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  1. #1
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    Default Everything IS nerfed

    Hello everyone, in this post I wanna show you how everything that persons want to be nerfed is actually already nerfed.

    Before I begin my explanation, it would really be appreciated if everyone who does not like pvp and doesn't have anything to reply that matters for people who do enjoy pvp, just stops reading here and does not put any posts.
    Thank you if you do so.

    Now, of course, I see all days people crying for things that have to be nerfed, well, this is totally unnecessary, since I do not know anything that is dangerous and cannot be overcome.

    I will make a list of any class, whatever they can do that seems OP and what you can do against it.

    Melee classes (fighter, barbarian, paladin)
    Nobody ever claims that these are OP, so I just leave them
    Note: one of the best Khyber pvp'ers was Ultimega, a full paladin, so all sorcs who say they own any melee: NOT TRUE.

    Bard
    Omg, nerf the capering song now!!!!! Not needed, it is already nerfed, simply wear the Battered phiarlan shield looted in house P and u can absorb 5 bard songs/day. That way the bard is nothing anymore, however if you're HP isn't high they can be vicious as tripping melee dps'es, so HP and/or guards are useful

    Monk
    Kukan-do. Get good will save, a good monk has a 45 DC on it or so, which isn't something u can't overcome. If a monk kukan-do's you, you can also use good DR gear and block, but more about saves and DR later.

    Ranger
    Manyshot and slayer arrows: Easy, again, get good DR gear and good HP, just only heal when it's rlly necessary and u got very good odds to survie the manyshot, if u have more than 600 HP, u can almost 100% avoid it.

    Wizard/Sorcerer
    Any death effects: death ward or deathblock, rlly, ppl complaining bout that?
    PWS: Battered phiarlan shield/(Pale lavender ioun stone/Mantle of the worldshaper/Epic phiarlan mirror cloak) = spell absorption)
    Dance: Just stay away from that wizard/Battered phiarlan shield/Spell absorption
    Dots: Break enchancement and spell absorption
    Flesh to stone: Raise that for save
    Polar ray: Dodge, element absorb green steel, fire shield
    TR missiles: They don't hit sufficient to be a real OP threat, they are about same danger as light spells from divines. If combined well they can be dangerous: heal in time.
    Frost lance/Scorching ray: Element absorb green steel, fire shield
    Meteor swarm: Dodge, evasion
    Sorc freeze + heat death: The DC is almost never higher than 45, you can get your saves to that
    Trap the soul: DW and Deathblock do NOT work, TTS is OP because not much toons have will save (but it is doable with any toon)

    Favored Soul/Cleric
    Light spells: Spell absorption works very well, epic phiarlan mirror cloak
    Dots: Spell absorption and break enchancement
    Cometfall: Evasion and saves

    Get good DR: Epic full plates, Levik's shield, for rangers: epic ring of the mire
    Get good saves: Planar gird, resistance +5 item, holy aura, reflex and will +10 item

    Ok, if anyone still needs something to be proven that it can be overcome, and thus that it IS nerfed, then reply here. No, of course some people will think that it isn't practical to get all these nerfs in one build, well, then soon watch my video, that will practically show how I nerf it all in one build.
    Last edited by powerclan; 12-04-2011 at 09:17 AM. Reason: TTS added
    Bradt: 19bard/1fighter| thedungeons: 17clr/2sorc/1wiz
    recifitraa: 20 artificer | nasuadax 12 pal/6monk/2rog
    www.student.kuleuven.be/~r0462469/home.html

  2. #2
    Community Member Bengalih's Avatar
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    Economy of Scale - a guild for those who want the rewards of renown, without the restrictions of a guild. Find us on Khyber

    Ilana | Descent | Alkarius

  3. #3
    Community Member Forzah's Avatar
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    Default

    What is your definition of nerf then? That something CAN be overcome, does not mean it's nerfed. Nerfed is when something is made worse compared to a state of the game before. Of course, many of the things you mention were already there for ages, so you cannot call the availability of the items a nerf. I think the right term here is 'mitigate'.

    Btw, some of your suggestions are not very feasible, even though they do overcome problems in pvp. Using a battered phiarlan shield for instance, is pretty gimped because you can't hit anything with sword and board (you can quick swap it in though, so that's nice). Getting 45+ saves is pretty difficult on most melee toons. I don't think anyone is willing to make multiple green steel absorption items either for pvp. Your suggestions require such heavy investments that they are hardly sensible.

    In my eyes, nerfing certain abilities in pvp makes a lot more sense than having crazy gear requirements. Pvp should be accessible to anyone, not just the people with the best of the best gear.

  4. #4
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    Quote Originally Posted by Forzah View Post
    What is your definition of nerf then? That something CAN be overcome, does not mean it's nerfed. Nerfed is when something is made worse compared to a state of the game before. Of course, many of the things you mention were already there for ages, so you cannot call the availability of the items a nerf. I think the right term here is 'mitigate'.

