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The April fool's joke that is not

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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    I used to main pally and honestly, whilst I am glad for the bubble nerf, I would have preferred for the skill to be completely redesigned, because its only a matter of time before an OP can perma bubble again. As it is, if you invest into AP gain you can achieve 75-90% bubble uptime post bubble nerf, which is still far too high imo, I would prefer a class not being built entirely around cheesing content and actually involving proper tanking skills. As for a dead class? Devotion is still viable if you don't want to play protection and any group that feels they need protection, will also find utility from devotion.
  • wdj40wdj40 Member Posts: 1,958 Arc User
    edited April 2016

    Well, I'm talking about the time it takes from pressing a button until the game actually performs the corresponding action. I don't have that issue with any game on Xbox but this one.

    And not only that. For instance, my main is a GWF, and first thing I usually do when entering combat is Daring Shout. Well, sometimes you get a red right after starting it, so easy! you just move or run sideways to avoid it. Same thing with WMS: one, two hits and then you suddenly need to avoid red. No big deal... Problem is getting the next action (moving) to register quickly. Sometimes it happens, sometimes it doesn't.

    The other thing, at least in my case, is my toon becoming slower when in combat. I noted this is a really crappy problem in the game itself after having increased the movement stat substantially, noticing a good improvement for about a week, and then going back to the same old problem.

    Really, Cryptic should dedicate a couple of devs and testers to really improving the code that deals with the controller. I won't take forever, so any reason to justify not doing this is just a really lame excuse.

    ^Exactly this... I quite literally have to hammer the button until an Encounter or whatever fires off for every single attack, otherwise most of the time it just does not register. The extreme lag also accounts for, I really would say, 100% of my deaths. So many times I have dodged way before the attack hits yet I rubberband back into death.
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  • vaultingfrog#2497 vaultingfrog Member Posts: 185 Arc User

    I used to main pally and honestly, whilst I am glad for the bubble nerf, I would have preferred for the skill to be completely redesigned, because its only a matter of time before an OP can perma bubble again. As it is, if you invest into AP gain you can achieve 75-90% bubble uptime post bubble nerf, which is still far too high imo, I would prefer a class not being built entirely around cheesing content and actually involving proper tanking skills. As for a dead class? Devotion is still viable if you don't want to play protection and any group that feels they need protection, will also find utility from devotion.

    Considering how the pally doesnt really have threat generation at the moment compared to other classes, as well as threat generating abilities being broken on the pally the bubble compensated for that.

    As I am sure you know, being a pally and all, that to tank you need to keep threat so they focus on you and not your party, but with out that threat generation the focus needed just isnt there. The bubble got around that to protect the party.

    Personally I think that the bubble could have been redesigned to let 20% of the damage through on people being affected by the bubble while the pally absorbs the rest. Basically reducing all party damage down to 20% for a period of time instead of completely negating it for everyone except the pally. That and bubbles shouldnt stack. Having two pallys in a party shouldnt allow the bubbles to stack and make everyone immune.

    If that were the case then I highly doubt people would have so much of an issue with the bubble and it wouldnt need to be nerfed. If the threat generation stuff gets fixed then the class would be a very good tank with out being uber broken.

  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    I used to main pally and honestly, whilst I am glad for the bubble nerf, I would have preferred for the skill to be completely redesigned, because its only a matter of time before an OP can perma bubble again. As it is, if you invest into AP gain you can achieve 75-90% bubble uptime post bubble nerf, which is still far too high imo, I would prefer a class not being built entirely around cheesing content and actually involving proper tanking skills. As for a dead class? Devotion is still viable if you don't want to play protection and any group that feels they need protection, will also find utility from devotion.

    Considering how the pally doesnt really have threat generation at the moment compared to other classes, as well as threat generating abilities being broken on the pally the bubble compensated for that.

    As I am sure you know, being a pally and all, that to tank you need to keep threat so they focus on you and not your party, but with out that threat generation the focus needed just isnt there. The bubble got around that to protect the party.

