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enough is enough time to nerf moving shots ROUND 2

OREOGL

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I would like to echo the sentiment that being forced to play a parry mage really blows. I had to convert due to the overwhelming nature of moving shot ganks. Running parry fixed this particular issue, but it doesn't seem right that every other mage template is not viable in current meta.
It's a shame you wasted your second post on this.
 

PaithanTheElf

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I would like to echo the sentiment that being forced to play a parry mage really blows. I had to convert due to the overwhelming nature of moving shot ganks. Running parry fixed this particular issue, but it doesn't seem right that every other mage template is not viable in current meta.
No one is forcing you to play one. I take parry off quite occasionally and do just fine vs dexers and archers.
 

elster

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It's a shame you wasted your second post on this.
Regardless of your stance on this topic, you might be the most annoying dude in this thread, providing absolutely no substance to the conversation. Post #3 mmmmmm.
 

OREOGL

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Regardless of your stance on this topic, you might be the most annoying dude in this thread, providing absolutely no substance to the conversation. Post #3 mmmmmm.
I have provided more reasoning through the thread despite people making baseless claims or interjecting at the end of the thread.

But keep the post count going strong.
 

PaithanTheElf

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Interesting half the replies here were about how virem should have had parry on.
Well if you look at the video he gets hit 50% of the time with no parry. If someone wants to get hit less, then of course add parry. That does not mean he is forced to add parry. A 50% hit ratio is where it should be.

In one v one situations, the only time an archer would have a chance at killing me would be stacking mortals. Which, I think needs to be addressed. But that is mainly just how overpowered mortal is; not archery.
 

leet

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Well, it won't effect AI damage at all, and they are both the classes main running shot weapons.

Honestly, you are just terrified of any change to moving shot because you don't want to lose the most overpowered aspect of the only template you play.
Your so funny.

Sure lets make a comp bow 3.25s give it Para/Dismount and running shot
and lets move AI to the reg bow in replace of para.
Id be fine with that. And if you think running shot is stronger then dismount or mortal then you are a fool

And like i said before. Maybe if you werent running all the time maybe you wouldnt be crying about running shot as much.
 

CovenantX

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If I want to PVM I use a tamer or a mystic weaver,
If I want to Spawn I use a sampire or some AOE Style Char
Ok, you use different templates when pvming, I can see that. Even though a sampire would be the most efficient at just about everything pvm-related.


YOU CAN ALSO PLAY THE FOLLOWING PARRY TEMPS In Yew
Parry Healing mage
Parry Inscribe
Parry Alchy mage
Parry combat Mage
Bushiod Parry Dexxer,
Parry Tamer Mage
Parry 4/6 chiv mage
Parry Deathstriker, with 4/6
:facepalm: That's the point, everything needs parry except the skill that can't use it -Archery.
 

CovenantX

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In one v one situations, the only time an archer would have a chance at killing me would be stacking mortals. Which, I think needs to be addressed. But that is mainly just how overpowered mortal is; not archery.
If that's the case you'd have the same problem with melee dexers stacking mortals, confirm?
 

virem

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Your so funny.

Sure lets make a comp bow 3.25s give it Para/Dismount and running shot
and lets move AI to the reg bow in replace of para.
Id be fine with that.
Yup, that sounds good. That puts AI/mortal on a slower swing speed than the Soul Glaive and and a lower moving shot damage on comp bow. Great idea.
 

virem

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In one v one situations, the only time an archer would have a chance at killing me would be stacking mortals. Which, I think needs to be addressed. But that is mainly just how overpowered mortal is; not archery.
One vs. one isn't the problem. It's the ability to get to 30 damage running shots on a cursed target at 1.25 seconds. Which resulted in forcing everyone to play the same template two templates.
 

OREOGL

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One vs. one isn't the problem. It's the ability to get to 30 damage running shots on a cursed target at 1.25 seconds. Which resulted in forcing everyone to play the same template two templates.
One archer is not hitting every 1.25 seconds for 30 damage. Even with just a weapon skill on the defender.

