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Camelot Unchained

Camelot Unchained 

General Discussion  » The ONE thing I don't want to see from DAOC......

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52 posts found
  Odaman

Novice Member

Joined: 2/17/13
Posts: 195

3/15/13 4:36:17 PM#21

You could also pre purge if you knew a stun was coming (and usually you did) from a melee which as previously stated were the only stuns non hybrid melee had to worry about. 

Anyway... for me it'd have to be buffbots, but since those are already out I  can agree that the underwater combat of daoc was not the most fun.... I still remember doing bomb groups and pulling the zerg to the edge of the water and watching them instantly die when they dove down ;) I know they changed it later, but it was broken for a long time.

  kaltahn

Novice Member

Joined: 12/12/10
Posts: 31

Spoiler: He was dead the whole time.

3/15/13 4:44:19 PM#22
Bladeturn, or any variant of it, should be eliminated.
  Niix_Ozek

Novice Member

Joined: 2/26/13
Posts: 404

3/15/13 5:11:05 PM#23
Blade turn was a key important part of having the interuptable system, casters would get crushed so much harder without BT :\

Ozek - DAOC
Niix - Other games that sucked

  grimjakk

Novice Member

Joined: 1/01/06
Posts: 195

3/15/13 9:25:54 PM#24
Originally posted by DavisFlight

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

 

Which a LOT of people pointed out at the time.  Those who weren't busy flooding the battlegrounds and Darkness Falls with their new flavor-of-the-week alts.

  Rhoklaw

Elite Member

Joined: 1/12/04
Posts: 3150

$500 Backer to 2015's Top New MMO... The Repopulation!

3/15/13 9:45:14 PM#25
Originally posted by grimjakk
Originally posted by DavisFlight

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

 

Which a LOT of people pointed out at the time.  Those who weren't busy flooding the battlegrounds and Darkness Falls with their new flavor-of-the-week alts.

Because it took a whole 2 hours to get power leveled to 20, it just made sense to let everyone have access to it. /level 20 or for low pop servers /level 30 was not a problem and allowed people to bypass lower level shenanigans in hopes of enjoying some higher level BG fun quickly. Let's face it, aside from BG's, DAoC was not known for its quest storyline quality or PvE in general. DAoC was fun because of RvR which is another reason the /level system was implemented. However, lets not forget, people who did use that didn't benefit from the extra stealth that power leveled toons received.

  Kinchyle

Novice Member

Joined: 9/20/10
Posts: 286

3/15/13 9:47:12 PM#26
Originally posted by naezgul
Underwater swimming/combat

Have fun with that. The more ways to play, the better. Except for you.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

3/18/13 10:25:00 AM#27
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight

I don't want to see instances. Or 9 second stuns that last long enough to get a heavy tank killed before his purge even goes off... It would be nice if you could attune armor to be more magic resistant than melee resistant. It would have to be distinctive, so that plate clad tanks would go after the tanks in weaker magic resistant armor, and casters would be able to see if their target is decked out with resists.

But I just want an OPTION for tanks to have SOME HOPE against casters, unlike they did in DAoC.

This makes no sense ... If you have purge and can't get it off over a 9 second stun you have more problems than game mechanics.

Tanks always had hope against casters in daoc lol, you had high Hit point, before casting speed % increase a tank could catch a caster easy and with stuns / snares / interuptable spells deal with them handedly.

You seem confused. Either that or you didn't play after ToA.

ToA inflated casters ability to do damage far beyond what they should have been. It also made them beefier and harder to kill once in melee.

Purge I takes about 2-3 seconds to actually go off. After ToA, casters (looking at you enchanters) were so overpowered that they could drop a heavy tank in those 3 seconds. An armsman, with buffs and high hit points went from full health to dead, before purge could go off.

They fixed this, in a sloppy way, about 3-4 years after the fact.

 

 

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

I played after ToA, but pretty sure 95% of the people that want CU are ones that loathed the TOA expansion so should disregard a lot of content after that mistake of an expansion.