    Personally I think that the bubble could have been redesigned to let 20% of the damage through on people being affected by the bubble while the pally absorbs the rest. Basically reducing all party damage down to 20% for a period of time instead of completely negating it for everyone except the pally. That and bubbles shouldnt stack. Having two pallys in a party shouldnt allow the bubbles to stack and make everyone immune.

    If that were the case then I highly doubt people would have so much of an issue with the bubble and it wouldnt need to be nerfed. If the threat generation stuff gets fixed then the class would be a very good tank with out being uber broken.

    You actually can tank, somewhat, if you regulate the use of divine call (it is a hard taunt). I agree though that pally aggro mechanics need to be fixed and I use the word fixed, because they are actually supposed to have a few, but they aren't working. Binding oath for example, is supposed to hard taunt opponents. I think that if those mechanics were fixed, paladin would have no issues.
  • vaultingfrog#2497 vaultingfrog Member Posts: 185 Arc User



    You actually can tank, somewhat, if you regulate the use of divine call (it is a hard taunt). I agree though that pally aggro mechanics need to be fixed and I use the word fixed, because they are actually supposed to have a few, but they aren't working. Binding oath for example, is supposed to hard taunt opponents. I think that if those mechanics were fixed, paladin would have no issues.

    If only they could fix that... that way my pally wouldnt be considered a leper for PUGs. I mean the little redesign of the bubble like I thought of wouldnt make the OP broken but a very useful class.
  • telprydaintelprydain Member Posts: 545 Arc User



    You actually can tank, somewhat, if you regulate the use of divine call (it is a hard taunt). I agree though that pally aggro mechanics need to be fixed and I use the word fixed, because they are actually supposed to have a few, but they aren't working. Binding oath for example, is supposed to hard taunt opponents. I think that if those mechanics were fixed, paladin would have no issues.

    We did a test run on eToS and it went just fine. I was using the aura that damages and builds threat, it it worked just fine.
    Although I'd agree that the methods that are broken need seen to ASAP.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    edited April 2016



    You actually can tank, somewhat, if you regulate the use of divine call (it is a hard taunt). I agree though that pally aggro mechanics need to be fixed and I use the word fixed, because they are actually supposed to have a few, but they aren't working. Binding oath for example, is supposed to hard taunt opponents. I think that if those mechanics were fixed, paladin would have no issues.

    We did a test run on eToS and it went just fine. I was using the aura that damages and builds threat, it it worked just fine.
    Although I'd agree that the methods that are broken need seen to ASAP.
    Yes, the class is fine, but it in no way competes with a GF which can tank and buff. What I would like to see from the class is a complete rework of the bubble, (I dislike immunity or mass damage reduction mechanics in the first place and I feel the same way about knight's valor, shield of faith and anointed army) a fixing of the hard taunt mechanics and an increase in the pallies ability to buff, maybe increasing the effectiveness of aura of courage by 50%?
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Yeah that'd work. Along with effective threat gen. I think a lot of the issues for non-tanky classes is that their DR sits around 20-30% & npc enemies appear to have RI in the 40-50% area. It also looks like they use the Lostmauth set too - lol. Their crits can be ridiculous.

    At the most simple way of looking at it, any class should be able to take at least 4-5 hits before losing all health. This gives enough time to dodge, get healed etc.

    I must say again though that Cryptic deciding to remove one aspect of a class without rebalancing the others at the same time is just so myopic. They do this so often.

    I genuinely feel sorry for newer players where the Pally is their main or only character as they are now forced to either play as a leper for the next few months (until Cryptic wake up & fix things) or respec to a Healadin.

    I personally love my pally, he's unkillable in most circumstances & at 60% RI he can clear content in a decent time. I'm tempted to just make some tweaks but stay Protection, keep improving his gear and wait it out.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User
    armadeonx said:

    Yeah that'd work. Along with effective threat gen. I think a lot of the issues for non-tanky classes is that their DR sits around 20-30% & npc enemies appear to have RI in the 40-50% area. It also looks like they use the Lostmauth set too - lol. Their crits can be ridiculous.