The only way this happens is if RNG gets a lucky streak.
 

cobb

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One archer is not hitting every 1.25 seconds for 30 damage. Even with just a weapon skill on the defender.

The only way this happens is if RNG gets a lucky streak.
lucky streaks are quite common especially after HLD
 

CovenantX

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In one v one situations, the only time an archer would have a chance at killing me would be stacking mortals. Which, I think needs to be addressed. But that is mainly just how overpowered mortal is; not archery.
I see no mention of melee what so ever. However I do see Archery & Mortal Strike. If Mortal strike is overpowered, then by nerfing mortal strike, archers are still overpowered and mortal strike would be even less useful for melee.

Ummm..yes. lol. That was very clear in my post.
The only thing that's clear is Archery is overpowered. Your words.
 

leet

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I see no mention of melee what so ever. However I do see Archery & Mortal Strike. If Mortal strike is overpowered, then by nerfing mortal strike, archers are still overpowered and mortal strike would be even less useful for melee.



The only thing that's clear is Archery is overpowered. Your words.
Parry is overpowered, can we nerf parry and then consider an archery nerf? Or would u rather parry mages just never be able to die instead

Not to mention parry getting one of the few actually good usable masteries
 

CovenantX

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Parry is overpowered, can we nerf parry and then consider an archery nerf? Or would u rather parry mages just never be able to die instead

Not to mention parry getting one of the few actually good usable masteries
I agree with parry being overpowered, I'm in favor of both Archery & Parry (Parry + Wrestling or Anatomy) having tweaks at the same time.

I'm not in favor of parry mages either, a parry mage is actually better than an archer in one vs one.
It's not balanced either, but then you compare a parry mage vs a melee dexer and melee is even worse.
 

PaithanTheElf

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I see no mention of melee what so ever. However I do see Archery & Mortal Strike. If Mortal strike is overpowered, then by nerfing mortal strike, archers are still overpowered and mortal strike would be even less useful for melee.



The only thing that's clear is Archery is overpowered. Your words.
I don't think you know how to read properly. I clearly stated the issue is not archery over powered it is mortal wound. I don't need to list out every melee template when I am replying seeing as how this is an archery thread. Make sense with your posts.
 

PaithanTheElf

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Maybe you should read what you posted.
I think you should have a re-read, bud. We were talking about archery specifically and I said the only thing over powered is mortal wound stacking with archery. Then I further went on to say that is not archery specific- but an issue with mortal wound. How can you not follow a simple post?
 

Lythos-

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I think you should have a re-read, bud. We were talking about archery specifically and I said the only thing over powered is mortal wound stacking with archery. Then I further went on to say that is not archery specific- but an issue with mortal wound. How can you not follow a simple post?
I only have a mortal problem with archery and gargs. You can fend off warriors with fields and confined space traps where a ranged player can just sit back in safety and keep blasting.
 

PaithanTheElf

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I only have a mortal problem with archery and gargs. You can fend off warriors with fields and confined space traps where a ranged player can just sit back in safety and keep blasting.
In some cases perhaps. Others not, and mortal is still a problem. It really needs to go back to the way it used to be where it can't be stacked or reapplied for 3 seconds.
 

Lythos-

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In some cases perhaps. Others not, and mortal is still a problem. It really needs to go back to the way it used to be where it can't be stacked or reapplied for 3 seconds.
It's a big problem I agree. There needs to be a chance to miss it completely.
 

PaithanTheElf

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It's a big problem I agree. There needs to be a chance to miss it completely.
Then of course when that happens, remove curse and the mystic heal will be overpowered. I guess you just can't win!

edit: 4/6 remove curse already is far too overpowered, but it will be even more so.
 

leet

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I only have a mortal problem with archery and gargs. You can fend off warriors with fields and confined space traps where a ranged player can just sit back in safety and keep blasting.
I just read this.

Your logic is that a ranged player can hit you from afar, then you say that if that person was a warrior you could just sit in fields and hit them from afar so thats fair but the ranged dexxer can do it so its not fair.
 
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