Purge took 5 seconds to go off, and if you used it on a 9 sec stun, maybe that was a mistake? Not to mention caster stuns lasted half a second on tanks, and like i said Toa and %cast speed 25% and dmg/etc 10% was a real problem that made casters >> tanks, but tanks/ melee still played major roles and 1 on 1 could take out a caster easy.

Shouldn't talk about aspects of the game that were already broken because of ToA, everyone agrees is was a bad expnasion that really ruined the game.

PS you should prob have got purge 2... and purge 1 took 5 seconds to go off.

This is all nor hear nor there, 9 seconds was a long ass melee stun that to avoid people whining should lower max stuns to 5 seconds, but it also encourages people stragically thinking about positioning as to not get caught in a 9 second stun.

I think tanks anytime 9sec stun ( slam ) was what made them so amazing in pvp, and it was because the stun was 9 seconds. Interuptable spells handles a lot of these issues, as it should be your teams responsibility to not let casters start pbaoeing your tank after getting caught in a 9sec stun.

You could also spend your realm points to increase magic resistance. Also its a rock paper scissors game there will always be situations similar to your complaint, just have to work as a team to counter it.

I don't know where you're getting the "stuns last 1 second on tanks" because that wasn't the case when I played (stopped around 2006).

The 9 second stun that tanks could do with shield bash had drawbacks. The most obvious is, you had to get in melee range, which was a huge challenge due to the massive amounts of CC that could get thrown in your way. And it only takes one stun, as I said, to kill a tank if you were a DD class. The second is, you had to put precious spec points into shield, which meant you were gimped against other tanks more often than not, who specced in two handed weapons.

Whereas a caster 9 second stun had a huge range, and required little to no skill to get off. Even if you snuck up on a caster in melee range, they'd have a blade turn that would block your first hit, then they could quick cast their 9 second stun. And 90% of the time they wouldn't use those moments to run, they'd just stand there in melee range, and blow you away with nukes, knowing they'd kill you before purge even had a chance to go off. Usually.

Without a proper group to support you, Armsmen had a DISMAL experience in RvR. The problem was, not many people ever wanted Armsmen in their groups.

With determination caster stuns didn't even make tanks flinch... Only melee stuns were dangerous as they wern't affected by det.

No tank was gimped having to spec in shield, if you think so you clearly didn't spec your character properly. Every tank class could spec 42 shield 50 2hand weapon, and enough 1 hand weapon dmg to gain snare utility and sufficient damage.

You clearly never played a class with determination which was prob a failure in your part to spend your RA properly. Was the best Realm Ability possible to get as a light /heavy melee.

I dunno what groups you faced, but before caster extend groups took over after ToA and all the caster bonuses, 90% of groups i faced had at least 1 armsmen. If groups didn't use them, it was their lack of understanding of the class or no ones ability to play it properly ...

Wow, you're thick. I'm talking about after ToA. The entire time I've been talking about after ToA. And how was one supposed to be able to get det 5 and purge 3, when they couldn't survive more than a second in RvR to begin with? Due to all the problems I listed. And no, that hybrid build was incredibly difficult for armsmen, and albion tanks in general, to pull off.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

3/18/13 11:23:18 AM#28
Originally posted by shaodrin
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight

I don't want to see instances. Or 9 second stuns that last long enough to get a heavy tank killed before his purge even goes off... It would be nice if you could attune armor to be more magic resistant than melee resistant. It would have to be distinctive, so that plate clad tanks would go after the tanks in weaker magic resistant armor, and casters would be able to see if their target is decked out with resists.

But I just want an OPTION for tanks to have SOME HOPE against casters, unlike they did in DAoC.

This makes no sense ... If you have purge and can't get it off over a 9 second stun you have more problems than game mechanics.

Tanks always had hope against casters in daoc lol, you had high Hit point, before casting speed % increase a tank could catch a caster easy and with stuns / snares / interuptable spells deal with them handedly.

You seem confused. Either that or you didn't play after ToA.

ToA inflated casters ability to do damage far beyond what they should have been. It also made them beefier and harder to kill once in melee.

Purge I takes about 2-3 seconds to actually go off. After ToA, casters (looking at you enchanters) were so overpowered that they could drop a heavy tank in those 3 seconds. An armsman, with buffs and high hit points went from full health to dead, before purge could go off.

