Originally posted by wartuneknight
View Post
Announcement
Collapse
No announcement yet.
archers
Collapse
X
-
-
Originally posted by R262658125 View PostLOL @ anyone that tried to heal against any boss that enrages... a turn spent healing is simply a turn closer to enrage... as an archer you still have a CLEAR advantage in all the places where bosses enrage because it doesnt matter if you can heal(mage) or eat damage(knight) when if after 1 minute you havent killed the boss he simply one-shots you
Comment
-
Originally posted by deucela View PostLol noobs, mages were the weakest class(due to sylphs) before this patch so its fair that both knights and archers got a little nerf.
it should be mages that needs to whine(not thats usefull), not the knights.
ps: its the PVE part thats nerfed on archers, it is the same on PVPLast edited by icesz; 08-24-2014, 08:58 PM.R2 s116 Red Realm + (s113-s119) + (s126-s129-s132-s135) + (s72-s75-s78-s84-s88-s91)
IGN : Illyasviel
Class : Archer
Guild : •OneŽ•
LvL : 80
Sylph : Zeus, Hecate, Poseidon
BR : over 9000!!!
Comment
-
Originally posted by icesz View Post.......archers got nerfed on DF(a skill that never worked on PvP), knight got nerfed on block heal, mages got nerfed on a 90k damage skill.
Comment
-
Originally posted by deucela View PostArchers are still the strongest class tbh, similar br archers to mine do much more dmg with everything(especially the sylphs) than knights/mages similar br could ever dream of and therefore excel in pvp and also large part of pvm events.Before this event the gap between archers and rest was even much larger so its only nice to see some kind of balance update.“Men trust God by risking rejection. Women trust God by waiting.â€
Comment
-
Archers have been weakened by the change to DF. It was the only skill that balanced archers poor defenses...without DF archers dont last very long. I have over 100k br, 20 k PDEF lvl 8 GB astro and get killed by lvl 70 boss in wilds in 2 hits The knights last alot longer but die cos im not alive to scatter the A hole oped **** buffs. As an archer im feeling paper thin now.
Comment
-
Originally posted by Pickapath View PostArchers have been weakened by the change to DF. It was the only skill that balanced archers poor defenses...without DF archers dont last very long. I have over 100k br, 20 k PDEF lvl 8 GB astro and get killed by lvl 70 boss in wilds in 2 hits The knights last alot longer but die cos im not alive to scatter the A hole oped **** buffs. As an archer im feeling paper thin now.
Comment
-
Originally posted by Pickapath View PostArchers have been weakened by the change to DF. It was the only skill that balanced archers poor defenses...without DF archers dont last very long. I have over 100k br, 20 k PDEF lvl 8 GB astro and get killed by lvl 70 boss in wilds in 2 hits The knights last alot longer but die cos im not alive to scatter the A hole oped **** buffs. As an archer im feeling paper thin now.
Also, freeze never worked in wilds anyway. o:
Comment
-
Originally posted by UesugiAnkit View PostThat must be a resistance problem then...they did fix resistance in wilds so you're gonna need the same resistance as the boss you're fighting.
Also, freeze never worked in wilds anyway. o:
Comment
-
Originally posted by FufuBunnySlayer View PostThat's because they fixed how resistance worked. Has nothing to do with DF.
Comment
-
Originally posted by Pickapath View PostYour missing the point, DF gave archer extra turns without taking damage, now..this isnt happening. Dont matter how strong your attack is if you cant stand long enough to dish it out....hope thats clearer now. Archers die faster now as they taking more damage per turn...hence why i said df was the only balance to their weak defenses. R2 knows this, and the only solution for archers is to spend on defense more and attack less or strap a mage to their backs. Its like taking away block from knights or saying knight block will only work in Necro etc. Bollocks.
Comment
-
Originally posted by Pickapath View PostYour missing the point, DF gave archer extra turns without taking damage, now..this isnt happening. Dont matter how strong your attack is if you cant stand long enough to dish it out....hope thats clearer now. Archers die faster now as they taking more damage per turn...hence why i said df was the only balance to their weak defenses. R2 knows this, and the only solution for archers is to spend on defense more and attack less or strap a mage to their backs. Its like taking away block from knights or saying knight block will only work in Necro etc. Bollocks.
The only real place of relevance for DF was in solo pve. Group pve you have mages and stuff to keep you alive, and slow never worked in pvp, group or solo.
That leaves just Sky Trail and God's Descent, since slow still works in Necro. Sky Trail is kinda obsoleted by God's Descent. Only thing DF does there is save you HP pots, which is nice, but don't think it really affects how far you can get. I can't really make myself care about either though.
As for taking more damage per turn, that doesn't really matter. Survival is (usually) not the issue. (Big exception here for 3-5 Sky Trail, which hurts a lot.) The issue is the rage timers, which DF pushed back a lot. Increasing the rage timer matters very little in God's Descent because you can attack the boss up to 8 times in 30min without paying for a revive (have 5 in the tank, start battle 2min out from refresh; should get 3 free attempts while you're fighting). With that number of fights, you'll likely run into the 30min time limit of the boss more than anything else--DF won't help you there.
Don't think the removal of slow had anything to do with nerfing one class. Think it was nerfed for two reasons: to make the MP events more challenging (viz. NM MP dungeons, wilds bosses, Dragon Invasion, etc.) and to "balance" competitive pve events across the classes (viz. WB, God's Descent). Though if that were the case then Sky Trail should still allow slow like Necro, but...Sky Trail is obsolete anyways so who cares.
While it does seem silly to have multiple skills and a rune that slow and then disallow it everywhere save a couple places, I'd still rather be able to use slow in Necro than for slow not to exist. I'm assuming that's why the devs also created slow...because they wanted it to be usable in a set of very limited situations and those situations change based on time (removing slow in NM dungeons was pretty necessary way back when because we didn't have all the BR inflation stuff we have now; but now that we have it, they can disable slow again to make the level of difficulty appropriate in their eyes).Last edited by FufuBunnySlayer; 08-27-2014, 04:37 PM.
Comment
Comment