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Messages - Peter

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16
Warhammer Online / Re: OpenRVR to be 'buffed'
« on: October 20, 2008, 08:12:52 PM »
I have to admit that I was giggling to myself madly when Mark's response to the comments about the complete and utter idiocy of all current itemization from PvE, PvP, random greens, blues, &etc boiled down to "My guys already itemized things to be good for the various classes, we'll have to see what if anything went wrong". :D    I mean, we aren't just talking about wierdly applied stats on a few set items but about item budgets in general (and even more so when including talisman slots) being completely nonsensical from a player perspective.  A clear example of not stealing enough from WoW, or, to be more precise, a clear example of not paying enough detail to the one thing everybody regardless of affiliation, race, and class will have as a common interest for improving their character.

I must say that the stories in that F13 thread about the T3-T4 jump and what they do for gear at T4 is really, truly, offputting.

17
Warhammer Online / Re: OpenRVR to be 'buffed'
« on: October 20, 2008, 03:31:09 PM »
Contains good and cogent evaluations of the PvE content - at least as far as I have seen. PvP? I'll leave that to those of you who actually like doing the same scenarios for hours on end night after night - and those who hate it with a passion and feel forced to do so anyway. :P

18
Warhammer Online / Re: Greatweapons vs Sword 'n Board
« on: October 16, 2008, 08:46:40 PM »
To iterate: Greatweapons always deal more damage than sword&board. The difference in ability damage ability is not something to woot about, but the difference in autoattack damage is huge, and combining those two means Greatweapons deal lots of more damage.
Aren't you assuming a continous melee contact situation here, Jarkko?


19
Warhammer Online / Re: Tome Tactics
« on: October 16, 2008, 06:17:52 PM »
Hmm, good point there. Maybe chaos and dark elf just part of 'dwarf, elf, human'?
All chaos characters you can choose are human, all dark elves are elves - the differences are philosophical not genetical (well, before any eventual mutations, that is :D).

I guess Mythic could have implemented it differently, but why would they want to?

20
Warhammer Online / Re: Patch 1.0.2 -- ooooh!
« on: October 15, 2008, 02:01:54 PM »
I have tried topping renown in a scenario by (mostly) healing exactly once: in Stonetroll passing; I kept snipe-healing a hyperactive dwarf who kept getting the Troll pacifier while dotting up everything else that moved and generally ignoring everybody else for healing. (Thanks to Jarkko for the tip about healing the guy who is important in scenarios). While strictly speaking an inferior team contribution than if I had healed a lot of people and more often having had the other healer's heals actually heal the pacifier carrier, it gained a lot of renown by focusing on the game mechanics rather than what is sensible. (Probably would not have worked if there were many HoTters on our side remembering all to keep their HoTs on the pacifier carrier all the time, but when it is not the case, the "winner" in the renown race is the guy whose heal lands first removing the slightest scratch - even if it would have been better applied to somebody else).

...This was vastly harder than the one time I topped the xp and renown charts by grabbing the Phoenix Gate Repeating Ballista and just AOEing the shit out of the destruction zerg (I try this often, admittedly, but some people learn to avoid the killing zone :D). 70K damage as level 12 in a T2 scenario was something even the balancing algorithm had to respect. :D

21
Warhammer Online / Re: Archmagi and Rune Priests - the lowdown
« on: October 15, 2008, 11:53:21 AM »
I don't think of us significantly disagree about the actual performance and capabilities of the AM within the specs, merely with how much it is worth fighting against the current when the current is a blatant violation of everything promised, implied, and stated publically, but the current is one that is well known from other games and is one that, overall, works, is valuable - and that many players are basically happy with since it is familiar. :)

I do find it a crying shame how a grand vision of uniqueness was betrayed into mediocrity and, not WoW-style healing class (which they dissed), but pre-WoW healing class (which they had dissed even harder). That said, I also find it a crime against nature that the rational thing to do most of the time due to game mechanics is to use 1H+shield as a HE Swordmaster of Hoeth and play like a gimped dwarf, so let us just say that it is entirely possible that I am influenced by outside sources (the TT game and computer implementations thereof) with respect to what classes should actually do. :D

22
Warhammer Online / Re: Archmagi and Rune Priests - the lowdown
« on: October 15, 2008, 08:06:58 AM »
I don't think anybody in this guild is trying to force anybody to a healbot :)
Neither do I, and that's one of the great things about this guild. That, however, does not affect a rational evaluation of the current status and best uses of the class. (And, let's be honest, it is not exactly unknown to hear grumbling in guild chat about the usual "healers not healing, tanks not tanking, dps not dpsing appropriate targets" - we just tend to only apply it to outsiders :D)


Quote
Also, one thing you forget regarding the trees, the skills relevant to the tree in question become so much better by spending points in that tree.
I do not forget that - in fact, one of the best damagedealing setups is pretty much Vaul to 11 taking only the Golden Aura tactic combined with pouring the rest into Asuryan not taking any tactics or new spells (or taking only a few in order to get better debuffing and then investing less in Asuryan). No matter what you take, you'll still be considerably better at healing than damage dealing, but that is a separate issue.

