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Dark Age of Camelot Forum » Game Suggestions raquo; Give Fighters a fighting chance.

8 posts found
  Mynno

Novice Member

Joined: 2/20/04
Posts: 21

 
5/08/07 5:16:01 AM#1

For my wish I would like to see the melee types that use shields get the ability to either knock down their opponent or knock back their opponent. I think it would be a great tactic to knock an opponent off a keep wall for example. Think of the knock down as an interupt.

To me this ability makes perfect sense for those weilding a shield. You bash them and try to knock them off balance with your sheild. Since the game first came out  for the most part melee has had a difficult time against the ranged casters. This is just one small attempt to even the playing field a bit.

Oh and for casters could you please look into giving each realm an ability to counter the first magic spell to hit target much like the blade turn spell line for Runies. Of course make it where a player can only have one protection type up at a time. But again this would only make sense for a spellcaster to have some kind of counter to spells used against them all the time.

This idea has the added bonus of making people choose what they wish to defend against and helps neutralize the I mezzed you first I win problem. Yes I know about purge but it would be great to have a caster in your group that could using his spell line defend you against magic in the same way he or she could against melee damage.

  Daermonn

Novice Member

Joined: 4/19/06
Posts: 4

5/23/07 8:06:24 PM#2
Sorry, but shields don't need another move like that. If you spec to 42 shield (most people who can spec a shield do) you get Slam, and 9 second, any-time stun style. No prerequsite style, no position, just run up, and the person is out of the action for 9 seconds, which is more then enough time to whip out a two-handed weapon and beat them down. Any more interrupt would be over the roof.

DAoC
Hib Merlin

  Stormbow

Novice Member

Joined: 1/28/04
Posts: 195

Hardcore Gamer.

12/03/07 3:45:43 PM#3

Originally posted by Daermonn
Sorry, but shields don't need another move like that. If you spec to 42 shield (most people who can spec a shield do) you get Slam, and 9 second, any-time stun style. No prerequsite style, no position, just run up, and the person is out of the action for 9 seconds, which is more then enough time to whip out a two-handed weapon and beat them down. Any more interrupt would be over the roof.

Someone seems to forget that with Determination 5 (which every heavy fighter gets before anything else if they don't want to suck ass) and all the other related abilities, that 9 second stun lasts closer to 2 seconds on the people that are climbing those walls most of the time nowadays.

And a 2 second stun is nothing.  That's rarely even enough time to get a second attack against someone.

Even though I posted here, don't think I actually want to have a conversation with you.
Any replies to my posts will more than likely never be read by me.

  Daermonn

Novice Member

Joined: 4/19/06
Posts: 4

12/04/07 6:13:34 PM#4

Most tanks I've seen and played with only opt to det3 at max, even those at RR11+, where they can easily afford det5. Its far more economical to go purge3 and det3 than simply det5. Purge can be used for so many more things, and with det 5, it only effects crowd control-only mez and stun, I believe...-whereas purge can remove all dots, snares, etc. Back to the original point. Even if a heavy tank has det5, in addition to their innate abilities, and the stun from only lasts 2 seconds (not sure of the math on this, not saying you're wrong, simply stating I'm not sure), then don't stun a heavy tank, since you don't believe that it is worth your effort. Adding more interrupt abilities, such as the "WoW-esque" knockdown the OP suggested would shut down completely every other class. Healers, assassins, casters, support, archers--every other archtype would be devastated by another interrupt. Popular boards such as VN are filled with people "debating" (screaming) about how horrible stun and engage are, and how they so negatively alter the solo game. I believe that adding some sort of knockdown would, A) change the game for the worse, and drastically hurt other archtypes, and B) be recieved by the majority of the game population the same way 1.88's archer buff/nerf (depending on your point of view) was--with screaming and pointing fingers and people closing accounts. I do, however, agree that the heavy tank archtype as a whole needs more utility to make them a more viable class in both solo, group, and siege play. I particularly like style effects, such as heals, lifetap, and snares, though I'm not sure how much those will help out heavy tanks. Perhaps some sort of extra, unbreakable, speed5 would help the class, similar to (though I hate to reference it) WoW's warrior and the charge, though DAoC already has an ability like that in charge. Like I said, I'm not sure what would work best.

DAoC
Hib Merlin

  Stormbow

Novice Member

Joined: 1/28/04
Posts: 195

Hardcore Gamer.

