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Here is the problem about mobility!
Now we have:

The seeker who can walk faster
The mage who can jump
The paladin who can jump
The blade dancer who can rush
The rogue who can jump on target
The barbarian who can jump on target

Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective.
On the Legion side we have 2 classes who do need to get a target to move forward.

So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always!

There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have!

The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! 
Please take a note into that!!!

Edited by Vinagre
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40 minutes ago, Vinagre said:

Aqui está o problema da mobilidade!
Agora temos:

O buscador que pode andar mais rápido
O mago que pode pular
O paladino que pode pular
O dançarino da lâmina que pode correr
O ladino que pode pular no alvo
O bárbaro que pode pular no alvo

Preste atenção, nós temos 4 classes com mecânica de mobilidade no lado da Sentinela, e todos aqueles 4 não exigem um alvo para ganhar metros quadrados de vantagem ao mover-se para um objetivo.
No lado da Legião, temos 2 classes que precisam de um alvo para avançar.

Então, durante os jogos Guild vs Guild, se for necessário chegar a um ponto mais rápido, mesmo com o bloqueio de habilidade de 30 segundos nas tentativas de sereios, durante toda a partida, o lado do Sentinel terá uma grande vantagem em conseguir alguém primeiro, sempre!

Não há como, se você tiver que caminhar 200 quadrados em uma linha, qualquer classe da legião chegará lá mais rápido do que um buscador / mago / dançarino de lâmina / paladino! esse é o problema, eles chegarão primeiro à posição, mesmo que sejam eliminados o máximo possível da legião, eles poderão atingir o objetivo, lutar mais rápido novamente! isto não é justo!!!! A Legião precisa de mais mobilidade assim como os Sentinelas!

As habilidades de bloqueio no início do julgamento de sereios são muito justas, mas não resolvem o desequilíbrio que temos quando alguém pode reviver e voltar para a batalha mais rápido do que o outro lado !!!! 
Por favor, tome nota disso !!!

Concordo totalmente, além de que o mago costuma resistir e por destemido, até mesmo do dançarino que tem que resistir e a chance de atordoar o ataque, o explorador anda mais rápido e tem vantagem na hora de espiar ou perseguir Falta de mobilidade em a legião!

Edited by HarryBr
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1 minute ago, HarryBr said:

I totally agree, besides that the magician uses to resist and for fearless, even of the dancer who has to resist and the chance to stun the attack, the explorer walks faster and has an advantage when it comes to spying or chasing Lack of mobility in the legion!

Perhaps add a expert skill to the Legion that gives them a mobility bonus? For example: Death March

The DeathKnight gains a temporary speed bonus for a short time. If a enemy is in the path they get the "fear" debuff

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28 minutes ago, Vinagre said:

Aqui está o problema da mobilidade!
Agora temos:

O buscador que pode andar mais rápido
O mago que pode pular
O paladino que pode pular
O dançarino da lâmina que pode correr
O ladino que pode pular no alvo
O bárbaro que pode pular no alvo

Preste atenção, nós temos 4 classes com mecânica de mobilidade no lado da Sentinela, e todos aqueles 4 não exigem um alvo para ganhar metros quadrados de vantagem ao mover-se para um objetivo.
No lado da Legião, temos 2 classes que precisam de um alvo para avançar.

Então, durante os jogos Guild vs Guild, se for necessário chegar a um ponto mais rápido, mesmo com o bloqueio de habilidade de 30 segundos nas tentativas de sereios, durante toda a partida, o lado do Sentinel terá uma grande vantagem em conseguir alguém primeiro, sempre!

Não há como, se você tiver que caminhar 200 quadrados em uma linha, qualquer classe da legião estará lá mais rápido do que um buscador / mago / dançarino de lâmina / paladino! esse é o problema, eles chegarão primeiro à posição, mesmo que sejam eliminados o máximo possível da legião, eles poderão atingir o objetivo, lutar mais rápido novamente! isto não é justo!!!! A Legião precisa de mais mobilidade assim como os Sentinelas!

As habilidades de bloqueio no início do julgamento de sereios são muito justas, mas não resolvem o desequilíbrio que temos quando alguém pode reviver e voltar para a batalha mais rápido do que o outro lado !!!! 
Por favor, tome nota disso !!!

