#561
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What is too strong? Is a 60 shaman with torpor soloing fungi's too strong? Is a 50 necro root/rotting frenzy too strong? Is quad kiting things too strong? Is being able to handle two standard outdoor spawns too strong? 4? 6? I am really interested in this. Where is the line drawn? What about duo's? Should a duo be able to solo x, y, z? How do you quantify that? | |||
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#562
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#563
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#564
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Shit isn't classic. The drivel in this thread would result in the posters getting locked out of future beta's, that is how SoE handled it. | |||
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#565
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Blue didn't 'get wrecked' due to charm, green and teal are a blast, so what is actually getting wrecked besides your feels? There is always going to be a top dog, and it won't be a participation-trophy player, so the flood of tears won't ever stop. | |||
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#566
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The way chanters are played here you might as well just abolish all classes, and just have one generic class called "Fantasy Character" that has every ability in the game.
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#567
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I also completely disagree with you about charm. While yes, it is a powerful tool, there are many other powerful tools granted to many other classes. Making the argument that "if X is nerfed, then Y should be too", is perfectly reasonable. And if that is the rabbit hole, the question remains, where is the bottom? How many mobs should a person be able to kill per hour? Per minute? How many should a group? This is the foundation of the problem. How large of a camp should a single player be able to break and then hold? For a warrior in level appropriate gear, probably not very many. For a druid in an outdoor zone.... more? Where is your vision of the game? What do you think should, and shouldn't, be possible? I know this requires a lot more thought than a simple "charm OP, plz nerf", but I think putting things into absolute terms will really help clear up exactly where the problem lies, if indeed, there even is one. Edit: I wanted to respond to this logic down here. Quote:
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Last edited by Cuktus; 11-22-2019 at 01:21 PM..
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#568
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I really think people are barking up the wrong tree in regards to enchanter charm. From what was posted charm length seems pretty similar to 99 era. You should probably focus your efforts elsewhere, like pets taking xp in groups, npcs ksing xp on charm break, gcd nerf, recharge nerf, maybe summoning hate mechanics? Would the best enchanters be greatly affected? No, but you'd probably see far fewer enchanters being played the way they are now.
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#569
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Ench says.. i'm dps.. if you want CC.. get a bard or root the mob.... me... oh man it started storming here real bad... /quit.
I didn't quit. I just disbanded him. | ||
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#570
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Between this and charisma maybe not impacting charm (depending on implementation) that could be two very big differences!
__________________
Blue
-Propo Fol, Enchanter -Adeno Sine, Monk <Azure Guard> Green -Curare, Necromancer | |||
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