It is just that the lineup of spells and tactics is so damned silly.

Remember the golden rule of giving players options:
  • Mandatory - generally not fun.. but players will forgive you due to inflating power levels.
  • Occasionally very useful, but mostly slightly useful - fun.. these are the things that make players actually choose.
  • Occasionally not useless - not fun.. except for a few masochists. They do not make up the majority of the player base.
  • Occasionally useful, but useful in a way that has nothing to do with what this class of options is generally about - seldom fun.
  • Worse than something the player is guaranteed to have and not stacking with it - take your designers out and shoot them.

I still love that video though - he's just so fun. :D

...and completely right regarding bright wizards. I cannot see the video without thinking of our friend Darn. :)

23
Warhammer Online / Re: Guild Heraldry: Evolving thread.
« on: October 14, 2008, 07:30:58 PM »
Voted 3+4, but I must admit I'd drop both votes in favour of the Sword and ribbon (or any flag with a bear on it :)) in a heartbeat.

24
Warhammer Online / Re: Archmagi and Rune Priests - the lowdown
« on: October 14, 2008, 06:44:01 PM »
I wouldn't be suprised if AM's/shamans will see a (slight) buff to their dual nature. As for the current situation, I  believe it's not something to cheer for?
The current situation is, in a word, horrible outside soloing - unless you like being a healbot. WARNING: MASSIVE WHINE POST INCOMING.




I was reminded recently of this video from 2006 describing character classes - and can only say that the AM and (to a lesser degree) Shaman classes fail completely to be in accord with what was the intention at the time: they (and the rune priest/zealot classes) ARE namby-pampy healer classes that "heal and heal and heal" from the back lines and none of them can make a "significant attempt at beating the living snot out of somebody". They can make a significant attempt at DOTting up a lot of people so long as they are willing to let their own side die (ending up with a large damage score on the damage graph without accomplishing much but forcing an enemy healer to HOT up a lot of people gaining a lot of credit on the healing side) with a net negative contribution to a group/warband effort as an alternative to healing and healing and healing, but making a significant attempt at beating the living snot out of a single target of the same level and gear? Not hardly.

That said, with respect to the AM class, the biggest failure of them all is that the class' specific gimmick (every class has one), the thing intended to make them fun and iconic... can mostly be ignored and is not fun. Play a Warrior Priest - your gimmick of building up faith through melee to power your heals is felt from the get go - it becomes central to your playing style. You cannot play a WP effectively without trying to take advantage of it. It encourages you to find ways to master it. A Sword Masters stance changing likewise. You cannot play a Sword Master anything close to effectively without paying a constant close attention to your current stance. An AM (or Shaman), on the other hand?

Who the hell cares about High Magic? Your choice of casting damagedealing or healing spells will usually be determined solely by the situation you are in, not by the HM you've build up or any plan you have to utilize the HM, and there's no particular benefit to trying to build HM in one path in order to cast "something powerful in the other path". You are in the process of DoTting people up when a party member takes heavy damage => you cast him a heal. It may be a stronger heal if you've been DoTting a lot, but that does not in any way factor into the decision and you are unlikely to be thinking much about it. If you try to think much about it and pretend the HM mechanic really has meaning and that it is beneficial to to attempt to use it consciously and choose to build more destruction side magic in order to, for instance, cast an instant big heal, your target will most likely be dead before you cast the heal. Since just the GCD alone for a spell is greater than the time saved, it is guaranteed that waiting to build HM will perform worse - and that's before even considering that you might not have the AP to do both.

Moreover, attempting anything like what the class description suggests that the class is all about (see the class description, parts of which quoted below) results in poor performance since the mechanic does not in any way, shape, or form do what it is described as being designed to do.
Quote
Archmage Specialty

The Loremasters of Hoeth are capable of manipulating the winds of magic with a grace and subtlety that only comes with centuries of study. An Archmage does not waste the power he draws upon; instead they efficiently weave the winds of magic into destructive spells conserving a small amount of arcane energy with each spell they cast. The Archmage can then draw upon this reserve of power to weave the most difficult spells of High Magic capable of leaving even the most terribly wounded warrior hale and hardy with nary a scar to show for it.