They fixed this, in a sloppy way, about 3-4 years after the fact.

 

 

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

I played after ToA, but pretty sure 95% of the people that want CU are ones that loathed the TOA expansion so should disregard a lot of content after that mistake of an expansion.

Purge took 5 seconds to go off, and if you used it on a 9 sec stun, maybe that was a mistake? Not to mention caster stuns lasted half a second on tanks, and like i said Toa and %cast speed 25% and dmg/etc 10% was a real problem that made casters >> tanks, but tanks/ melee still played major roles and 1 on 1 could take out a caster easy.

Shouldn't talk about aspects of the game that were already broken because of ToA, everyone agrees is was a bad expnasion that really ruined the game.

PS you should prob have got purge 2... and purge 1 took 5 seconds to go off.

This is all nor hear nor there, 9 seconds was a long ass melee stun that to avoid people whining should lower max stuns to 5 seconds, but it also encourages people stragically thinking about positioning as to not get caught in a 9 second stun.

I think tanks anytime 9sec stun ( slam ) was what made them so amazing in pvp, and it was because the stun was 9 seconds. Interuptable spells handles a lot of these issues, as it should be your teams responsibility to not let casters start pbaoeing your tank after getting caught in a 9sec stun.

You could also spend your realm points to increase magic resistance. Also its a rock paper scissors game there will always be situations similar to your complaint, just have to work as a team to counter it.

I don't know where you're getting the "stuns last 1 second on tanks" because that wasn't the case when I played (stopped around 2006).

The 9 second stun that tanks could do with shield bash had drawbacks. The most obvious is, you had to get in melee range, which was a huge challenge due to the massive amounts of CC that could get thrown in your way. And it only takes one stun, as I said, to kill a tank if you were a DD class. The second is, you had to put precious spec points into shield, which meant you were gimped against other tanks more often than not, who specced in two handed weapons.

Whereas a caster 9 second stun had a huge range, and required little to no skill to get off. Even if you snuck up on a caster in melee range, they'd have a blade turn that would block your first hit, then they could quick cast their 9 second stun. And 90% of the time they wouldn't use those moments to run, they'd just stand there in melee range, and blow you away with nukes, knowing they'd kill you before purge even had a chance to go off. Usually.

Without a proper group to support you, Armsmen had a DISMAL experience in RvR. The problem was, not many people ever wanted Armsmen in their groups.

the mathematics 9sec stun against det5 stoi 50% main resi tank= 9*0,5=4,5*0,3(det+stoi)=1,35sec ...

so your stun lasted 1,4 sec(daoc rounded to full 0,x) tell me a single caster who was able to kill a 2500 hp tank with full resis in 1,4 sec's ? a normal 2,8 sec cast needed like 1,2 sec with 10% cast speed and 375dex breakingpoint so you were able to cast at the tank standing infront of you 1 time ... i realy want to see that crit makeing a 350 dmg nuke(and for your enchanter nuking with a baseline nuke even less if its without a debuff) to a 2500+ nuke

 

daoc was balanced for group play and it was pretty well balanced most of the time and yeah melees needed some backup with rupts to get to a caster but when they hit that caster he dropped realy fast without heals

 

realy dont blame a system for your faults ... and since you told us that you needed 2-3 secs to purge(pressing a single button) well u know what i mean

Is this an alt account of the same guy, or just a troll? You can't say "Well stuns only last 1 second!" and then come back with "well,if you have all this hard to get stuff they last 1 second!" And purge has a built in 3 second delay, unless you get purge 3, which is again,difficult when you aren't able to kill anything. ToA changed the game and made casters gods.

Don't make idiotic assumptions when it is pretty clear you never played the game, much less the class.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

3/18/13 11:25:02 AM#29
Originally posted by samvenice

LOL @ failtanks whining about casters in a game where:

  1. every dmg spell "that matters" must be cast while standing still or it fails and you can't cast for a few secs;
  2. there is hard interrupt that locks down a caster forever just by looking at it - no setback, no "run and gun".
Apart from the obvious swings and fotms, daoc archtypes were decently balanced.
If anything, can discuss about realm balance (not talking about numbers) in some cases, but certainly the "omg im and I suck vs pls nerf" was laughable back then, it's laughable now.
 
