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  1. #1
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    Actually,
    It was you who brought up 1 v 1. Period. I checked you for applying 1 v 1 player matters to a team game, and also checked your assumption that a mage versus a melee is an automatic loss for a mage, which you are still blatantly incorrect as you should never assume the encounter results in a deathmatch. A mage that engages a melee at a disadvantage is foolish. A Melee caught by a mage off guard alone is a similar fool.

    MOBA was just an example of the inspiration. This is still a team game with controlled participation. You may have had an argument if this was open world PvP but it is not. However many of the universal PvP issues still apply and SE intelligently checked them by giving Mages a clear vulnerability for their otherwise massive impact. They also checked it by giving Bards a damage Sweetspot within the gap-close distance of melees.

    Many of your complaints come from the gripe that you get focused as a mage - my recommendation to you is not to play one in PvP if it bothers you as much or, alternatively, get pocket tank. The difference between queuing alone and queuing with even one friend is night and day in my experience - and this is speaking as a Scholar healer as well. Having someone to protect who also protects you gives you a strong level of stability in the chaos of what's going on.

    Otherwise, you have more tools to address an opponent than any other class type and the highest potential impact on any match. (Especially healers in frontline because they come at a premium.) It would take an entire restructuring of PvP party mechanics from the ground up to balance Mages for lack of interrupts. I honestly don't see Mages as a whole actually desiring what the trade off would be to remove the interrupt mechanic.

    I see the balancing reasons for the interrupts and what it adds to the party dynamics. I'm not telling you not to be frustrated by the mechanic, but it is the mechanic that holds the classes together. What you are asking for, is an entirely new and different PvP system - that's unlikely to happen as what we have now is popular - more so in Japan than EU/NA but that's enough to keep from a complete reformation.


    On a sidenote, Adders made a pretty strong showing last night when I got on.
    (2)

  2. #2
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    It was you who brought up 1 v 1. Period.
    No… you can’t just re-write history.
    Quote Originally Posted by Hyrist View Post
    The only times in which cast interruption becomes a major issue is when a Mage is caught alone with their cooldowns down - which shouldn't ever happen in a team-based game and, in my humble opinion, that's the fault of the players, not the system.
    This is you bringing up a 1v1 issue and basically saying it was okay for melees to have a free kill when a caster is alone. You went even further to say one player should shut down almost all of another’s abilities and their only option should be to run away. I checked you because this is a horribly bias statement that has made all of your other comments invalid. You claim it is better for the “team”, but when it comes down to it you expect melee to be OP. In your “team” game it is okay for a melee player to run around solo and kill certain archetypes easily. So in other words please stop with this fake intellectual “team” debate.
    (0)

  3. #3
    Player
    Hyrist's Avatar
    Join Date
    Oct 2011
    Location
    Next to a dead Snurble.
    Posts
    1,969
    Character
    Lin Celistine
    World
    Goblin
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Red_Wolf View Post
    This is you bringing up a 1v1 issue
    No, this was me saying a Mage Caught alone. That does not mean 1 v 1. That means someone caught out of position. Period. You're the one who inferrs that they are caught alone by a single individual. Try again.

    As I said before. A Melee meeting a mage 1 v 1 should result in the Melee getting CCed, repeatedly if necessary. That can result in the melee running away in fear of the enemy team approaching. If the team is collapsing, then that's a dead melee. If the Mage was simply overextended, then no that's a dead mage and a fool.

    A mage caught out alone and killed is missposition by the mage. It's not a matter of Melee being OP. It's the rules of the game. Play by them or don't play.

    A mage being singled out by an enemy team in group play means the team should be defending their mage, as the mage's uninterrupted casts can swing a fight in their favor. It becomes a tug of war of which mages can get their casts off and which team can interrupt their mages enough to gain an advantage in the fight. That's team dynamics.

    It sounds like you don't get the basics of PvP. There will always be a rock-paper-scissors situation in PvP, if there is not, there is no team dynamic. I'm done going in circles with you on this issue.
    (1)
    Last edited by Hyrist; 02-09-2015 at 05:49 AM.

  4. #4
    Player
    Red_Wolf's Avatar
    Join Date
    Nov 2014
    Posts
    322
    Character
    Quentin Hood
    World
    Malboro
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Hyrist View Post
    No, this was me saying a Mage Caught alone. That does not mean 1 v 1.
    Yeah right... So you made that point to say that mages should only be concerned about interruptions when surrounded by another team? Who cares about a mage getting caught alone and surrounded by another team? Any player should die in that situation. Talk about a strawman argument.

    You have a lot to learn about PvP. This "team" dynamic in which caster shouldn't be allowed to fight against a melee on a even playing field is a theory of your own. No player should prevent 70-80% of another players abilities merely by targeting them. Spells should be interrupted by interruptions and CC alone. That's why melee have them.
    (0)