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Thread: hate cap raise.

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  1. #1
    Player GlobalVariable's Avatar
    Join Date
    Mar 2011
    Posts
    330
    Character
    Arisingchicken
    World
    Odin
    Main Class
    PLD Lv 60
    I remember when it was a team effort to keep hate on Paladins because they just weren't built to deal damage, but to take damage. These days people just want SE to do the work for them so they don't have to make any effort. Just make PLD stronger. Yeah, that's the trick. And they keep doing that, making jobs stronger. And it unbalances other aspects. And it keeps repeating itself. All because people want to skip out on playing the game with their minds and just TP spam shit. Good job.
    Agreed, I remember it was a requirement for most if not all DD's to have /THF leveled to SATA onto whoever was tanking.
    That has been dead long before the current situation. Even well before the popularity of /sam and the 2h update. Go onto any community site forum and try to advocate war/thf...Good luck.

    And there are plenty of times hate production from damage will be so high that TA won't mean a thing anyway. As it is melee's stand around doing nothing long enough thanks to the proc system. Saying it is because we don't hold back or don't "work" for hate control is simply nonsense.
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  2. #2
    Player Swords's Avatar
    Join Date
    Mar 2011
    Posts
    354
    Quote Originally Posted by GlobalVariable View Post
    That has been dead long before the current situation. Even well before the popularity of /sam and the 2h update. Go onto any community site forum and try to advocate war/thf...Good luck.

    And there are plenty of times hate production from damage will be so high that TA won't mean a thing anyway. As it is melee's stand around doing nothing long enough thanks to the proc system. Saying it is because we don't hold back or don't "work" for hate control is simply nonsense.
    I'm by no means advocating usage of /THF on DD's in this day and era, it was merely stating so though it might still have it's uses in certain situations. It's really all in how the game was originally designed, intended, and adjusted, back in 2004/05 a balanced group that worked with each other played a major part in success in experience and event settings. You of course ran into bandwagon jobs back then with Arrow/Mana burn parties, but a balanced party had a bigger standing then than it does now.

    SE has strayed away from that trying to make the game more suitable for the casual player, and I'm fine with the direction they've taken in some areas and not so much in others. I know not everyone is going to be happy with everything and neither will I, but it would be nice to have a more teamwork oriented environment that played more to the strengths and weakness of each other like back then, instead of singling out half the jobs available for being seen as useless because of one or two design flaws even though they're still entirely viable.
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