GvG aonde mobilidade é Vitória, ter igualdade em habilidades seria justo

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I understand. In a gvg battle you have a side that has territory advancement skills that are the Sentinels as quoted above, and the other side, Legion, which needs to retreat and move to use their skills, and these can be countered due to the resisted attribute, that is, it is possible to cauterate this.

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Edited by Sonno
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Not only do they get there first they are also a lot faster to regroup or attack, given the things you just pointed out. It's kinda ridiculous that none of the legion classes have any mobility besides jumping into targets and even though it does have the skill lock in the first part, it doesn't affect much in the second part and we're losing because they get to the Legion's flags before we can destroy their flags so they just teleport back and defend it. It's really something that's being overlooked and gives yet another advantage to the Sentinels.

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20 minutes ago, Drakoknight said:

Perhaps add a expert skill to the Legion that gives them a mobility bonus? For example: Death March

The DeathKnight gains a temporary speed bonus for a short time. If a enemy is in the path they get the "fear" debuff

amazing, we need at last one class that can be there as fast as a mage/seeker can go, dont metter i would suggest the rogue to be the perfect scout as seeker is, but amazing idea!

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36 minutes ago, Vinagre said:

Here is the problem about mobility!
Now we have:

The seeker who can walk faster
The mage who can jump
The paladin who can jump
The blade dancer who can rush
The rogue who can jump on target
The barbarian who can jump on target

Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective.
On the Legion side we have 2 classes who do need to get a target to move forward.

So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always!

There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have!

The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! 
Please take a note into that!!!

Vdd ,o lado sentinela tem uma grande vantagem em mobilodade

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39 minutes ago, Vinagre said:

Here is the problem about mobility!
Now we have:

The seeker who can walk faster
The mage who can jump
The paladin who can jump
The blade dancer who can rush
The rogue who can jump on target
The barbarian who can jump on target

Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective.
On the Legion side we have 2 classes who do need to get a target to move forward.

So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always!

There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have!

The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! 
Please take a note into that!!!

Warspear is a game based on a war between two factions, so the support of the game must be very careful not bring advantages of disadvantages to only on faction, the mechanics of the game should be done as an equation, if you add legion an advantage that the same should be applied to sentinels. Therefore, it is fair for the legion to gain more mobility in their classes. 

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53 minutos atrás, Vinagre disse:

As habilidades de bloqueio no início do julgamento de sereios são muito justas, mas não resolvem o desequilíbrio que temos quando alguém pode reviver e voltar para a batalha mais rápido do que o outro lado !!!! 

Especially in GvG mermem trials, whenever someone from the legion gets the crown, the sentinels always reach first that if someone from the sentries had taken the crown. Sentinels have the advantage of regrouping, of reaching the opponent faster, in addition to the enormous defensive advantage with the paladin's shield both to attack in groups and to defend who has the crown, the legion has neither equal defensive power nor the same mobility.

Edited by King Death
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1 hour ago, Vinagre said:

Aqui está o problema da mobilidade!
Agora temos:

O buscador que pode andar mais rápido
O mago que pode pular
O paladino que pode pular
O dançarino da lâmina que pode correr
O ladino que pode pular no alvo
O bárbaro que pode pular no alvo

Preste atenção, nós temos 4 classes com mecânica de mobilidade no lado da Sentinela, e todos aqueles 4 não exigem um alvo para ganhar metros quadrados de vantagem ao mover-se para um objetivo.
No lado da Legião, temos 2 classes que precisam de um alvo para avançar.

Concordo, atualmente é o principal problema dentro de vários gvgs.

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I agree, we need to balance the classes according to their characteristics, as the wizard jumps, a similar class would be the warlock, so he would have to jump too

 

Edited by Higgings
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28 minutes ago, Higgings said:

In order to maintain this topic on this section, do you have any practical Idea that could eventually help sorting this "problem" out? 

You'd have to change some skills in order to give the same advantage to some of the Legion's classes. Like if four of their classes can jump into thin air or modify their speed, it's only fair that at least some of ours can do the same thing. 