Use Tactics! (couldn't resist!) ^_^
 

Hard interrupt for casters? Locks down forever? What would this be, exactly? Armsmen didn'thave a ranged interrupt. And with pulsing blade turn and quick cast, there was no melee interrupt either.

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

3/18/13 11:26:40 AM#30
Originally posted by Rhoklaw
Originally posted by grimjakk
Originally posted by DavisFlight

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

 

Which a LOT of people pointed out at the time.  Those who weren't busy flooding the battlegrounds and Darkness Falls with their new flavor-of-the-week alts.

Because it took a whole 2 hours to get power leveled to 20, it just made sense to let everyone have access to it. /level 20 or for low pop servers /level 30 was not a problem and allowed people to bypass lower level shenanigans in hopes of enjoying some higher level BG fun quickly. Let's face it, aside from BG's, DAoC was not known for its quest storyline quality or PvE in general. DAoC was fun because of RvR which is another reason the /level system was implemented. However, lets not forget, people who did use that didn't benefit from the extra stealth that power leveled toons received.

Actually, DAoC had perfect balance between its very good PvE, PvP, and crafting. ToA and /level 20broke that.

Can you gobs seriously not see the damage done by making it so that ALL the newbie areas were totally empty of veterans? In a game that had no tutorial, vets leveling up and showing newbs the ropes is what kept players playing the game. Idiots.

  Niix_Ozek

Novice Member

Joined: 2/26/13
Posts: 404

3/18/13 11:34:36 AM#31
Originally posted by DavisFlight
Originally posted by shaodrin
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight

I don't want to see instances. Or 9 second stuns that last long enough to get a heavy tank killed before his purge even goes off... It would be nice if you could attune armor to be more magic resistant than melee resistant. It would have to be distinctive, so that plate clad tanks would go after the tanks in weaker magic resistant armor, and casters would be able to see if their target is decked out with resists.

But I just want an OPTION for tanks to have SOME HOPE against casters, unlike they did in DAoC.

This makes no sense ... If you have purge and can't get it off over a 9 second stun you have more problems than game mechanics.

Tanks always had hope against casters in daoc lol, you had high Hit point, before casting speed % increase a tank could catch a caster easy and with stuns / snares / interuptable spells deal with them handedly.

You seem confused. Either that or you didn't play after ToA.

ToA inflated casters ability to do damage far beyond what they should have been. It also made them beefier and harder to kill once in melee.

Purge I takes about 2-3 seconds to actually go off. After ToA, casters (looking at you enchanters) were so overpowered that they could drop a heavy tank in those 3 seconds. An armsman, with buffs and high hit points went from full health to dead, before purge could go off.

They fixed this, in a sloppy way, about 3-4 years after the fact.

 

 

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

I played after ToA, but pretty sure 95% of the people that want CU are ones that loathed the TOA expansion so should disregard a lot of content after that mistake of an expansion.

Purge took 5 seconds to go off, and if you used it on a 9 sec stun, maybe that was a mistake? Not to mention caster stuns lasted half a second on tanks, and like i said Toa and %cast speed 25% and dmg/etc 10% was a real problem that made casters >> tanks, but tanks/ melee still played major roles and 1 on 1 could take out a caster easy.

Shouldn't talk about aspects of the game that were already broken because of ToA, everyone agrees is was a bad expnasion that really ruined the game.

PS you should prob have got purge 2... and purge 1 took 5 seconds to go off.

This is all nor hear nor there, 9 seconds was a long ass melee stun that to avoid people whining should lower max stuns to 5 seconds, but it also encourages people stragically thinking about positioning as to not get caught in a 9 second stun.

I think tanks anytime 9sec stun ( slam ) was what made them so amazing in pvp, and it was because the stun was 9 seconds. Interuptable spells handles a lot of these issues, as it should be your teams responsibility to not let casters start pbaoeing your tank after getting caught in a 9sec stun.

You could also spend your realm points to increase magic resistance. Also its a rock paper scissors game there will always be situations similar to your complaint, just have to work as a team to counter it.

