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View Poll Results: Which of these is the most powerful?
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Underpowered/Overpowered?
Old 06-14-2009, 04:29 PM   #1
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Default Underpowered/Overpowered?

EDIT: This thread has turned into a crapstorm of begging for your own classes to be buffed. Let's try a poll instead, vote above.

Post here things that you feel are imbalanced in Nodiatis. Try to give numerical data where applicable. Also try avoid merely lobbying for your favorite class to receive endless bonuses in hopes of there being no way to counter them. There should be no class in Nodiatis that is able to defeat all other classes. Losing a duel to a character tailormade to counter your particular class should be expected, not reported as an imbalance.
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Old 06-14-2009, 04:38 PM   #2
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I feel that melee has a very extensive selection of weapons to choose from.For archery,perhaps more epic bows,with variable speeds and damage.As for casters,far more staves are needed in the epic category.

Moreover,epic weapons for each class are not unique enough.Compare for example the staff of native to the lv 69 epic staff.Almost identical in terms of effects.Likewise,compare all epic bows except the level 9 one.The level 9 one is still used by lvs 60+ for its unqiue effect. It's such items that all epics need to be.

Last edited by Faithfulservant; 06-14-2009 at 04:42 PM..
 

Old 06-14-2009, 04:38 PM   #3
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In my opinion all caster classes should start with more gems in play other than auras, this puts them at a disadvantage of hoping one starts in play immediately or waiting for a draw.
I would suggest making the first 6 slots in the gem pouch work for any type of gems for casters based upon gem handling skill.
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Old 06-14-2009, 04:54 PM   #4
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I agree with flippy.I go cut off from editing so I'll continue:

I think archery and melee are quite close.Casters are not. Even if they have the best gems,best skills,they are limited in mana and energy.Moreover,the heals out there are not strong enough to counter the lower level melee/archery damage.A high level caster will be able to barely outheal a level 40 archer/melee.Don't get me wrong,casters are powerful when played right,but they are limited in regions as where the normal player is not.

Also,the healer classes are highly in disadvantage.Yes I am one,and here is my claim:
-Mages/melee/arch all give damage and can use healing gems.
-Melee/arch don't rely too heavily on mana/energy.
-Casters have to sacrifice M/E to heal with gems,and so sacrifice valuable damage output for times of recovery



-Healers cannot outheal the damage in pvp.(For pve they can,since mobs hit so low)


In my opinion,there needs to be more healing-type skills for staff users only.
Druids/priests/angels/pally currently have no skills that allow to heal extra while using a staff. Any other class can heal just as much as them (close to,+/- 15%).
Heal differences should be larger,for classes specialized in this art.

Also,the ress gem is underpowered.I think I speak for all healer classes when I say it sucks.Badly.If you want to give us a unique gem,make a decent one...ress is useless.
Played for 11 months,used it less than 5 times.


Another brief summary: Archer=Melee > Casters >>>>>Healers
 

Old 06-14-2009, 05:03 PM   #5
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I find PvP damage to be underpowered compared to PvE damage. You should be able to do a lot more damage on people whose skills/armor are not as good as yours compared to your weapon/s and skill.

I propose that you undo the PvE/PvP damage balancing update, just to make PvP more desirable. At the moment it is way to dependant on gems and battles take way too long.

The balancing also calls for builds to be far too similar, there are almost no difference anymore in "PvP/PvE" builds since the bonuses for focusing on PvP aspected skills/stats don't change that much.

Let us PvP'ers have a little bit of fun, let us enjoy creating PvP builds [and I'm speaking of melee'rs/archers, casters have their spells and most melee'rs/archers have low CNT anyhow].
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Old 06-14-2009, 05:06 PM   #6
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Oh and more gem slots for staff users would be appreciated.Casters often use:

Balance+Gem haste+Variable number of Healing over time or Recastable damage over time.

This makes space very limited in gem battle slots. Even with all six as a premium user,it just doesn't do justice for staff users.
 

Old 06-14-2009, 05:06 PM   #7
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I think that AC needs to be taken into account in pvp. So far, it's been underpowered and neglected, where only level determines how likely you are to hit your foe (stats too, like dex,etc).
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Old 06-14-2009, 05:09 PM   #8
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PvP needs much higher damage dealing.

Give PvP a damage boost dependant on AC/strength/skills.
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Old 06-14-2009, 05:10 PM   #9
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Or damage reduction based on higher ac then your hits can overperform =p

E.g., striking a foe who's way higher ac then your offence
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Old 06-14-2009, 05:16 PM   #10
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Quote:
PvP needs much higher damage dealing.

Give PvP a damage boost dependant on AC/strength/skills.
Quote:
Or damage reduction based on higher ac then your hits can overperform =p

E.g., striking a foe who's way higher ac then your offence
Agreed,it should go both ways.Not just up.
 

Old 06-14-2009, 05:24 PM   #11
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I agree with all that ^^

But we need higher PvP damage, I don“t even duel anymore it's that boring. I'm thinking of turning to WoW just for the BG's.
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Old 06-14-2009, 05:43 PM   #12
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I think warriors are underpowered as opposed to wepmasters. I am a wep master, and a warrior is barely ~5% more in damage for max hit. I think it deserves to be close to a gladitorial 20% and at the same time, wep masters need something that separates them from warriors. Min damage bonus isn't enough, as the max bonus isn't enough for warriors atm.

I think these classes are currently too similiar. I think perhaps archers/rangers are in the same situation. Need more class defining dfferences.
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Old 06-14-2009, 05:44 PM   #13
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I say get rid of Enrage and Berserk. Let us explore. Mobs shouldn't need a buff like those. They add up WAY to fast. after fighting a level 80 boss on berserk for 5 minutes is suicide un less you are about to kill it

Last edited by USAViper2127; 06-14-2009 at 05:46 PM.. Reason: more added
 

Old 06-14-2009, 05:45 PM   #14
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how about some stronger pets. more dmg/heal power. and NEW pets too
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Old 06-14-2009, 05:46 PM   #15
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No, I say keep it. It gives a bigger challenge to us all.
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Old 06-14-2009, 05:46 PM   #16
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Quote:
I say get rid of Enrage and Berserk. Let us explore.

No...mobs need to be stronger,not weaker...
 

Old 06-14-2009, 05:52 PM   #17
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enemies are underpowered.

it would be nice to see enemies with a wider range of stats, that would be harder or easier depending on your class

examples:

one guy has higher armor and lower health, making it harder for direct damage but easier for damage over time

-an enemy that can drain health like vampires, making it easier for evasive characters or higher armored players to kill

-enemies that use different types of gems, encouraging players to invest in magic blocking skills

these are just a few examples but you see where i am going with this
 

Old 06-14-2009, 05:53 PM   #18
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Wonderful idea spork, very good indeed.
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Old 06-14-2009, 05:54 PM   #19
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I agree with mac,generic mobs are unappealing.Improve mobs :P
 

Old 06-14-2009, 05:55 PM   #20
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I think 2H-ed weapons need higher damage capacities. Like coc said, I don't know anyone going that path.
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