    At the most simple way of looking at it, any class should be able to take at least 4-5 hits before losing all health. This gives enough time to dodge, get healed etc.

    I must say again though that Cryptic deciding to remove one aspect of a class without rebalancing the others at the same time is just so myopic. They do this so often.

    I genuinely feel sorry for newer players where the Pally is their main or only character as they are now forced to either play as a leper for the next few months (until Cryptic wake up & fix things) or respec to a Healadin.

    I personally love my pally, he's unkillable in most circumstances & at 60% RI he can clear content in a decent time. I'm tempted to just make some tweaks but stay Protection, keep improving his gear and wait it out.

    Monsters have, for the most part, 10-15% armour penetration, its something I have checked on PC. The only notable exceptions are some bosses, phase spiders and assassin drakes, everything else has hardly any arp at all.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    Wow and they do that much damage? That's insane.
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  • cesar#6784 cesar Member Posts: 325 Arc User
    armadeonx said:

    Wow and they do that much damage? That's insane.

    The famous one-shot thingy Cryptic doesn't care about fixing, mate.
  • vaultingfrog#2497 vaultingfrog Member Posts: 185 Arc User
    Ok so I got lost at RI.... not sure what it means, but I did follow the logic of new players (I am one of them) being screwed over because of this nerf. Thank goodness for double refinement so I can get my gear up a bit higher.

    Even as an off tank the pally seems to fall short. I love the bubble but it really turned the class into a one trick pony. With out it the pally kind of falls short in every aspect of the game (except healing I suppose). If you are rolling a healer though I dont see the point in the plate armor for the class.... but thats because I am nerdy like that.
  • cesar#6784 cesar Member Posts: 325 Arc User

    Ok so I got lost at RI.... not sure what it means

    RI = Resistance Ignored stat.
  • manyvengeancemanyvengeance Member Posts: 172 Arc User
    Some of the content post Pallys introduction was thought around having an OP's bubble, I guess... E.g. Chrysos (blue drag at Stronghold) does that pulse thingy killing most of the ppl around him, that attack isn't telegraphed, or at least I haven't found the exact anim that tells you is going to do that, is just so random, it can happen at any moment after another one of his anims and hits most ppl for 160k, killing off guard OPs and GFs as well.
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    I hate that dragon - lol. It's the only one where death is both certain & unpredictable as to when it'll come. With all the others you at least get enough warning to dodge.
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  • thefabricantthefabricant Member, NW M9 Playtest Posts: 5,248 Arc User

    Some of the content post Pallys introduction was thought around having an OP's bubble, I guess... E.g. Chrysos (blue drag at Stronghold) does that pulse thingy killing most of the ppl around him, that attack isn't telegraphed, or at least I haven't found the exact anim that tells you is going to do that, is just so random, it can happen at any moment after another one of his anims and hits most ppl for 160k, killing off guard OPs and GFs as well.

    That pulse occurs after someone dies. blue and black can be easily 2 manned by CW and DC though, if you really need them done.
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  • manyvengeancemanyvengeance Member Posts: 172 Arc User
    edited May 2016

    Some of the content post Pallys introduction was thought around having an OP's bubble, I guess... E.g. Chrysos (blue drag at Stronghold) does that pulse thingy killing most of the ppl around him, that attack isn't telegraphed, or at least I haven't found the exact anim that tells you is going to do that, is just so random, it can happen at any moment after another one of his anims and hits most ppl for 160k, killing off guard OPs and GFs as well.

    That pulse occurs after someone dies. blue and black can be easily 2 manned by CW and DC though, if you really need them done.
    Oh!! So, it's like the soul puppets at black? I wouldn't have imagined tbh, but he also does that when the fight starts, not requiring anyone to die previously, that's why I thought it was random, lol.

    Also, do you mean CW post lostmauth nerf? And at what IL? I've only seen a DC solo Green, but he was at like 4k, and a DC at 4k isn't something you see everyday on Xbox, at least. :worried:
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