Author | Content | Date |
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CARNAGE |
There's a reason zombie pads were reduced to 2% from the original 4%. Literally the same exact situation as it was back then.
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#121 2018/06/18 16:43:45 |
DEIMOS |
My op comment was about zombie pads not archers ;/ lol
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#122 2018/06/18 17:21:36 |
AFRO |
From skimming through the responses.. what makes archers OP with zombie is range and hit rate
So why not make it so that zombie proc (as well as others) works per click instead of per hit landed. Why not make it so that in range 1 that zombie proc is 4% so it encourages everyone to get closer to each other? If there is a way in pvp to know the hit and run archers vs the attacking and wanting to get closer to target archers then I would say those archers who is taking advantage of range by hit and running zombie proc should not work for them and only those who are standing and fighting should work for them... My issue with zombie proc range 1 is when you have a running target and you want to chase and kill.. this will never hit because as soon as a player sees it they will stay away from archers range 1... will make it such a boring game. At least the CTF slow aura could work nicely to slow down your opponent and fight them.
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[quote="AFRO"]From skimming through the responses.. what makes archers OP with zombie is range and hit rate
So why not make it so that zombie proc (as well as others) works per click instead of per hit landed.
Why not make it so that in range 1 that zombie proc is 4% so it encourages everyone to get closer to each other?
If there is a way in pvp to know the hit and run archers vs the attacking and wanting to get closer to target archers then I would say those archers who is taking advantage of range by hit and running zombie proc should not work for them and only those who are standing and fighting should work for them...
My issue with zombie proc range 1 is when you have a running target and you want to chase and kill.. this will never hit because as soon as a player sees it they will stay away from archers range 1... will make it such a boring game. At least the CTF slow aura could work nicely to slow down your opponent and fight them.
[/quote]
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#123 2018/06/19 00:07:10 |
ARYA_ |
you saying ppl will run from archers range 1? that makes no sense as it would be the same as a knuckler, no one runs from a knuckler just because they see zombie pants.
I might not be understanding your point which is why im asking. |
#124 2018/06/19 00:26:31 |
SLAYER |
"AFRO"From skimming through the responses.. what makes archers OP with zombie is range and hit rate You are still trying to hold onto the range advantage....if you want it 4% then it would need to be range 1. The last paragraph, that is what every other class has to deal with, so would make it fairer across the board? lol Your CTF snare/slow proposal is a side suggestion so stop bringing it up in here.
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[quote="SLAYER"][quote="AFRO"]From skimming through the responses.. what makes archers OP with zombie is range and hit rate
So why not make it so that zombie proc (as well as others) works per click instead of per hit landed.
Why not make it so that in range 1 that zombie proc is 4% so it encourages everyone to get closer to each other?
If there is a way in pvp to know the hit and run archers vs the attacking and wanting to get closer to target archers then I would say those archers who is taking advantage of range by hit and running zombie proc should not work for them and only those who are standing and fighting should work for them...
My issue with zombie proc range 1 is when you have a running target and you want to chase and kill.. this will never hit because as soon as a player sees it they will stay away from archers range 1... will make it such a boring game. At least the CTF slow aura could work nicely to slow down your opponent and fight them.
[/quote]
You are still trying to hold onto the range advantage....if you want it 4% then it would need to be range 1.
The last paragraph, that is what every other class has to deal with, so would make it fairer across the board? lol
Your CTF snare/slow proposal is a side suggestion so stop bringing it up in here.[/quote]
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#125 2018/06/19 02:03:08 |
DEIMOS |
Higher % chance for being closer sounds like a good idea
Only issue is 4% is what it used to be and got nerfed because everyone got perma zombied at gvw etc when targetted |
#126 2018/06/19 08:27:55 |
TYROZET |
"SLAYER""WAGAWAGA" |
#127 2018/06/20 08:28:11 |
FOXTRCK |
I think I can see the problem here.