I don't know where you're getting the "stuns last 1 second on tanks" because that wasn't the case when I played (stopped around 2006).

The 9 second stun that tanks could do with shield bash had drawbacks. The most obvious is, you had to get in melee range, which was a huge challenge due to the massive amounts of CC that could get thrown in your way. And it only takes one stun, as I said, to kill a tank if you were a DD class. The second is, you had to put precious spec points into shield, which meant you were gimped against other tanks more often than not, who specced in two handed weapons.

Whereas a caster 9 second stun had a huge range, and required little to no skill to get off. Even if you snuck up on a caster in melee range, they'd have a blade turn that would block your first hit, then they could quick cast their 9 second stun. And 90% of the time they wouldn't use those moments to run, they'd just stand there in melee range, and blow you away with nukes, knowing they'd kill you before purge even had a chance to go off. Usually.

Without a proper group to support you, Armsmen had a DISMAL experience in RvR. The problem was, not many people ever wanted Armsmen in their groups.

the mathematics 9sec stun against det5 stoi 50% main resi tank= 9*0,5=4,5*0,3(det+stoi)=1,35sec ...

so your stun lasted 1,4 sec(daoc rounded to full 0,x) tell me a single caster who was able to kill a 2500 hp tank with full resis in 1,4 sec's ? a normal 2,8 sec cast needed like 1,2 sec with 10% cast speed and 375dex breakingpoint so you were able to cast at the tank standing infront of you 1 time ... i realy want to see that crit makeing a 350 dmg nuke(and for your enchanter nuking with a baseline nuke even less if its without a debuff) to a 2500+ nuke

 

daoc was balanced for group play and it was pretty well balanced most of the time and yeah melees needed some backup with rupts to get to a caster but when they hit that caster he dropped realy fast without heals

 

realy dont blame a system for your faults ... and since you told us that you needed 2-3 secs to purge(pressing a single button) well u know what i mean

Is this an alt account of the same guy, or just a troll? You can't say "Well stuns only last 1 second!" and then come back with "well,if you have all this hard to get stuff they last 1 second!" And purge has a built in 3 second delay, unless you get purge 3, which is again,difficult when you aren't able to kill anything. ToA changed the game and made casters gods.

Don't make idiotic assumptions when it is pretty clear you never played the game, much less the class.

This is a different person I assure you, but he's entirely correct lol. Just because you didn't put points into det ( det 4 was sufficient for rvr, which required like r4l4 or something. It's no ones fault you wern't able to kill anything, I fought hundreds of dangerous feared armsmen in my DAOC time, i'm sorry you wern't one of them :\

50 pole, 42 shield, 39 weapon rest parry was just fine spec for an armsmen, and didn't gimp you one bit.

Aso everyone one this forum agrees ToA killed the game so complaining about post ToA casters is beating a dead horse, I believe I told you that.

No ones making idiotic assumptions, and from any comments you're linking its clear everyone talking to you has played the game, the class, and knows quite a bit more than you. That's fine we're just trying to educate you. I played an armsman just fine for almost a year ( half on the classic server and half when it got merged back to ToA ) and I never once felt "gimped" or "under welmed" So I will disagree with all your counter productive claims about the class and mechanics based on your false game mechanics understanding.

Ozek - DAOC
Niix - Other games that sucked

  DavisFlight

Apprentice Member

Joined: 9/25/12
Posts: 2594

3/18/13 1:35:43 PM#32
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by shaodrin
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight
Originally posted by Niix_Ozek
Originally posted by DavisFlight

I don't want to see instances. Or 9 second stuns that last long enough to get a heavy tank killed before his purge even goes off... It would be nice if you could attune armor to be more magic resistant than melee resistant. It would have to be distinctive, so that plate clad tanks would go after the tanks in weaker magic resistant armor, and casters would be able to see if their target is decked out with resists.

But I just want an OPTION for tanks to have SOME HOPE against casters, unlike they did in DAoC.

This makes no sense ... If you have purge and can't get it off over a 9 second stun you have more problems than game mechanics.

Tanks always had hope against casters in daoc lol, you had high Hit point, before casting speed % increase a tank could catch a caster easy and with stuns / snares / interuptable spells deal with them handedly.

