently fighting. They're to be used against the whoever is next after you killl your current target.
Roots in AO are almost purely crowd control. The times I've seen someone root a target and start killing from range has mostly been in PvP fights I've witnessed. And usually the target is new to PvP in AO. The newbie insists on chasing down someone he can't catch when the direction 180 degrees opposite is so much more inviting.
Equality vs Individuality
Well it is a game... so I'm talking about the right to a fair game and in this case a fair fight
Re: Equality vs Individuality
Quote:
Originally posted by Hermione
Well it is a game... so I'm talking about the right to a fair game and in this case a fair fight
Heavy OE'ing will still be in the game after 14.2 for those that pvp, may not be what it is now, but it will still be there.
So, fair fight? Depending on your POV, it will be, or will not be.
Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Kuroshio
The times I've seen someone root a target and start killing from range has mostly been in PvP fights I've witnessed.
That would be when one person runs into a 25% zone, roots someone, runs out and as soon as he's safe his friend dumps 3k damage on you in less than a second, right?
Now THAT'S PvP...
A.
Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Kuroshio
I don't think roots are intended to be used against the target you're currently fighting.
LOL, you cant be serious... Thats the only thing I do with my roots... And now you think it wasnt intended? Bah, lol, no further comment.
Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Re: Traders PVP and Nerfing
Quote:
Originally posted by Garzu
LOL, you cant be serious... Thats the only thing I do with my roots... And now you think it wasnt intended? Bah, lol, no further comment.
Dead serious. But you've proven your ability to see only what you want to see many times, so I'll explain it for everyone else.
Look at the way roots work. They hold the target until the target receives damage. They don't prevent the target from fighting back against anything within it's range. They don't last very long even if nothing attackes the rooted target. The way they work makes it so that attempting to the Root N Shoot tactic extends the length of the fight tremendously and almost impossible to do indoors.
But all of the characteristics of how roots work make them ideal for team and solo crowd control. They allow the caster to separate individuals from groups, reducing incoming damage. Since the rooted mob isn't the target, the root lasts it's entire duration which gives the caster time to finish whatever mob they're targetting. In teams, it allows crowd control professions to calm the incoming mobs buying the team more time to finish killing the single target.
Now which scenario for the roots works better: attempting to root and reroot a target to keep it out of range or rooting additional targets to buy time to concentrate on a single target?