12/09/07 6:50:27 AM#5

I think I agree with others that support all fighter classes getting the Charge RA.  It totally makes sense for them to have it.  It's what they do!  And as much as Mythic/EA dislikes the crowd control aspects of the game, I'm pretty surprised that all fighters don't get it.  (I mean, really, come on, they gave it to Valkyries along with spam heal that's not affected by disease poison and shield slam!)

At any rate, Det 5 or Det 3 and Purge 3, the tanks in-game aren't really slowed down by roots, stuns, and slams unless their RAs are down.

Even though I posted here, don't think I actually want to have a conversation with you.
Any replies to my posts will more than likely never be read by me.

  lorndarken

Novice Member

Joined: 4/21/05
Posts: 277

12/20/07 4:25:37 PM#6

playing a vampiir as a main, i find myself out in rvr getting taged alot by stealther squads,  and if i do come across  a tank class, im pretty sure to see his buddy healer healing him.

its a pain. but what can you do ?, i was thinking about this the other day and was thinking why not set it up so that vamps get their old hot % back but increase it a bit more  so that we can take damage too.

that was our only line of deffence that made the class sorta good. but with the nerfs to the class over the years i hate to even look at him anymore, being rr5L3 ml9 cl10  its very tough to even fight another mele dps  since they most likely have a i dont lose button somewhere  but stunning you , poping out of stealth for a good perf and then running away when they do get their butts kicked.

how do you balence a vamp ? answer is,  give back the old HoT % back the way it use to be,. then the fight should all come out  as close.

Btw my spec is 43 pir 50 sm, and for a 50 sm spec , its not that bad, just troublesome in solo fights in rvr

 

  Phaeron

Novice Member

Joined: 8/21/07
Posts: 22

http://www.seatwave.com/FileStore/SEASON/IMAGE/van-halen_001286_MainPicture.jpg

12/28/07 3:23:01 AM#7

Originally posted by Stormbow

 

Originally posted by Daermonn
Sorry, but shields don't need another move like that. If you spec to 42 shield (most people who can spec a shield do) you get Slam, and 9 second, any-time stun style. No prerequsite style, no position, just run up, and the person is out of the action for 9 seconds, which is more then enough time to whip out a two-handed weapon and beat them down. Any more interrupt would be over the roof.

Someone seems to forget that with Determination 5 (which every heavy fighter gets before anything else if they don't want to suck ass) and all the other related abilities, that 9 second stun lasts closer to 2 seconds on the people that are climbing those walls most of the time nowadays.

 

And a 2 second stun is nothing.  That's rarely even enough time to get a second attack against someone.

And someone seems to have forgotten that determination doesn't affect melee stuns.  Only caster stuns.

 

Take my word for it.  shields are already powerful enough as it is.  They don't need any other styles.  If anything, slam needs to be nerfed slightly.  There are far too many slam-2handers running around to where if your purge is down, you lose.

"I refuse to prove that I exist" says God. "For proof denies faith, and without faith I am nothing..."

  Ravkeen

Novice Member

Joined: 1/15/07
Posts: 311

I Salute U.

12/28/07 3:34:55 AM#8
Originally posted by Mynno

For my wish I would like to see the melee types that use shields get the ability to either knock down their opponent or knock back their opponent. I think it would be a great tactic to knock an opponent off a keep wall for example. Think of the knock down as an interupt.

To me this ability makes perfect sense for those weilding a shield. You bash them and try to knock them off balance with your sheild. Since the game first came out  for the most part melee has had a difficult time against the ranged casters. This is just one small attempt to even the playing field a bit.

Oh and for casters could you please look into giving each realm an ability to counter the first magic spell to hit target much like the blade turn spell line for Runies. Of course make it where a player can only have one protection type up at a time. But again this would only make sense for a spellcaster to have some kind of counter to spells used against them all the time.

This idea has the added bonus of making people choose what they wish to defend against and helps neutralize the I mezzed you first I win problem. Yes I know about purge but it would be great to have a caster in your group that could using his spell line defend you against magic in the same way he or she could against melee damage.

Right lets give shield tank another stupid overpowered ability. Let see they got slam, det, mls and they got their block ratio increased so much that any class without a shield is a stupid fight. There is no point to even fight them you will never see a chain off any style. Plus you will get blocked 80% of the time. To give shield tanks anything else is dumb.

Hi I'm Ravkeen!

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