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Originally Posted by waeland
Gill Halendt, you repeat same position over and over, but could you respond more to what was said here?
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I think I've responded enough, you just don't want to see my point and keep repeating yourself as much as I did.
I don't think the change suggested is needed nor reasonable, I don't think the game should be put upside down because people misinterpreted the role of a profession and are disappointed because of this. Eles work just fine IMO, if you stick to their ACTUAL role, which is not the role a lot of players think. Eles have so many options to support because THAT's their role. Support is not a disease, it's a much more relevant role to me than "damage dealing", If you think Eles should be the best damage dealers around just because of an archetype you and some other players have in mind, sorry, that's your problem, not a problem of the game.
Quote:
Originally Posted by waeland
1) Ele can adapt
Of course they can, nobody say otherwise. Or starts another character. But I would prefere that game does not force ele players to abadon role for which many choosed this profession. If you hold position that in this case this disapointment is not enough to justify proposed change I agree that there is no other reason. Opinion about this is not matter of facts but preference what game we want.
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You're not forced. You just misunderstood your role and your profession. See above. I don't think Eles need any help in dealing more damage. If they do, then any class in this game does, Mesmers in particular, which are a bit left out of PvE. This suggestion wouldn't help them anyway. So, no, I'm against any change that favors classes that don't need any more favors just because players can't play them effectively.
Quote:
Originally Posted by waeland
2) Change will disbalance game
In my opinion you are wrong. If they keep present formula for monster armor till level 20 (or something more) and for highers levels just add more life but not more armor (or some compromise between old one and this) it would be very simple change and does not threaten game balance. Or where exactly you see the danger?
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How do you think that's feasible? And if it is, easy to implement?
Even if it is... Why? I repeat, there's no advantage in dealing more damage to a creature that needs more damage to be killed. If all you want is to see higher numbers and feel stronger for it, while taking the same time to kill a foe, well... It seems pretty linear to me. More Health -> more time to kill a foe. Because there's not even a remote chance they'll lower the AC enough for your Ele to do significantly higher damage, so your ability to deal more damage will be balanced by the higher Health of your enemy. Nothing will change, you'll just see your Fireball hitting for 50 instead of 40 and be happy with it...? If that's not it, explain me with an example how this "fix" would change a thing...
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Originally Posted by Floski
This has nothing to do with the OPs suggestion. The OP is discussing the disadvantage given to certain classes that are not equally felt by other classes in HM by virtue of the difference between armor ignoring and non-ignoring damage types. Increasing Health instead of simply raising AR, makes all classes feel HM equally.
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Any profession has his own disadvantages in HM. The only special bonus enemies have in HM is the faster casting bonus, so remove that as well so that interrupters are more effective. No... Just, no... When people tell you HM is called Hard Mode for a reason, that's it: those are the differences between NM and HM. Cope with them, don't ask for them to be removed because you can't deal with them.
As I've stated almost EVERYWHERE in this thread, armor-sensitive damage usually is balanced around other factors, be it lower cost, spammability, higher base damage. Or, when we talk about Ele spells, utility. Most of those Ele spells deal proportionally little damage, but usually cause conditions or side-effects that Necroes and Mesmers can't cause. That's because Eles are meant to be played like that. You can't Burn, you can't Snare, you can't Blind or Knockdown with a Necro. You can do a couple of those things with a Mesmer, but not nearly as effectively as an Ele. So, the counterbalance is Ele deal elemental damage, which is less efficient against highly armored foes. What's so wrong in this?
Whoa, insightful...