You seem confused. Either that or you didn't play after ToA.

ToA inflated casters ability to do damage far beyond what they should have been. It also made them beefier and harder to kill once in melee.

Purge I takes about 2-3 seconds to actually go off. After ToA, casters (looking at you enchanters) were so overpowered that they could drop a heavy tank in those 3 seconds. An armsman, with buffs and high hit points went from full health to dead, before purge could go off.

They fixed this, in a sloppy way, about 3-4 years after the fact.

 

 

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

I played after ToA, but pretty sure 95% of the people that want CU are ones that loathed the TOA expansion so should disregard a lot of content after that mistake of an expansion.

Purge took 5 seconds to go off, and if you used it on a 9 sec stun, maybe that was a mistake? Not to mention caster stuns lasted half a second on tanks, and like i said Toa and %cast speed 25% and dmg/etc 10% was a real problem that made casters >> tanks, but tanks/ melee still played major roles and 1 on 1 could take out a caster easy.

Shouldn't talk about aspects of the game that were already broken because of ToA, everyone agrees is was a bad expnasion that really ruined the game.

PS you should prob have got purge 2... and purge 1 took 5 seconds to go off.

This is all nor hear nor there, 9 seconds was a long ass melee stun that to avoid people whining should lower max stuns to 5 seconds, but it also encourages people stragically thinking about positioning as to not get caught in a 9 second stun.

I think tanks anytime 9sec stun ( slam ) was what made them so amazing in pvp, and it was because the stun was 9 seconds. Interuptable spells handles a lot of these issues, as it should be your teams responsibility to not let casters start pbaoeing your tank after getting caught in a 9sec stun.

You could also spend your realm points to increase magic resistance. Also its a rock paper scissors game there will always be situations similar to your complaint, just have to work as a team to counter it.

I don't know where you're getting the "stuns last 1 second on tanks" because that wasn't the case when I played (stopped around 2006).

The 9 second stun that tanks could do with shield bash had drawbacks. The most obvious is, you had to get in melee range, which was a huge challenge due to the massive amounts of CC that could get thrown in your way. And it only takes one stun, as I said, to kill a tank if you were a DD class. The second is, you had to put precious spec points into shield, which meant you were gimped against other tanks more often than not, who specced in two handed weapons.

Whereas a caster 9 second stun had a huge range, and required little to no skill to get off. Even if you snuck up on a caster in melee range, they'd have a blade turn that would block your first hit, then they could quick cast their 9 second stun. And 90% of the time they wouldn't use those moments to run, they'd just stand there in melee range, and blow you away with nukes, knowing they'd kill you before purge even had a chance to go off. Usually.

Without a proper group to support you, Armsmen had a DISMAL experience in RvR. The problem was, not many people ever wanted Armsmen in their groups.

the mathematics 9sec stun against det5 stoi 50% main resi tank= 9*0,5=4,5*0,3(det+stoi)=1,35sec ...

so your stun lasted 1,4 sec(daoc rounded to full 0,x) tell me a single caster who was able to kill a 2500 hp tank with full resis in 1,4 sec's ? a normal 2,8 sec cast needed like 1,2 sec with 10% cast speed and 375dex breakingpoint so you were able to cast at the tank standing infront of you 1 time ... i realy want to see that crit makeing a 350 dmg nuke(and for your enchanter nuking with a baseline nuke even less if its without a debuff) to a 2500+ nuke

 

daoc was balanced for group play and it was pretty well balanced most of the time and yeah melees needed some backup with rupts to get to a caster but when they hit that caster he dropped realy fast without heals

 

realy dont blame a system for your faults ... and since you told us that you needed 2-3 secs to purge(pressing a single button) well u know what i mean

Is this an alt account of the same guy, or just a troll? You can't say "Well stuns only last 1 second!" and then come back with "well,if you have all this hard to get stuff they last 1 second!" And purge has a built in 3 second delay, unless you get purge 3, which is again,difficult when you aren't able to kill anything. ToA changed the game and made casters gods.

Don't make idiotic assumptions when it is pretty clear you never played the game, much less the class.