    Btw, some of your suggestions are not very feasible, even though they do overcome problems in pvp. Using a battered phiarlan shield for instance, is pretty gimped because you can't hit anything with sword and board (you can quick swap it in though, so that's nice). Getting 45+ saves is pretty difficult on most melee toons. I don't think anyone is willing to make multiple green steel absorption items either for pvp. Your suggestions require such heavy investments that they are hardly sensible.

    In my eyes, nerfing certain abilities in pvp makes a lot more sense than having crazy gear requirements. Pvp should be accessible to anyone, not just the people with the best of the best gear.
    First of all: you're right: mitigate is a better term than nerf. Of course, some items aren't that easy to get, however if you don't wanna make elemental green steel sets, u can still stick to break enchancement and spell absorption.
    But nerfing these abilities won't make pvp more balanced in caster/melee. Melee's have troubles with the spells that do high damage, not with all those stuns.

    BUT: Caster may be way better in pvp than melee, a full pvp build melee with good gear (for example: Ultimega of Khyber) still defeats 9/10th of all casters. On my server (Ghallanda), Stuji used to be good pvp'er, an he was a barbarian.

    I do not think anything should be nerfed in pvp, HOWEVER: for PvE and PvP it should be better IMO to put a reflex or fort save on dots. That way pvp gets better and it is finally done with full healer or full caster raids. Of course, pvp should be accesible for everyone, but should those who worked on getting good gear be 'punished' by simply nerfing it?
    Isn't it normal that 'pvp build' toons should be able to defeat those who are not? And doesn't nearly every class get's OP stuff? Fast barbarians with insane damage can trip and kill. Some pvp things aren't easy to be overcome, but making sure YOU can overcome it, is way more fun than just nerfing it. You do not need crazy gear requirements to be an average or good pvp'er, u have crazy gear requirements to get to the very top of your server. This is the way it works and the way it should stay IMO.
    Also one last thing I didn't mention: Pale lavender ioun stone can be overcome with meteor swarm clicky (or spell) if caster.

  5. #5
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    I added trap the soul since I started spamming the spell on 45 DC earthgrab/icy prison sorcs with my insightful reflex 18 wizard/2 monk drow (basically quest toon, needed evasion + high reflex cus every epic caster killed me ) since they kept trying to stun my 38 reflex FvS/Monk and succeeded few times. Trap the soul lands often, even on some low will save FvS/monks! Keep that in mind, I raised my FvS will save to 37 when I noticed it worked sometimes on me
    Last edited by powerclan; 12-04-2011 at 09:17 AM.
    Bradt: 19bard/1fighter| thedungeons: 17clr/2sorc/1wiz
    recifitraa: 20 artificer | nasuadax 12 pal/6monk/2rog
    www.student.kuleuven.be/~r0462469/home.html

  6. #6
    Community Member Yokido's Avatar
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    I noticed what you said about bard's being useless with a house P shield, and let me say, that's not true at all.

    I've killed my fair share of divines/arcanes that use the house P shield with my gimp dps and some fine tuned aiming,
    in-fact, since they have to wear the shield it means I'm more likely to kill them when they're tripped because the blocking DR is exceedingly low. However, there is always a problem when facing enemies who have vicious guards,
    unless they're the melee type who wouldn't be getting hit in the first place by anyone in their right mind.

    So you should add that a couple of decent guards AND the house P shield make any bard useless,
    because a bard is going to have to hit you almost as many times as a monk to incap/kill you.

  7. #7
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    Quote Originally Posted by Yokido View Post
    I noticed what you said about bard's being useless with a house P shield, and let me say, that's not true at all.

    I've killed my fair share of divines/arcanes that use the house P shield with my gimp dps and some fine tuned aiming,
    in-fact, since they have to wear the shield it means I'm more likely to kill them when they're tripped because the blocking DR is exceedingly low. However, there is always a problem when facing enemies who have vicious guards,
    unless they're the melee type who wouldn't be getting hit in the first place by anyone in their right mind.

    So you should add that a couple of decent guards AND the house P shield make any bard useless,
    because a bard is going to have to hit you almost as many times as a monk to incap/kill you.
    You are right, and I will add these guards. The reason I didn't add it is because I got a bit too used to my 800 HP FvS/monk who never had trouble with a single melee (however guards are involved in surviving high dps melee toons).

    Basically, you need HP and/or guards for the bard, I will add it right now
    Bradt: 19bard/1fighter| thedungeons: 17clr/2sorc/1wiz
    recifitraa: 20 artificer | nasuadax 12 pal/6monk/2rog
    www.student.kuleuven.be/~r0462469/home.html

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