Playing as a Archmage

An Archmage is a powerful caster both offensively and defensively. However they must strive to keep a balance between the powers they manipulate. Weaving only powerful healing or destructive spells will leave the Archmage tired and unable to assist his allies in their darkest hour. However by carefully applying force in critical places the Archmage can reserve a wellspring of magical energy that allows him to aid his allies when a normal mage would be all but spent.

The greatest joke remains the statement about how sticking to only one of the sides will leave us tired and unable to assist our allies in their darkest hour - not so, that happens when we do attempt to use both sides and hence are left without energy to help.

The current state of the archmage outside soloing is that it is a damn good ranged healbot/debuffer who belongs in the back healing and healing and healing when not debuffing - at least if you want to be of most aid to your group, since that's the part of it that the game mechanics, abilities, and tactics support.

...Not that I play it like that in scenarios, with the obvious result that my side performs worse in scenarios than it would otherwise, but that's because I'm an egotistical git who' often prefer to DoT somebody rather than HoTting somebody, who is not directly looking out for my life. And, of course, it is still a pretty fun class to solo with.

-----

Then again, perhaps the Archmage will receive an overhaul some day instead of staying a primary healbot, but it will require significantly more attention than it got in the beta, according to those who were in it (namely, approximately zero after it was cloned from the Shaman) - as a relic of which there is a funny bug (feature!) in the game right now which was reported many months ago in the beta, repeatedly raised together with the other issues, none of the issues ever acknowledged (and funnily enough, mostly being along the lines of what those who feel hoodwinkled with the AM complain about) - I present to you three screenshots that show without shadow of doubt the deep attention Mythic paid to making every class really unique and with a gimmick to give them iconic status:


EDIT: The forum software appears to screw up the thumbnail links by replacing the URL links with the IMG links for some/all people. Here are the direct URL links:
Archmage HM 3
Archmage HM 5
Shaman HM 5

Mythic was so busy solving all the important problems in the game that nobody found time to replace the orc faces when showing High Magic - and this was not acknowledged as a bug (probably due to nobody reading the AM bug reports).

...As if that was really needed to rub in that the Masters of the Winds of Magic were inferior to drugged out goblin shamans - we knew that the moment we read the spell and tactic lists for each. :P

-------------------

Aaaaaand, finally, my verdict on the path of Asuryan:
...It goes without saying that the tactics and spells in the Asuryan tree are overall pretty worthless.
At 3: Forked Lancing Talent. Equipped fully with damagedealing equipment (+INT), the total damage dealt in 2s with this at the level you get it by casting Radiant Lance and hitting two extra targets... is only slightly higher than the damage dealt by using Searing Touch for 2s (and Searing Touch is cheaper in AP too and isn't set back if you get hit). (And of course, if you use it while you have only one talent slot available, using it instead of Divine Fury means that your total damageoutput falls sigificantly since the majority of damage you deal comes through HoTs, even if you do hit three targets with each cast.) Radiant Lance scales better with +INT than Searing Touch so at high levels it can make sense - but this is the first thing you get in the Asuryan tree, and taking it is a huge mistake until very late levels.

At 5: Fury of Asuryan. Sounds awesome until you realize it is an instant attack at range 65 that deals low damage on a 30s cooldown. Pass.

At 7: Dispel Magic - a nice tactic removing enemy buffs in the socalled damage tree. Useful for a full debuffing Vaul build the dips into Asuryan.

At 9: Feel the Winds - a nice debuffing spell in the socalled damage tree. (However, since much of an AMs damage is through spirit, this will increase his damage if used properly). But... it is a slightly improved single-target version of the debuff that is automatically applied in a cone by the Storm of Chronos spell that is baseline, so... pass.

At 11: Increased Conductivity: a 20% damage buff!!! that carefully applies only to the weakest damagedealing spells the AM has (carefully including the others you can spec for, but none of the high dps spells). Pass. What possible generic damagedealing tactic could be worth swapping for this one?

At 13: Cleansing Flare. A ranged AOE attack doing negligible damage (no, 300-400 points at level 40 fully specced Asuryan with high INT is not impressive) BUT with an AOE knockback. This one is definitely worth taking - for the knockback.

At 15: Morale 4 channeled AOE ability. As other morale 4 abilities this is mostly for jokes and giggles. A channeled spell for a high priority target that breaks on any damage only increases the fun. Probably awesome when it does work, though. Who knows, it might do several hundred damage to those in the 30' AOE range!!!!


