With pleasure. But I'm a player Russian server. I fought HR who were 3.5 and 3.5 at me now. The victory was for me.
I win by regen not than damage
Which, IMO, no personal offense to you, is a stupid, stupid way to make Combat work and the no.1 reason why people hated the HRs so much between mod3~mod5. Basically, to exaggerate a bit, a character/class with regeneration/lifesteal/self-heals so high as to simply outheal incoming damage, makes the PvP combat extremely dumb and passive, and allows a huge, huge room for error.
That's exactly why people hated the Combat HR so much. The guy comes in, lands an unending series of DoTs that constantly work to damage your HP, and no matter how hard you hit, how well you execute your plan of attack, the HR simply bounces back with full HP. You land the first shot, you land your attacks well, but you don't get any rewards for it. The HR simply replensihes all lost HP and 'starts over', while you can't.
So you are not actually doing bad, but you keep losing your HP, while the HR is being pummelled and yet he just doesn't go down. Even in that short moment of FG stealth he goes into, he replenishes like more than half of the total Hp he lost.
This was what it was before mod6, and frankly, it's stupid. I don't want to see that again with Combat HRs. I want to see them winning the fights with an intricate series of clever attacks and good defense management, not just hang a ton of DoTs on the other guy and keep slipping around to regen all HP.
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
With pleasure. But I'm a player Russian server. I fought HR who were 3.5 and 3.5 at me now. The victory was for me.
I win by regen not than damage
Which, IMO, no personal offense to you, is a stupid, stupid way to make Combat work and the no.1 reason why people hated the HRs so much between mod3~mod5. Basically, to exaggerate a bit, a character/class with regeneration/lifesteal/self-heals so high as to simply outheal incoming damage, makes the PvP combat extremely dumb and passive, and allows a huge, huge room for error.
That's exactly why people hated the Combat HR so much. The guy comes in, lands an unending series of DoTs that constantly work to damage your HP, and no matter how hard you hit, how well you execute your plan of attack, the HR simply bounces back with full HP. You land the first shot, you land your attacks well, but you don't get any rewards for it. The HR simply replensihes all lost HP and 'starts over', while you can't.
So you are not actually doing bad, but you keep losing your HP, while the HR is being pummelled and yet he just doesn't go down. Even in that short moment of FG stealth he goes into, he replenishes like more than half of the total Hp he lost.
This was what it was before mod6, and frankly, it's stupid. I don't want to see that again with Combat HRs. I want to see them winning the fights with an intricate series of clever attacks and good defense management, not just hang a ton of DoTs on the other guy and keep slipping around to regen all HP.
He must be good if he can outheal the CC/DPS from a trapper , i don't think it's a problem to see some combat HRs runing in pvp
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
I've been playing Combat HR since Mod 2 and we are now weaker in every aspect than we have ever been. I persist though and made my HR as tanky as I could with high Deflect and as much Lifesteal as I could get. People I face in pvp say I'm hard to kill but I have no damage so basically I hang around until a friendly shows up to help take down the enemy. I would give what to actually be able to kill someone in 1v1 again.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
I've been playing Combat HR since Mod 2 and we are now weaker in every aspect than we have ever been. I persist though and made my HR as tanky as I could with high Deflect and as much Lifesteal as I could get. People I face in pvp say I'm hard to kill but I have no damage so basically I hang around until a friendly shows up to help take down the enemy. I would give what to actually be able to kill someone in 1v1 again.
Which is EXACTLY why the HR should be redesigned/retweaked to have more efficient defenses, with a lot of it coming from active use of encounters which may add beneficial effects to you in a more combat-associated manner -- instead of just go the DoT-selfheal root.
Increased range of shifts(dodges), variety of buffs/debuffs from active use of encounters (instead of just this horde of 'strong grasping roots' and 'weak grasping roots' that are useless even in PvE), increased base damage, increased attack speed and range, etc etc..
Stop making excuses. Be a man. If you know something to be broken, stop using it. Otherwise, you've got no right to be speaking of 'balance.'
