clx
Grandmaster
thats demonstrably incorrect. 20% SDI has been on since launch and nobody (very few) play scribe mages
You're absolutely wrong. You also don't attend any PvP events so how would you even know / why are you offering an opinion?
thats demonstrably incorrect. 20% SDI has been on since launch and nobody (very few) play scribe mages
Every single person within 3 months huh, wow that's specific.
Thanks for sharing your very special ability to predict the future...
3 months? lol. It's not like this is a new mechanic introduced to the shard last week. I've only ever seen a single scribe mage in a group of 5 mages, to buff before fights. It's fine as is.
I've always said this game should actually be called Magery Online for as much favor as mages always had because it's always been OP but we don't call it OP for two reasons:
1. We've only ever known magery to be OP, so it's not seen as that.
2. Majority of players use it because it's OP and don't want it changed because they'd be asking to nerf themselves... what about the rest of us?? Here's my opinion:
I find it absolutely ridiculous that if a mage wearing no armor is gonna dump on me and kill me in 3 spells in 5 seconds that he can fricking dodge a single swing from my sword or take less than 50% damage. It's always seemed stupid to me and frustrating... Are these mages ninjas? No, but they can dodge a sword and take a hit from a weapon like they are made of iron. Come on.... It makes it nearly impossible for me to have a fighting chance 1 v 1.. I've literally fought and died to mages who do not move and spam mind blast to kill me because i missed them like 3x in a row and the 2 times i do land hits, it hardly phases them.... Give me a realistic chance please - mages get used to wearing armor or get used to being cut in half because I've had to be used to being melted into mage goo for the last 20 years. And let's be honest mana regens way too fast. Why even run out of mana at this point? I don't think i've ever seen a mage run out of mana and run away to med; they med while they move -- so why dont i heal that way as a warrior??
And let's not forget that it's RARE to fight a mage in pvp solo. It's usually at least 2 of them in voice synch dumping. Yeah, really makes sense to give them more damage... sheesh.
If mages keep more offensive power, then remove their impossible defensive abilities...
Leave the 20% but remove things like mind blast doing more damage to players wearing heavy armor.. slow down meditation, something to shift the viable pvp class options other than mages!
There, I said it... And it's probably not what the poll is even about. I just hate that mages are not the glass cannons they are supposed to be because they dont shatter if I get close enough to hit them without missing 4x!! I'm a grand master swordsman and I'm not accurate enough to strike feeble magic casters?! Daah! It kills me! lol
EDIT: My perspective comes from open world pvp against PK's... I am realizing that this thread seems more focused on the PvP Systems in place like struggles and sieges.. I honestly don't have much input on those; I think open world pvp and town pvp is much different so I can only comment on the open world PvP in this sense.
i completely agree with this gentleman
Except some of Path's best PvP'rs are dexxers... Mages only look OP, when they get into a group, and can stack/sync damage - ever stand toe to toe with 3 20% damage archers? you don't stay alive very long either... People don't run damage archers ultimately because of their chance to whiff and do zero damage. Just like there's a chance for 3 mages to hit low damage..
Agreed - although, even if those 3 mages hit low damage, 2 magic arrows and a lightning that's comin next between my biscuits and I'm gravy brother -- the wall of stone ensures a humiliating death too lol.
In truth, I don't know if my rant really pertains to the heart of this poll/discussion or not, as it's mostly a solo view out in dungeons for right now. A lot different than the huge pvp battles and struggles, I think, that feel a wider-spread impact on the subject. Hope it doesn't influence derailment at all, it just seemed like the right time to vent about my 20 yr old whiff problem on these gandalfs.Not to complain but rather learn, but I really just can't kill a mage 1v1 with melee. I just can't produce enough damage when I do connect to get them. If I can get them on the run, they escape every time with teleport too. But again, I'm talkin 1v1 and I think this is more about the big struggles
I'll direct this energy at the right thread when it comes along heh!
Haven't seen you involved in any field group PvP lately (or at all)
Have you been using your "special" powers again or are you just being petty?
Why i cant vote? I vote to to stay how it is 20%. If it have to change something is the dam magic resist skill. In OSI a GM skill could at least stop one paralise spell and here that doesnt happen
I just don't know who you are, for someone with such strong opinions I'd have expected you to make yourself known in game.
/ GM clx
but, if you guys do not remove it, then dexxers will have no utility in group fights, they already do not have any, if there is a 20% damage bonus, they will be completely useless. I feel like I am useless with a lethal dexxer in most fights right now and all the groups call targets with mages like 4-5 of them dumping at the same target at the same time, if you guys buff this even more there is no chance for dexxers, I mean the guild Path will quit the game completely if you do this imo. Lol.
All these ppl spouting stuff that don't know anything. The most common template between guilds that actually pvp often is scribe/track... If you're not Anarchy/C2W/SoF/1ce/BB/DOK/PEC you are spouting nonsense. If you think 8% hally builds are the normal in actual pvp you're greatly mistaken. It definitely shouldn't be removed, but 20% is too high. You can drop ppl from 3 explosion weaken combo easily. 3v3+ 20% dmg mages are by far the best. Also FS hits for 40+ vs gm resist with 20% sdi. If you think the hally build is normal again, you're mistaken. A few of us run halberds still, more b/c of the fact it's a fun template. The people in it to win it are running 20% sdi mages.
Akasha you think 3 spell avg per kill is fine?
My best KDA char by far is my scribe b/c of how fucking strong it is.
IMO pvp cap all around should be lowered to 10% cap. Dexxer / mage / wep / spell doesn't matter.
Leave 20% SDI but only for the 1st spell casted on a target.
All other spells casted on the same target from all sources during 2 sec period can be capped at 10% SDI.
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Just for some context, I ran the numbers based on the EX/EB damage changes on April 1st.
Your talking max damage of 35 and average of 29 at GM Resist, and max 36 avg 30 at 80 resist.
Hamstring Tank mages are running 8% damage already, plus have sustained damage with their weapons, on top of it, and your calling the scribe mage over powered, for getting an extra 2-3 damage on a spell, with no sustained damage?