- In the end, the absurdity of the Archmage design has resulted in the weird situation that the single best way to increase Archmage damagedealing in multitarget fights at higher levels is to spec Vaul rather than Asuryan, since Vaul, at 11, gives Golden Aura tactic (Radiant Gaze, the highest dps DOT an Archmage has, gets AOE effect) - while, ironically, Asuryan has some of the better debuffing tactics). :D

25
Warhammer Online / Re: Instances & Lairs
« on: October 10, 2008, 01:35:08 PM »
Current PvE instances and PvE lairs. So few instances, but a decent number of lairs.


26
Warhammer Online / Re: Guild Heraldry: Evolving thread.
« on: October 10, 2008, 12:03:55 PM »
Has anyone noticed that 1 and 4 are the same patterns?
Same pattern but different shape - I was under the impression that it was the token option presenting a last ditch possibility of choosing another shape than the one the leadership had decided on following the last poll, but it must be admitted that it sounds much more likely to be a mistake. :)

27
Warhammer Online / Re: Guild Heraldry: Evolving thread.
« on: October 09, 2008, 05:32:36 PM »
I think brown-yellow will be a more unusual choice and that is why it got my vote.
Surely, this is a field/pattern poll (just like the first was an overall shape poll), not a colour poll. Taken to its logical conclusion (which I have no idea if Beosvir intends, but it sounds good, does it not?), this will be followed by a symbol poll and a colour poll - colours being best chosen after all the shapes have been finalized. :)


28
Warhammer Online / Re: Phoenix Gate
« on: October 09, 2008, 11:16:46 AM »
I find the bolt throwers to be a small boost in general but the repeater to be deadly. Manning the repeater you can hit anybody from pretty far on their side of the bridge to pretty close to your own flag and it is an AOE effect that hits everybody who is, at 1280-1024 on 19" monitor, within approximately 2.5-3cm distance from the red target at the point in time you choose to fire. You can fire it every 2-3 seconds or so. This means that given even minimal friendly opposition to tie up a zerg, you can often hit 3-4 enemies at the same time doing 150-400 damage to each depending on their armour, and practically nobody takes the time to try shooting down the guy standing with the repeater.

As a lowlevel archmage, I have tried being #1 in damage dealt in a zerg game beating out higher level sorcerers and bright wizards, simply through massacring people as they fight the opposition while ignoring the elf with the repeater.... and when the enemy breaks and tries to retreat over the bridge and all the way home, they are being bombarded all the time; some convenient trees prevent you from actually seeing what you are targeting, but you can see the target on the minimap and given knowledge of approximately how fast people move, it is not hard to keep on hitting them when they are out of view, likewise, if you see some allies standing on our side of the bridge throwing spells at unseen opponents, it is a pretty good bet that sending a salvo at the middle of the bridge will hit something. :D

This isn't a way to win the game through accomplishing the objectives, but it is really, really, good for winning on kill points in the end or stalling enemy zergs. The only negative thing is that I find it practically impossible to get back to the repeater once I have moved down, so it is a full time occupation rather than one you can return to once the enemy starts pressing.

...Unfortunately, I have also seen (in one of the few times I didn't go repeater crazy :D) order get slaughtered the same way while going for the chaos flag up the middle. Don't EVER stay clumped up while within the range of the defensive siege weapon - it just does not pay if the others have anybody as triggerhappy as me at the controls. :)



29
The Dog & Duck / Re: Your most watched/favourte movie?
« on: October 08, 2008, 10:16:14 PM »
If it really has to be my favourite movie of all time, I think I will go with possibly the best adaption of a short story to film ever, Rudyard Kipling's The Man Who Would Be King. I would not classify it as the best movie I have ever seen, but it is one I always watch happily when it runs on a channel near me. Sean Connery and Michael Caine having the time of their lives playing their blessed hearts out in a good old fashioned yarn from the heyday of the British Empire - what could one possibly desire more? The best buddy movie bar none.

30
Warhammer Online / Re: Guild Vault: How to deal with item turnover?
« on: October 06, 2008, 08:22:45 AM »
I have been benefiting from it by withdrawing four or five items that fit me and depositing a few that I know I might have liked had I been at the proper class/spec/rank. So long as we try to make sure that items within one specific rank range do note take up most of the slots and only place the items with stats that we think likely are really useful for the relevant class, I cannot help but imagine that it would benefit others as well.

While admittedly the space is very limited, do we really, at this point in time, have anything better to use the space for? Rare crafting ingredients? Do any of us at this point in time really know what crafting ingredients are worth saving for future use (and which can be bought at the guild merchant down the road)?

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