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Post by BulgarianMenace on Jun 30, 2009 13:11:09 GMT -5
in 1v1 situations, which do come up fairly often in 8v8s, the warrior battles with the archer for supremacy. The warrior is superior in close range, pretty close in mid range, and obvious the archer long range.
Of course, there's not much than can compare to a firewall into a group of enemies. I mean, the closest thing I can think of is a multi shot which headshots two people, but how often does that happen?
What I meant was that it doesn't make the mage better than the other classes as I explained.
Overall I feel that there is a lot more balance in the game than people give it credit for.
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Post by demonstouch on Jun 30, 2009 13:23:29 GMT -5
[glow=green,2,300]I agree, I will fight anyone class for class.[/glow]
[glow=black,30,300] FIGHT ME!.[/glow]
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Post by Joppi on Jun 30, 2009 13:27:00 GMT -5
The 1v1s within 8v8s aren't true 1v1s, though. They don't have the same level of focus on the enemy that a dedicated 1v1 has, since you still have to watch out for scouts and archers. I mean, uninterrupted 1v1s happen, but they're not prevalent enough to be considered a common part of 8v8s.
Ultimately, I think the warrior is the best in 1v1. The archer isn't all too formidable except for the fact that multi-shit is much more likely to happen.
Uh, don't really understand what you mean.
I agree that this game isn't terribly unbalanced, but I still think mages do hurt the balance. Scouts aren't very good, either. At least warriors and archers are pretty well-balanced.
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ROKNDJ
Túrin Turambar
Any last words?
Posts: 359
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Post by ROKNDJ on Jul 1, 2009 9:57:36 GMT -5
Strange....I always play a mage and usually am in the top 3.....
I simply figure that every character has its stengths and weakness. It's utilizing your strengths and exposing the enemy's weaknees. Working as a team. Certain boards offer advantages to different classes.
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Post by smilingdeath on Jul 3, 2009 15:49:48 GMT -5
Being the only player out of my 11 original friend that bought the game that still plays, I'm a little sad that they blame balance for quitting.
This is by far one of the least RNG dependant games to play, there is very very minimal amount of luck involved, and generally if luck came into play for you losing a fight, you made a mistake earlier on.
That being said...
Kills don't make a certain class ovepowered, winning because you are a certain class makes you overpowered. If you aren't here to cry about how you can't beat someone because you don't try enough you probably wont appreciate this list, but here's some changes that I really wish they would've put in before release.
1. Green orbs... Make them heal for 33% of total health, and have them work immediately upon dropping.
2. Scouts, make them be able to attack while moving, and change their backstab to do exactly 50% of total (not current) health. In addition, make the animation 3 seconds, not 7.
3. Fix some of the randomness of Multi-shot. Should be hitting 3 closest targets.
4. Reduce the amount of pulses a mages heal has to 1, and reduce the cast time on the heal to be slightly more instant. This is the one change that would balance a fairly well balanced class.
5. Increase the duration of mages firewall ability and size of the AoE, but lower or keep the damage the same. This will result in slower ticks of damage, but more utility in slowing an area which I think is the direction this spell should've gone, instead of another nuke.'
If you sit back and actually think about how these changes would play into a normal TDM match with no heroes, there should be no reason to complain.
Edit: And this is my first post under this name, throughout demo and on pandemic forums I used name guitarace2427
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Post by E-2010/xxMrElitexx on Jul 4, 2009 18:14:30 GMT -5
Can sumbody tell me why all tha mages jump after deyy do a lightnin strike (BOSS)
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Post by starscreamrobot on Jul 4, 2009 18:26:11 GMT -5
It's also worth noting that this game is way more balanced than it's "spiritual" predecessors, the Battlefront series, which had a ton of entirely useless classes no one would ever play as.
Then again, two things I wish they carried over are that the heroes were kind of on a timer ( in that their health was constantly depleting unless they were actually killing ), and that the Engineer ( close range shotgun guy ) had the heal power because he was the one that actually needed it.
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Post by Joppi on Jul 4, 2009 18:28:55 GMT -5
It's also worth noting that this game is way more balanced than it's "spiritual" predecessors, the Battlefront series, which had a ton of entirely useless classes no one would ever play as. Then again, two things I wish they carried over are that the heroes were kind of on a timer ( in that their health was constantly depleting unless they were actually killing ), and that the Engineer ( close range shotgun guy ) had the heal power because he was the one that actually needed it. Droidekas <3
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Post by srini on Jul 4, 2009 22:24:20 GMT -5
I now feel more of a man, even though I have countless star wars figures in "their original packaging". Thanks for making me realize that I'm not the only star wars freak around here!
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Post by smilingdeath on Jul 5, 2009 16:45:10 GMT -5
Can sumbody tell me why all tha mages jump after deyy do a lightnin strike (BOSS) Jumping the instant you see the lightning animation will cancel ur slow walk/unable to cast period, reducing the cooldown lightning causes by about 1.5 seconds. You can get about 3 jump canceled lightnings in the time it takes to do 2 normal casted lightnings. Jumping too early before you see the animation cancels the lightning cast altogether, and waiting too long after the animation casts is just a waste of time and leaves you susceptible to a knockdown, get the timing down or don't do it.
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