 

25 minutes ago, Bhox said:

I agree, we need to balance the classes according to their characteristics, as the wizard jumps, a similar class would be the warlock, so he would have to jump too

 

I disagree because whilst mages do constant damage and have burst skills the warlock skills are control and support, being the sphere and the arrow the only ones that effectively do burst damages. In order to a real balance we have to have speed modifiers in classes that can also burst or tank, like barbarian or rogue.

Edited by Blackshock
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1 hour ago, Vinagre said:

Aqui está o problema da mobilidade!
Agora temos:

O buscador que pode andar mais rápido
O mago que pode pular
O paladino que pode pular
O dançarino da lâmina que pode correr
O ladino que pode pular no alvo
O bárbaro que pode pular no alvo

Preste atenção, temos 4 classes com mecânica de mobilidade no lado da Sentinela, e todos aqueles 4 não exigem um alvo para ganhar metros quadrados de vantagem ao mover-se para um objetivo.
No lado da Legião, temos 2 classes que precisam de um alvo para avançar.

Então, durante os jogos Guild vs Guild, se for necessário chegar a um ponto mais rápido, mesmo com o bloqueio de habilidade de 30 segundos nas tentativas de sereios, durante toda a partida, o lado do Sentinel terá uma grande vantagem em conseguir alguém primeiro, sempre!

Não há como, se você tiver que caminhar 200 quadrados em uma linha, qualquer classe da legião estará lá mais rápido do que um buscador / mago / dançarino de lâmina / paladino! esse é o problema, eles chegarão primeiro à posição, mesmo que sejam eliminados o máximo possível da legião, eles poderão atingir o objetivo, lutar mais rápido novamente! isto não é justo!!!! A Legião precisa de mais mobilidade assim como os Sentinelas!

As habilidades de bloqueio no início do julgamento de sereios são muito justas, mas não resolvem o desequilíbrio que temos quando alguém pode reviver e voltar para a batalha mais rápido do que o outro lado !!!! 
Por favor, tome nota disso !!!

fora o Stun em area que o Dançarino tem após correr, nenhuma classe mc tem isso... ja imaginou um brb pular onde quer e ainda stunar em area?

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1 hour ago, Drakoknight said:

Perhaps add a expert skill to the Legion that gives them a mobility bonus? For example: Death March

The DeathKnight gains a temporary speed bonus for a short time. If a enemy is in the path they get the "fear" debuff

Oh, i like this one

22 minutes ago, Higgings said:

In order to maintain this topic on this section, do you have any practical Idea that could eventually help sorting this "problem" out? 

I think that only new skills can solve this

Edited by Khrone
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15 minutes ago, Blackshock said:

You'd have to change some skills in order to give the same advantage to some of the Legion's classes. Like if four of their classes can jump into thin air it's just fair that at least some of ours can do the same thing. 

 

8 minutes ago, Khrone said:

I think that only new skills can solve this

 

This is exactly what I'm asking for. So far it has been pointed out a problem and that many agree to that, yet little suggestions to sort this out were shared. 

 

15 minutes ago, Blackshock said:

I disagree because whilst mages do constant damage and have burst skills the warlock skills are control and support, being the sphere and the arrow the only ones that effectively do burst damages. In order to a real balance we have to have speed modifiers in classes that can also burst or tank, like barbarian or rogue.

 

Don't forget that we speak of 2 different classes. Do not remove the difference between them, otherwise we will soon play a RPG where everyone can do everything. If you want a magic damager, choose a mage; if you want a cc class, choose a warlock. 

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why not think about changing the rogue's artful leap so that he jumps anywhere, whether as a single player or not, or for a skill like that of the wizard causing him to jump and damage the area, or by movement speed in the rogue when it is invisible too, well and just a suggestion, please read and think of something to review this situation of mobility.

Edited by Ekyser
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41 minutes ago, Higgings said:

In order to maintain this topic on this section, do you have any practical Idea that could eventually help sorting this "problem" out? 

I agree! Sentinel mobility has been proven several times to be much more effective and beneficial than a legion, even for members who have all the talents of speed in the water. One solution would be to adjust existing legion skills so that they can at least be matched with sentries An example of this that we see is the explorer and rogue Both have invisibility and move equally Why not do something similar to other classes regarding mobility? Nothing prevents this possibility from being studied and compared so that we can have a little more just conditions!