Which, IMO, no personal offense to you, is a stupid, stupid way to make Combat work and the no.1 reason why people hated the HRs so much between mod3~mod5. Basically, to exaggerate a bit, a character/class with regeneration/lifesteal/self-heals so high as to simply outheal incoming damage, makes the PvP combat extremely dumb and passive, and allows a huge, huge room for error.
That's exactly why people hated the Combat HR so much. The guy comes in, lands an unending series of DoTs that constantly work to damage your HP, and no matter how hard you hit, how well you execute your plan of attack, the HR simply bounces back with full HP. You land the first shot, you land your attacks well, but you don't get any rewards for it. The HR simply replensihes all lost HP and 'starts over', while you can't.
So you are not actually doing bad, but you keep losing your HP, while the HR is being pummelled and yet he just doesn't go down. Even in that short moment of FG stealth he goes into, he replenishes like more than half of the total Hp he lost.
This was what it was before mod6, and frankly, it's stupid. I don't want to see that again with Combat HRs. I want to see them winning the fights with an intricate series of clever attacks and good defense management, not just hang a ton of DoTs on the other guy and keep slipping around to regen all HP.
Comments
we may try a 1vs1 in ice. Iam pvp trapper, 3.2gs. I would like to know/compare our dps versus LS.
Ty
I win by regen not than damage
Which, IMO, no personal offense to you, is a stupid, stupid way to make Combat work and the no.1 reason why people hated the HRs so much between mod3~mod5. Basically, to exaggerate a bit, a character/class with regeneration/lifesteal/self-heals so high as to simply outheal incoming damage, makes the PvP combat extremely dumb and passive, and allows a huge, huge room for error.
That's exactly why people hated the Combat HR so much. The guy comes in, lands an unending series of DoTs that constantly work to damage your HP, and no matter how hard you hit, how well you execute your plan of attack, the HR simply bounces back with full HP. You land the first shot, you land your attacks well, but you don't get any rewards for it. The HR simply replensihes all lost HP and 'starts over', while you can't.
So you are not actually doing bad, but you keep losing your HP, while the HR is being pummelled and yet he just doesn't go down. Even in that short moment of FG stealth he goes into, he replenishes like more than half of the total Hp he lost.
This was what it was before mod6, and frankly, it's stupid. I don't want to see that again with Combat HRs. I want to see them winning the fights with an intricate series of clever attacks and good defense management, not just hang a ton of DoTs on the other guy and keep slipping around to regen all HP.
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
He must be good if he can outheal the CC/DPS from a trapper , i don't think it's a problem to see some combat HRs runing in pvp
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Which is EXACTLY why the HR should be redesigned/retweaked to have more efficient defenses, with a lot of it coming from active use of encounters which may add beneficial effects to you in a more combat-associated manner -- instead of just go the DoT-selfheal root.
Increased range of shifts(dodges), variety of buffs/debuffs from active use of encounters (instead of just this horde of 'strong grasping roots' and 'weak grasping roots' that are useless even in PvE), increased base damage, increased attack speed and range, etc etc..
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'
https://youtube.com/watch?v=yjISaOljrfA
That's exactly why people hated the Combat HR so much. The guy comes in, lands an unending series of DoTs that constantly work to damage your HP, and no matter how hard you hit, how well you execute your plan of attack, the HR simply bounces back with full HP. You land the first shot, you land your attacks well, but you don't get any rewards for it. The HR simply replensihes all lost HP and 'starts over', while you can't.
So you are not actually doing bad, but you keep losing your HP, while the HR is being pummelled and yet he just doesn't go down. Even in that short moment of FG stealth he goes into, he replenishes like more than half of the total Hp he lost.
This was what it was before mod6, and frankly, it's stupid. I don't want to see that again with Combat HRs. I want to see them winning the fights with an intricate series of clever attacks and good defense management, not just hang a ton of DoTs on the other guy and keep slipping around to regen all HP.
[/quote]
Lol do you know what the Devoted Cleric class is?
You know what the relevancy of your remark to the problem at hand is?
If you know something to be broken, stop using it.
Otherwise, you've got no right to be speaking of 'balance.'