In Hsoma, we can get some ridiculously fast bows and at range, that 2% (or 1/50) is still high enough to get off a proc if stood still long enough. And more ridiculously than that, if you up your resolution beyond the designed GUI size, you can hit off screen with bow as long as your parallel with the player your attacking. In Dsoma, I don't think your bows can get as fast and more importantly, archers are squishy compared to every other class (right?), so likely cant stay still long enough. So perhaps we're at a point where certain items need to be specced differently depending on the world its in? That said, the idea of Zombie as a spell is great but the benefit should lie with the mage, the pants should be either firmly be a novelty item, or be an item worth using but with a high cost attached to it. Again, maybe even a debuff for using it in the pant form, just for its potency.
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[quote="FOXTRCK"]I think I can see the problem here.
In Hsoma, we can get some ridiculously fast bows and at range, that 2% (or 1/50) is still high enough to get off a proc if stood still long enough. And more ridiculously than that, if you up your resolution beyond the designed GUI size, you can hit off screen with bow as long as your parallel with the player your attacking.
In Dsoma, I don't think your bows can get as fast and more importantly, archers are squishy compared to every other class (right?), so likely cant stay still long enough. So perhaps we're at a point where certain items need to be specced differently depending on the world its in?
That said, the idea of Zombie as a spell is great but the benefit should lie with the mage, the pants should be either firmly be a novelty item, or be an item worth using but with a high cost attached to it. Again, maybe even a debuff for using it in the pant form, just for its potency.[/quote]
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#128 2018/06/20 11:34:28 |
TYROZET |
The cost is a huge reduction in
A defence around 30 B attack or dex depending on ups |
#129 2018/06/20 12:16:28 |
SLAYER |
"FOXTRCK"I think I can see the problem here. There's some truth to this, but the issue lies in the DPs you take now on dsoma compared to pre patch for sure, but not only that, if there is a pack of archers, that 2% quickly turns into 10% etc with a high v high hit rate. The dex differences between classes on dsoma are far greater than on hsoma, I believe? So not only does a pack of archers benefit more from zombie in group pvp (relative to other classes), but 1v1 they can also never get hit so benefit there exponentially more as well.
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[quote="SLAYER"][quote="FOXTRCK"]I think I can see the problem here.
In Hsoma, we can get some ridiculously fast bows and at range, that 2% (or 1/50) is still high enough to get off a proc if stood still long enough. And more ridiculously than that, if you up your resolution beyond the designed GUI size, you can hit off screen with bow as long as your parallel with the player your attacking.
In Dsoma, I don't think your bows can get as fast and more importantly, archers are squishy compared to every other class (right?), so likely cant stay still long enough. So perhaps we're at a point where certain items need to be specced differently depending on the world its in?
That said, the idea of Zombie as a spell is great but the benefit should lie with the mage, the pants should be either firmly be a novelty item, or be an item worth using but with a high cost attached to it. Again, maybe even a debuff for using it in the pant form, just for its potency.[/quote]
There's some truth to this, but the issue lies in the DPs you take now on dsoma compared to pre patch for sure, but not only that, if there is a pack of archers, that 2% quickly turns into 10% etc with a high v high hit rate. The dex differences between classes on dsoma are far greater than on hsoma, I believe?
So not only does a pack of archers benefit more from zombie in group pvp (relative to other classes), but 1v1 they can also never get hit so benefit there exponentially more as well.[/quote]
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#130 2018/06/20 13:00:14 |
SLAYER |
"TYROZET"The cost is a huge reduction in That's true but those reductions don't apply the same if you aren't being hit with the same frequency or total DPs to begin with. Yes it makes DPs go up of course, but if you average it out, you would still be taking far less than your opponent trying to wear zombie pants.
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[quote="SLAYER"][quote="TYROZET"]The cost is a huge reduction in
A defence around 30
B attack or dex depending on ups [/quote]
That's true but those reductions don't apply the same if you aren't being hit with the same frequency or total DPs to begin with.
Yes it makes DPs go up of course, but if you average it out, you would still be taking far less than your opponent trying to wear zombie pants.[/quote]
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#131 2018/06/20 14:57:41 |
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