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Suggestions
Rogues
1- Make rogues gain move speed while invisible
or
2-Rework jump skill to let him select the are and jump anywhere without a target, and let him do the damage on AOE.(like a big slice in the area)
or

3-Rework dodging skill that when out of combat gain a small speed increase to movement.

 

Death Knights
1- Rework steel hurricane skill, that when used you have to select the area of effect and the dk will jump there.

Hunter
1- Rework hunter's agility skill that when out of combat gain a small speed increase to movement.
or

2-Rework hunter's mark that when its on you gain a small speed increase to movement.

or 

3-Rework the blessing of the mountain skill that it would increase the move speed for a period.

 

Barbarian
1- Rework the Berserker power skill that would also increase the movement speed while buff is activated.
 

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1 minute ago, Vinagre said:

Death Knights
1- Rework steel hurricane skill, that when used you have to select the area of effect and the dk will jump there.

Looks cool, since nobody still uses Physical DMG DKs, this skill could be used for mobility, like Paladin's.

Totally agree. We need it right now.

 

3 minutes ago, Vinagre said:

Hunter
1- Rework hunter's agility skill that when out of combat gain a small speed increase to movement.

Noice

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7 minutes ago, Mary Lauren said:

I agree! Sentinel mobility has been proven several times to be much more effective and beneficial than a legion, even for members who have all the talents of speed in the water. One solution would be to adjust existing legion skills so that they can at least be matched with sentries An example of this that we see is the explorer and rogue Both have invisibility and move equally Why not do something similar to other classes regarding mobility? Nothing prevents this possibility from being studied and compared so that we can have a little more just conditions!

 

This would kill the difference of both classes. What's the point of selecting one class or the other if both can do the same?

7 minutes ago, Vinagre said:

Suggestions
Rogues
1- Make rogues gain move speed while invisible
or
2-Rework jump skill to let him select the are and jump anywhere without a target, and let him do the damage on AOE.(like a big slice in the area)
or

3-Rework dodging skill that when out of combat gain a small speed increase to movement.

 

Death Knights
1- Rework steel hurricane skill, that when used you have to select the area of effect and the dk will jump there.

Hunter
1- Rework hunter's agility skill that when out of combat gain a small speed increase to movement.
or

2-Rework hunter's mark that when its on you gain a small speed increase to movement.

or 

3-Rework the blessing of the mountain skill that it would increase the move speed for a period.

 

Barbarian
1- Rework the Berserker power skill that would also increase the movement speed while buff is activated.
 

 

The same honestly goes here. But you gave suggestions, hence the topic stays here (unless an user with higher powers decides otherwise) 

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1 minute ago, Higgings said:

 

This would kill the difference of both classes. What's the point of selecting one class or the other if both can do the same?

Not really, if u pick a rogue, he will walk as faster like a seeker, but he will hit more, seeker will stun, still different but as mobility still the same. Rogue can jump into target, seeker can pull them!

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Just now, Vinagre said:

Not really, if u pick a rogue, he will walk as faster like a seeker, but he will hit more, seeker will stun, still different but as mobility still the same. Rogue can jump into target, seeker can pull them!

 

Ok you've chosen a skill from the seeker. Let's suppose that you get this skill.

 

Now, I'm a seeker [EXAMPLE] and I come here, writing that Rogues have got more stuns than damaging skills. I, as seeker, look for balancement and I ask for a Stun to be given, but that stun shall come by pressing a button, basically how rogue does.

 

What would happen then? Since you've got mobility, the seeker will most probably get the 2nd stun too. Result: you've got a killing machine, speedy as hell and 2 times more dangerous than a bladedancer. Is it how balancement works? Idts, right? 

 

You would just start a vicious circle where you'll end up by cutting every difference between classes.

 

One advice: work on what you've got and not on what you haven't got. 

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7 minutes ago, Higgings said:

 

Ok you've chosen a skill from the seeker. Let's suppose that you get this skill.

 

Now, I'm a seeker [EXAMPLE] and I come here, writing that Rogues have got more stuns than damaging skills. I, as seeker, look for balancement and I ask for a Stun to be given, but that stun shall come by pressing a button, basically how rogue does.

