Keache
Legacy Supporter 7
- Joined
- Feb 20, 2012
- Location
- New Hampshire
Another Edit: This post could have been thought out better... So don't take a lot of this post to heart, except that DK's are op!!!! :3
Edit: Welp, I dun derped hard. I meant to post this in the suggestions forum... Can i get an admin to move it for me or something? I heard @Lastivity enjoyed moving posts...
After some contemplation and comparison, I've decided to point out how underpowered a Samurai and melee users really are in comparison to the other classes In quite a few situations (I want to focus on Samurai, but hopefully i can get to DK and Dragoon and some other perspectives as well. Please feel free to call me an idiot and point out what is overly opinionated/false. I'd love to hear opinions on this.)
So, a Samurai in PvP against a caster: Samurai chases the caster while said caster laughs and kites them. Since it has no Crowd Control, Samurai can't do a damn thing unless the caster runs into a post or sits still. Samurai can get a bleed or two off, but that would leave it without stamina, and make it more impossible to chase the caster.
Samurai vs. DK: DK will just flatout out dps a Samurai and make it cry. Samurai can't do any damage with bleeds because of the DK armor, and the DK will just rip through a Samurai's armor with decay and soulleech, while cursing and disarming to make sure Samurai still deals no damage. To top it all off, the DK will still be able to run since it uses little to no stamina, making it just about superior to all of the other warrior specs in that regard (I'm excluding Paladin in this post.)
Samurai vs Dragoon: I can't say who'd win in this situation (havn't been in this fight myself or seen one), but what I can say is that dragoons are better since they have a gap closer and a CC. While otherwise fun, Dragoons in PvP are utterly boring. There are no tactics involved in "spam left click and impale". Yes, dragoons have the major advantage of jump and mobility, but the only three abilities you ever use as a dragoon is jump, superjump, and impale (probably due to two useless/broken abilities, but still). Impale takes a lot of stamina, and if you bash or strike to increase your small damage output, directly after you impale then you can't run or use any of your other two abilities. It's quite frustrating when you are so hindered by using your abilities and being unable to run, while using none of our abilities makes us ineffective. It's very difficult and frustrating.
Anyway, since this is a suggestion post i might as well offer some suggestions! (cannot 100% guarentee these are any good, I have little-no experience in designing these things).
1: give melee attacks a chance to slightly daze fleeing enemies. This will give warriors/melee the ability to catch fleeing casters and etc., which makes sense, because when you're sprinting from a caster, they can still dps you while they run after you. None of their abilities make them stop sprinting or prevent them from sprinting (unless they cast something), so why should warriors be unable to catch anything when casters can? Because right now the other way around, if a caster turns tail and runs, a warrior can chase to its heart's content and not accomplish much unless the caster trips over a log. Changing this will also make you want to think about whether you commit to a fight or not, and add a little more variety.
2: Allow sprinting when stamina is at 0. This will enable melee to use their combos without fear of being unable to get into melee range against a ranger or caster or fleeing enemy. Again, mana users like dreadknights don't spend all their stamina easily when they use all their skills and as a result can still stay up close and personal while using most of their potential. I don't feel that punishing stamina users is a good thing, especially since it's so restricting.
3: Disable toggle run (while in combat). Toggle run does allow people to run while moving backwarsd, allowing casters to much more easily kite melee and use their abilities. Unless using abilities stops running for a brief while, there are no reprocussions for this and make it quite difficult for a meleer to do anything. If this was changed, kiting would be a bit harder and make it require more skill to pull off and require more dodging.
4: back to samurai: have the bleeds ignore armor. This should bring its dps up so that it can take on a heavily armored, ass kicking DK, and define it more as the melee dps.
Whew, i digressed quite a bit. Oh well, it's late is all I have to say.
That's it for now, gotta rest my brain for a bit. I think it's starting to get a little smokey in here.
Anyway, let me know what you all think!
Keache
Edit: Welp, I dun derped hard. I meant to post this in the suggestions forum... Can i get an admin to move it for me or something? I heard @Lastivity enjoyed moving posts...
After some contemplation and comparison, I've decided to point out how underpowered a Samurai and melee users really are in comparison to the other classes In quite a few situations (I want to focus on Samurai, but hopefully i can get to DK and Dragoon and some other perspectives as well. Please feel free to call me an idiot and point out what is overly opinionated/false. I'd love to hear opinions on this.)
So, a Samurai in PvP against a caster: Samurai chases the caster while said caster laughs and kites them. Since it has no Crowd Control, Samurai can't do a damn thing unless the caster runs into a post or sits still. Samurai can get a bleed or two off, but that would leave it without stamina, and make it more impossible to chase the caster.
Samurai vs. DK: DK will just flatout out dps a Samurai and make it cry. Samurai can't do any damage with bleeds because of the DK armor, and the DK will just rip through a Samurai's armor with decay and soulleech, while cursing and disarming to make sure Samurai still deals no damage. To top it all off, the DK will still be able to run since it uses little to no stamina, making it just about superior to all of the other warrior specs in that regard (I'm excluding Paladin in this post.)
Samurai vs Dragoon: I can't say who'd win in this situation (havn't been in this fight myself or seen one), but what I can say is that dragoons are better since they have a gap closer and a CC. While otherwise fun, Dragoons in PvP are utterly boring. There are no tactics involved in "spam left click and impale". Yes, dragoons have the major advantage of jump and mobility, but the only three abilities you ever use as a dragoon is jump, superjump, and impale (probably due to two useless/broken abilities, but still). Impale takes a lot of stamina, and if you bash or strike to increase your small damage output, directly after you impale then you can't run or use any of your other two abilities. It's quite frustrating when you are so hindered by using your abilities and being unable to run, while using none of our abilities makes us ineffective. It's very difficult and frustrating.
Anyway, since this is a suggestion post i might as well offer some suggestions! (cannot 100% guarentee these are any good, I have little-no experience in designing these things).
1: give melee attacks a chance to slightly daze fleeing enemies. This will give warriors/melee the ability to catch fleeing casters and etc., which makes sense, because when you're sprinting from a caster, they can still dps you while they run after you. None of their abilities make them stop sprinting or prevent them from sprinting (unless they cast something), so why should warriors be unable to catch anything when casters can? Because right now the other way around, if a caster turns tail and runs, a warrior can chase to its heart's content and not accomplish much unless the caster trips over a log. Changing this will also make you want to think about whether you commit to a fight or not, and add a little more variety.
2: Allow sprinting when stamina is at 0. This will enable melee to use their combos without fear of being unable to get into melee range against a ranger or caster or fleeing enemy. Again, mana users like dreadknights don't spend all their stamina easily when they use all their skills and as a result can still stay up close and personal while using most of their potential. I don't feel that punishing stamina users is a good thing, especially since it's so restricting.
3: Disable toggle run (while in combat). Toggle run does allow people to run while moving backwarsd, allowing casters to much more easily kite melee and use their abilities. Unless using abilities stops running for a brief while, there are no reprocussions for this and make it quite difficult for a meleer to do anything. If this was changed, kiting would be a bit harder and make it require more skill to pull off and require more dodging.
4: back to samurai: have the bleeds ignore armor. This should bring its dps up so that it can take on a heavily armored, ass kicking DK, and define it more as the melee dps.
Whew, i digressed quite a bit. Oh well, it's late is all I have to say.
That's it for now, gotta rest my brain for a bit. I think it's starting to get a little smokey in here.
Anyway, let me know what you all think!
Keache