Please give us your opinion on which character is most powerful<form action="http://forums.ubi.com/eve/forums" method="POST" name="VOTE">
Please give us your opinion on which character is most powerful<form action="http://forums.ubi.com/eve/forums" method="POST" name="VOTE">
Please give us your opinion on which character is most powerful<form action="http://forums.ubi.com/eve/forums" method="POST" name="VOTE">
the fact that most servers tend to be mage dominant shows not only that they are the most easy to learn and use, but also that their very easy to get kills with, hence making them the most "powerful".
However, with that being said, a skilled assasin/warrior can take down the mages with relative ease should they be able to close range fast with enemy casters, and a balanced team will always persevere against a all mage team in a equal plane of skill.
I say take out autolock and do things about priestesses (such as make their bramble recast timer longer) then I would say classes would be about equal.
All in one, if you gather a pro; mage,priestess,warrior,archer and assissan.
All of them is lvl 6 (That is what I assume is the standard lvl).
It would be the priestess who win, with curse affinity they can do; 25 damage per secound (Depends how the player aim, but since this is a pro he's/her's aim is really about maximum)
Also a healing priestess (with stone skin ofcourse) is almost impossible to kill.
So I would say, that priestess have to stand still to cast healing/curse - And it would take longer. <-- something like that
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Also think you should make further nerfing on Bomberman:
.Assissan can still play "bomberman" even after nerf. I would say, remove self-triggered orb, and make normal orbs duration longer before it can be triggered. Now there is no assissans there can lay orbs and expect it to be triggered when chased (unless they already planted a orb there and lure the enemy into it)
I think that the orb should be for tactical use only, not for playing bomberman.
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Please dont remove Lock on/Auto lock. My favorite character is warrior, and the melee system is really the best i have ever seen.
(Seen warriors who dont use lock on/Auto lock, but that is really their choice, isn't it?)
But since there is some who dont approve of it, please, make it removeable when creating a server, so that it can be configurated after the host's eyes.<div class="ev_tpc_signature">
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In a world of might and magic.
With absolutely no mirrors.
Does evil rule!
After lorb was balanced mages really have more of an equal chance now.
Priestess is the only one I really have a beef with now, Assassins cannot reach them with brambles cast and they automatically see them anyway, Warriors cannot charge them with bramble on and even worse they cannot run away with brambles on. Archers dual/triple is useless because they cannot get close enough either.
I always thought multiplayer was designed for every class to be good vs 2 of the other classes and weak to 2. For example warrior is good vs mages and assassins and weak to priests and archers.
Anyone who complains about a corrupt priestess has no ground to stand on. Drill/trip arrow archers can take them down as well as mages. Also if you have played a corrupt priest after brambles and 4-5 corrupts to kill someone you are basically out of mana and useless till it fills or close to fills again. Of course tank classes will die to a priest thats how it was designed. priest > warrior/assassin and priest < archer/mage.
Now to balance a heal/stoneskin priest is simple jsut take away the staff. Then they are pure support and should live longer than other classes, you have to use teamwork and assist with your damage to kill the enemy support. Does that not make sense?
You either have to balance 1 v 1 or team v team pick one. I thought this multiplayer was suppsoed ot be team balanced.
I only have a couple small tweak suggestions that may help a little bit, not gaining stamina back while holding a stance attack as a warrior is fine IF it doesnt cost a whole bunch of stamina to swing. Only one of those penalties should be in effect: either gain it back while holding or make it cost nothing to swing.
Next is arrow travel speed should be increased, and tripple arrow damage needs to be reduced a bit. Archers should be more like snipers, dealing big damage from distance. At the moment they are used like huge one shot kill tanks. Going right up within melee range and releasing.
Assassins are fine, maybe tweak the orb thing. Priests are fine as well cept for the staff take it away or reduce the damage big time. And mages are pretty much fine as well since the patch.
The gameplay is nice just needs maps badly. Maps population and servers.
I agree totally with all of the above, espeically about the warrior stamina. Constant repeition is the warriors discipline, and swinging a sword full strength or in a series of small swings shouldn't fatigue him at all. If you attempt a power attack up close and for whatever reason your opponent manages to break away by a couple of feet (jumping to a higher level/over something/whatever) I generally find you don't have the stamina to catch them again.
Who ever heard of a warrior with so little endurance he couldnt catch his opponent?
Might seem from the post that i'm warrior biased, and that may be slightly true. Anyway my humble suggestions are;
Power attack doesnt cost stamina
or
Stamina recharges while holding a power attack
or
Give warriors a slight base stamina increase<div class="ev_tpc_signature">
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The Priestess is still the best class. They are not godmode as they once were, but they are still a head above the other classes.
If I had the choice to run a team in a tournament without class restrictions, it would be 5 priestesses.
During the TWL tournament, I basically solo'd enemy teams while retaining next to no deaths. The only time I died a lot was the my first tourney match after not touching the game for over a week (all 3 deaths).
Limiting bramble patches to one per priestess was a much needed change, however, I still don't need brambles to tank a team of melee indefinitely with proper movement, stoneskin, and self healing. Warriors and assassins should be able to counter BP's (battle-priestesses), sadly, warriors don't have the speed to keep up while doing consistent damage, and Assassins can't land their backstabs on me while I'm sprinting away or juke at the last moment before their hit lands. Warriors need better weapon range and starting regen rates, also they need to lose the stamina stoppage while charging stance hits. Assassins need a wider arc for backstab registration against opponents, and need to have their sprint speed augmented by backstab to be able to hit sprinters.
Dark Messiah open beta balance post:
http://forums.ubi.com/eve/forums/a/t...3/m/2631040874