 

What would happen then? Since you've got mobility, the seeker will most probably get the 2nd stun too. Result: you've got a killing machine, speedy as hell and 2 times more dangerous than a bladedancer. Is it how balancement works? Idts, right? 

I do understand what you mean, and you are correct, that is why i made many suggestions, i would suggest the rogue at first, because just like a seeker he is the invisible toon in Legion, They are the scouts! 
So if u pick him, the rogue,  as a scout role in a GvG some move speed or some kind of jump with no target requirement would be amazing.
There is a gap into mobility, that people who are getting each day more competitive are starting to understand now, and as suggestion,we don't need to copy exactly the other side, we just need to have the same capability of it in terms of moving forward to an objective. 

And yes, they can demand to be the same with stuns and so, but we are speaking here about teamwork mechanics ''mobility'' that is not target dependent, to rush in areas with no combat, that actually legion do not have.

Edited by Vinagre
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I completely agree with the topic, because the sentinel classes have a great advantage in this GvG because of their mobility skills that give a great advantage in the hero's movement. I recommend an adjustment in the classes of the elves or legion to avoid this disadvantage, which unfortunately makes a huge difference in this GvG. I will contact my mind in search of ideas to balance the mobility of both factions in this GvG, for now it is very essential that this issue is reviewed by all developers, so that there is a balance for both sides

 

Edited by Higgings
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16 minutes ago, Higgings said:

 

Ok you've chosen a skill from the seeker. Let's suppose that you get this skill.

 

Now, I'm a seeker [EXAMPLE] and I come here, writing that Rogues have got more stuns than damaging skills. I, as seeker, look for balancement and I ask for a Stun to be given, but that stun shall come by pressing a button, basically how rogue does.

 

What would happen then? Since you've got mobility, the seeker will most probably get the 2nd stun too. Result: you've got a killing machine, speedy as hell and 2 times more dangerous than a bladedancer. Is it how balancement works? Idts, right? 

 

you are comparing a class that has your dmg absurdly higher than the rogue that was supposed to be one of the top dps, causing damage in the area, same amount of stuns, Gouge works melee, the Net works at 2 yards, you can hit and run because he slows down enemies, you have a chance to stun in invisibility, the rogue has a chance to stun in another skill, so 2 "Gouge" and 2 "Stuns", has active skills that are practically passive, like your buff atack speed penetration and auto attack, unlike the rogue who needs to remember to use his skills at all times, so nothing more fair, the seeker runs, has a chance to stun and is invisible, the rogue gets a dmg on his next attack is invisible and supposed to have to run too

 

Edited by Higgings
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2 minutes ago, Bhox said:

 

you are comparing a class that has your dmg absurdly higher than the rogue that was supposed to be one of the top dps, causing damage in the area, same amount of stuns, Gouge works melee, the Net works at 2 yards, you can hit and run because he slows down enemies, you have a chance to stun in invisibility, the rogue has a chance to stun in another skill, so 2 "Gouge" and 2 "Stuns", has active skills that are practically passive, like your buff atack speed penetration and auto attack, unlike the rogue who needs to remember to use his skills at all times, so nothing more fair, the seeker runs, has a chance to stun and is invisible, the rogue gets a dmg on his next attack is invisible and supposed to have to run too

 

 

I'm making comparisons starting from what the topic has given me. It's not me who started the comparison between these 2 classes. 

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2 hours ago, Vinagre said:

Here is the problem about mobility!
Now we have:

The seeker who can walk faster
The mage who can jump
The paladin who can jump
The blade dancer who can rush
The rogue who can jump on target
The barbarian who can jump on target

Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective.
On the Legion side we have 2 classes who do need to get a target to move forward.

So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always!

There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have!

The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! 
Please take a note into that!!!

Up!

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1 hour ago, Higgings said:

This would kill the difference of both classes. What's the point of selecting one class or the other if both can do the same?

ok, but this influences the choice of factions and makes one grow and become populous while the other does not grow, and this is very visible on the BR server.