This is a different person I assure you, but he's entirely correct lol. Just because you didn't put points into det ( det 4 was sufficient for rvr, which required like r4l4 or something. It's no ones fault you wern't able to kill anything, I fought hundreds of dangerous feared armsmen in my DAOC time, i'm sorry you wern't one of them :\

50 pole, 42 shield, 39 weapon rest parry was just fine spec for an armsmen, and didn't gimp you one bit.

Aso everyone one this forum agrees ToA killed the game so complaining about post ToA casters is beating a dead horse, I believe I told you that.

No ones making idiotic assumptions, and from any comments you're linking its clear everyone talking to you has played the game, the class, and knows quite a bit more than you. That's fine we're just trying to educate you. I played an armsman just fine for almost a year ( half on the classic server and half when it got merged back to ToA ) and I never once felt "gimped" or "under welmed" So I will disagree with all your counter productive claims about the class and mechanics based on your false game mechanics understanding.

You fought pre ToA armsmen. I played pre and post ToA Armsmen for 7 years.

You are outright WRONG about this. And you keep backpeddling instead of admitting it. The fact that hybrid was the ONLY slightly viable spec helps point the problem.

Det and Purge 3 require a ton of RPs, which are hard to get when you're an unpopular class that can get killed in 3 secs by almost all ToA casters.

  Niix_Ozek

Novice Member

Joined: 2/26/13
Posts: 404

3/18/13 1:45:58 PM#33

You didn't point out anything i'm wrong about... so please enlighten me.

Hero got moose

arms got plate

warriors got 2hand in their 1 hand spec line

That's how it worked, heros and arms wern't gimped at all. That's such a cop out.

 

ToA Casters could 3 shot anything if you got debuffed, whaaa whaaa that's just how the game worked. You are trying to single armsmen out for being gimped and they never were... not to mention they were a defensive character so if you're getting 3 shot you're likely in wrong position lol

Ozek - DAOC
Niix - Other games that sucked

  Kiyonori

Advanced Member

Joined: 5/13/04
Posts: 42

3/18/13 2:20:20 PM#34
Originally posted by Rhoklaw
Originally posted by grimjakk
Originally posted by DavisFlight

And I'll add another thing I never want to see. /level 20. It did more damage to the game than almost any other feature.

 

Which a LOT of people pointed out at the time.  Those who weren't busy flooding the battlegrounds and Darkness Falls with their new flavor-of-the-week alts.

Because it took a whole 2 hours to get power leveled to 20, it just made sense to let everyone have access to it. /level 20 or for low pop servers /level 30 was not a problem and allowed people to bypass lower level shenanigans in hopes of enjoying some higher level BG fun quickly. Let's face it, aside from BG's, DAoC was not known for its quest storyline quality or PvE in general. DAoC was fun because of RvR which is another reason the /level system was implemented. However, lets not forget, people who did use that didn't benefit from the extra stealth that power leveled toons received.

It basically killed the game for newer players, players who wouldn't have the higher level contacts to PL them.

  Vargur

Apprentice Member

Joined: 1/15/10
Posts: 143

3/18/13 3:49:38 PM#35
Originally posted by Niix_Ozek

You didn't point out anything i'm wrong about... so please enlighten me.

Hero got moose

arms got plate

warriors got 2hand in their 1 hand spec line

That's how it worked, heros and arms wern't gimped at all. That's such a cop out.

 

ToA Casters could 3 shot anything if you got debuffed, whaaa whaaa that's just how the game worked. You are trying to single armsmen out for being gimped and they never were... not to mention they were a defensive character so if you're getting 3 shot you're likely in wrong position lol

The fact that casters could 3-shot the toughest class in game should be a concern, especially when three spells took all of 4.2 seconds (if calculations earlier in thread are correct). Armsmen were not known for their speed across the plains.

 

Now, the ONE thing I don't want to see is NF with all its "wonders".

 

  Niix_Ozek

Novice Member

Joined: 2/26/13
Posts: 404

3/18/13 3:55:36 PM#36
Originally posted by Vargur
Originally posted by Niix_Ozek

You didn't point out anything i'm wrong about... so please enlighten me.

