HollowSith
Diamond
- Joined
- Sep 10, 2011
Potions on players with armour are ridiculously hard to kill. They can come in and solostomp an unprepared town with relative ease. By unprepared town, I mean, we see him coming and are all ready to kill him. We have our gear, weapons, ect.. but somehow can't seem to take him down. Because we ourselves didn't have any potions ready.
Imagine this.. A Dreadknight storms into your town, after being "might'd" and "soulbound". Which means he has 25 damage increase for 600 seconds and takes half damage for at least a few minutes (or so it seems). He has full armour (which is impossible enough as it is to kill anything that has armour on), and an arsenal of high healing potions. On top of that, he has damaging moves that recover his own health. I certainly would hope he didn't have an enchanted weapon. How the hell is even a town of 5-8 ninja's or thieve's that hit 12 damage, with or without enchantments, supposed to kill him? They won't. They'll be wiped out several times over before you ware down his personal resources. What happens if it's 2 people attacking? You'll be dying for days!
Point is, armour is too strong and potions are an abomination, lol. Either put it down or up all the other class damage so that a DPS classes/ caster classes have at least at least a chance. Ninja's have smoke that steals 100% mana. How will that skill even help against an enemy as strong as the one I've stated above? Or even a regular player with armour? You'll never kill him before your smoke runs out. It's the same with Thieve's. A thief can sneak behind a dragoon who's fully armoured and start the backstabbing mayhem but it will still take to long to kill the dragoon. The goon can turn around and roflstomp the Thief with ease, almost every time. Wizards can root and back up, but the cool downs and such prevent them for actually having effect. The goon after a few seconds will get close and end the fight quickly.
Balancing went out the window IMO, lmao.
Imagine this.. A Dreadknight storms into your town, after being "might'd" and "soulbound". Which means he has 25 damage increase for 600 seconds and takes half damage for at least a few minutes (or so it seems). He has full armour (which is impossible enough as it is to kill anything that has armour on), and an arsenal of high healing potions. On top of that, he has damaging moves that recover his own health. I certainly would hope he didn't have an enchanted weapon. How the hell is even a town of 5-8 ninja's or thieve's that hit 12 damage, with or without enchantments, supposed to kill him? They won't. They'll be wiped out several times over before you ware down his personal resources. What happens if it's 2 people attacking? You'll be dying for days!
Point is, armour is too strong and potions are an abomination, lol. Either put it down or up all the other class damage so that a DPS classes/ caster classes have at least at least a chance. Ninja's have smoke that steals 100% mana. How will that skill even help against an enemy as strong as the one I've stated above? Or even a regular player with armour? You'll never kill him before your smoke runs out. It's the same with Thieve's. A thief can sneak behind a dragoon who's fully armoured and start the backstabbing mayhem but it will still take to long to kill the dragoon. The goon can turn around and roflstomp the Thief with ease, almost every time. Wizards can root and back up, but the cool downs and such prevent them for actually having effect. The goon after a few seconds will get close and end the fight quickly.
Balancing went out the window IMO, lmao.