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5 minutes ago, King Death said:

ok, but this influences the choice of factions and makes one grow and become populous while the other does not grow, and this is very visible on the BR server.

agree with something to add, mobility is really important in this game, and not until now that the game became really competitive, with GvGs being the main thing going on, why be a rogue to scout, when you can be a turbo car to scout 2x faster as a seeker?

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5 minutes ago, King Death said:

ok, but this influences the choice of factions and makes one grow and become populous while the other does not grow, and this is very visible on the BR server.

 

Not really... what would be the thing that would make me pick THAT class instead of another, if the only difference is that one class sides on a faction that is more populated than the other? I would still select a seeker, in this sense, because everyone likes to win easily. 

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Posted (edited)
4 minutes ago, Higgings said:

 

Not really... what would be the thing that would make me pick THAT class instead of another, if the only difference is that one class sides on a faction that is more populated than the other? I would still select a seeker, in this sense, because everyone likes to win easily. 

i think he means that!
Pick the better kit, in the popular side(more ppl there because the kits are better)

Edited by Vinagre
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1 hour ago, Higgings said:

 

Ok you've chosen a skill from the seeker. Let's suppose that you get this skill.

 

Now, I'm a seeker [EXAMPLE] and I come here, writing that Rogues have got more stuns than damaging skills. I, as seeker, look for balancement and I ask for a Stun to be given, but that stun shall come by pressing a button, basically how rogue does.

 

What would happen then? Since you've got mobility, the seeker will most probably get the 2nd stun too. Result: you've got a killing machine, speedy as hell and 2 times more dangerous than a bladedancer. Is it how balancement works? Idts, right? 

 

You would just start a vicious circle where you'll end up by cutting every difference between classes.

 

One advice: work on what you've got and not on what you haven't got. 

 

Ok, I agree with that. That's why what's been asked here isn't a copy of skills or nothing of the kind, it's only that classes in the Legion can also have skills that increase their movement along the maps and not only when there's a target they can jump into. What's being questioned is precisely the unbalencement caused by 4 Sentinels classes having possibility of increased movement and none of the Legion have the same thing.

Edited by Blackshock
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2 hours ago, Higgings said:

A fim de manter este tópico nesta seção, você tem alguma ideia prática que poderia ajudar a resolver esse "problema"? 

remove mobility from the seeker or give one to the legion too

put stunning in the ricochet and not in the steel explosion (we need attributes in area and not 1v1)

 

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3 hours ago, Vinagre said:

Here is the problem about mobility!
Now we have:

The seeker who can walk faster
The mage who can jump
The paladin who can jump
The blade dancer who can rush
The rogue who can jump on target
The barbarian who can jump on target

Pay attention, we have 4 classes with mobility mechanics on the Sentinel side, and all those 4 do not require a target to gain Square meters of advantage when moving to an objective.
On the Legion side we have 2 classes who do need to get a target to move forward.

So during Guild vs Guild games if it's required to reach a point faster, even with the 30 seconds skill lock on the mermens trials, during the whole match, the Sentinel side will have a big advantage getting someone there first, always!

There is no way if you have to walk 200 Squares into a line any class from legion be there faster than a seeker/mage/blade dancer/paladin! this is the problem, they will reach the position first, even if they get wiped as many from the legion, they will be able to reach the objective, fight again faster! this is not fair!!!! Legion do need more mobility just as Sentinels have!

The lock skills at the start of mermens trial if very fair but it do not solve the imbalance we have when someone can revive and get back into battle faster then the other side!!!! 
Please take a note into that!!!

really the difference in mobility is clear and sometimes impossible to compete in terms of mobility. my suggestion was mobility for Mc's classes, exp rougue with mobility or DK or even msm the necro ...  I hope our administrators improve this.

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8 minutes ago, Davidgank said:

remove mobility from the seeker or give one to the legion too

put stunning in the ricochet and not in the steel explosion (we need attributes in area and not 1v1)

 

 

This is exactly what I was talking about when I spoke of copying stuff from other sides. I'll tell you something: the other users are at least trying to cope and to give suggestions to "clean the mess of the immobility up", but if you pretend to take everything good the class on the other side has got or remove it for the sake of what you call "Balance", then I can tell for certain that these suggestions won't be taken into account. If you want to play a seeker, it's enough for you to create one. 

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