Hero got moose

arms got plate

warriors got 2hand in their 1 hand spec line

That's how it worked, heros and arms wern't gimped at all. That's such a cop out.

 

ToA Casters could 3 shot anything if you got debuffed, whaaa whaaa that's just how the game worked. You are trying to single armsmen out for being gimped and they never were... not to mention they were a defensive character so if you're getting 3 shot you're likely in wrong position lol

The fact that casters could 3-shot the toughest class in game should be a concern, especially when three spells took all of 4.2 seconds (if calculations earlier in thread are correct). Armsmen were not known for their speed across the plains.

 

Now, the ONE thing I don't want to see is NF with all its "wonders".

 

Most casters couldn't 3 shot Armsmen, lets make that clear. Also keep in mind if you caught a caster as an arms you could slam / 2 shot them with your pole so it is jsut how the system worked not saying it was the best, but it was balanced.

RR10 casters with talents in spell damage, 10% spell damage etc. could with debuffed.

Red resist debuffs were huge and would allot 600+ damage spells which could 3 shot armsman, granted that arms prob has red str/con debuff dropping his hits etc.

There are a lot of factors good players utilized to be able to 3 shot classes, some just got insane with the ToA Bonuses.

 

Ozek - DAOC
Niix - Other games that sucked

  Vargur

Apprentice Member

Joined: 1/15/10
Posts: 143

3/18/13 6:31:23 PM#37
Originally posted by Niix_Ozek
Originally posted by Vargur
Originally posted by Niix_Ozek

You didn't point out anything i'm wrong about... so please enlighten me.

Hero got moose

arms got plate

warriors got 2hand in their 1 hand spec line

That's how it worked, heros and arms wern't gimped at all. That's such a cop out.

 

ToA Casters could 3 shot anything if you got debuffed, whaaa whaaa that's just how the game worked. You are trying to single armsmen out for being gimped and they never were... not to mention they were a defensive character so if you're getting 3 shot you're likely in wrong position lol

The fact that casters could 3-shot the toughest class in game should be a concern, especially when three spells took all of 4.2 seconds (if calculations earlier in thread are correct). Armsmen were not known for their speed across the plains.

 

Now, the ONE thing I don't want to see is NF with all its "wonders".

 

Most casters couldn't 3 shot Armsmen, lets make that clear. Also keep in mind if you caught a caster as an arms you could slam / 2 shot them with your pole so it is jsut how the system worked not saying it was the best, but it was balanced.

RR10 casters with talents in spell damage, 10% spell damage etc. could with debuffed.

Red resist debuffs were huge and would allot 600+ damage spells which could 3 shot armsman, granted that arms prob has red str/con debuff dropping his hits etc.

There are a lot of factors good players utilized to be able to 3 shot classes, some just got insane with the ToA Bonuses.

 

Truth to be told, I didn't see many Armsmen in NF post-ToA, so the exact number of spells needed to drop them is uncertain. Might be 5 or maybe 6.

Problem with the Armsman's (warriors and heroes also) slam/pole 2-shot is two folded:

1. You had to get to melee range, with casters with snares/mez/stun to give them additional time to get off the necessary spells.

2. Blade turn and Brittle guards negated the slams, making it time consuming to get slam off.

The point is that spell damage was not subject to the DPS limitations melee was checked by, making spell damage very potent in comparison to melee.

  neutrofl

Novice Member

Joined: 3/18/13
Posts: 2

3/18/13 7:03:39 PM#38
I know, DAoC never had them (luckily), but WAR had a lot of knockbacks. If I ever see a single knockback in CU I will quit and never come back. So f*ing annoying...
  BowbowDAoC

Novice Member

Joined: 5/11/10
Posts: 482

3/18/13 10:54:42 PM#39

/assist

 

make people work, dont let a /macro make it easier for them.

Bowbow (kob hunter) Infecto (kob cave shammy) and Thurka (troll warrior) on Merlin/Midgard DAoC
Thurka on WAR

  ArzhAngel

Novice Member

Joined: 11/02/04
Posts: 433

3/19/13 6:29:39 AM#40
stealther/ and or stealth attacks.
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