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Posted: Thu Nov 24, 2005 12:21 pm
by Scabs
Gandelf wrote:I'm really happy about the tank improvements in the patch.
For far too long tanks have always whined that casters are overpowered. After the patch it will be the other way around or at least equal.

Finally, there will be an end to the "casters are overpowered!" whine!

About time.
Champions and Valewalkers will be overpowered by even more once this comes in

Posted: Thu Nov 24, 2005 12:27 pm
by Xest
There's nothing wrong with champs. VWs are pretty gimp though.

Posted: Thu Nov 24, 2005 12:42 pm
by Scabs
Xest wrote:There's nothing wrong with champs. VWs are pretty gimp though.
It's hard enough to get a group as a champion but with these new changes why would a group invite a champion?

Posted: Thu Nov 24, 2005 12:50 pm
by Xest
Shouldn't be that hard, ST, RR5, Banelord etc. Lots of I-Win buttons in there.

Posted: Thu Nov 24, 2005 12:53 pm
by Scabs
aye in theory

Posted: Thu Nov 24, 2005 12:53 pm
by Heta
If you aint getting a group as a champ, you realy wont be getting a group as a hero either. In the case betwean the 2 they are both usefull for the group in the same roll. It pretty much comes down to who is making the group and if you know people who invite you to there groups. Sad to say this, but Prydwen/Excal is very elitists when it comes to making groups (ofc there are exceptions) but over all it is very elitist and people dont invite people who they dont know to there rvr groups. So standing in ligen /Y Champ/Hero LFG!! might not just work that well

Posted: Thu Nov 24, 2005 1:00 pm
by isletha
- Level 35 Spell/Ability - Climbing Spikes: Self castable buff which lasts for 30 seconds that grants Climb Walls. The player will have the ability to climb walls for a short duration of time. While climbing a wall, any hit that does more than 31 damage will knock the player off the wall. Furthermore, any hit which knocks the player off the wall will hit for double damage. If the buff runs out while the player is on the wall and he/she does not reach an area where they can walk again, they will be knocked off the wall. Re-useable every 60 seconds. (Note: Currently this spell does not have an icon which makes it unable to be used. This will be addressed in a future version of Pendragon.)


Sod tanks give that to rangers in there pathfinding spec :lenah:

Posted: Thu Nov 24, 2005 2:47 pm
by Cromcruaich
Champ's ML5 is worth the entrance fee alone.

Posted: Thu Nov 24, 2005 3:05 pm
by Alexandrinus
like some posted i think balancing the game at this point, should be done in some other way, not give them alot of other abilities.
Why we get such an inbalance in the game,because of the new casting speed, the extra power,the+damadge from ToA.
Why not rework the casting damadge tables abit.
Longer fights will mean more fun for everyone, there is nothing more annoying then get nuked down in 5 seconds,why not also rework the damadge tables from tanks (not so much ofc as the casters damadge table).

Posted: Thu Nov 24, 2005 6:52 pm
by centurion
Dont think VWs are bad for a grp, they do lack the banelord and RA's like charge etc but they add an extra, somewhat limited BG to grp and they got lot of other utilities as well .. snare, dot spell to interrupt and lifetap, and of course the insane positional chains with stun and high amount of damage.

The main reason I dont think VWs get grps is that like always people prefer running with fotm setup and normally wont dare try out something new. Not really blaming people for that since the competition from the always opted razorsharp midgrps requires it but would be nice if people would be willing to try new things for a change :)