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Ami the only one who feels Gimped this patch?

Re: Ami the only one who feels Gimped this patch?

Postby co_cain_e » Tue Mar 20, 2012 9:10 pm

metryinghard wrote:
sarny_ wrote:
metryinghard wrote:buy moar runes


At least he can buy runes, you are stuck with not being able to buy skill.

----

I think what Roset means is that every class has something that gets to our weak point.

so who the I have a potty mouth are u? joining the bandwagon? tensess again nubs :lol:


And who the I have a potty mouth are u too? You don't belong here shoo.
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Re: Ami the only one who feels Gimped this patch?

Postby peachicedtea » Fri Mar 23, 2012 12:11 am

bard has been the only problem for me :o
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Re: Ami the only one who feels Gimped this patch?

Postby eletee » Fri Mar 23, 2012 12:21 am

Summoners are pretty damn op atm. Maybe the devs might make it easier for you to combine pve and pvp but that would come with a heavy nerf or a change that might make you more like psis (purple mages).

Be careful for what you wish for.
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Re: Ami the only one who feels Gimped this patch?

Postby sdebeli32 » Fri Mar 23, 2012 5:02 am

Summoners are brutally effective in A4, and pvp build summoners are extremely dangerous in pvp, however, don't expect one build to do both things perfectly >.>
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Re: Ami the only one who feels Gimped this patch?

Postby totalbummer » Fri Mar 23, 2012 9:09 am

Can't really see why summoner is op. No burst damage and aoe kill only weaklings.
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Re: Ami the only one who feels Gimped this patch?

Postby alcopop » Fri Mar 23, 2012 4:15 pm

totalbummer wrote:Can't really see why summoner is op. No burst damage and aoe kill only weaklings.


Burst damage isn't too bad with Vamp Summoner. Toxic weakness Life Tap + 2 HoDs (blood bank full, reanimator proc) does a fair amount of damage. I'm pretty terrible, and I'm also an acid build. So in most 1v1 fights I just end up spamming neuro and fear and slowly whittling down the opponents HP. I picked up catalyctic blood, so it's fun to go into the middle of a WH group, with a bard's elegy/cantata constantly critting me and knocking down a group of people for a while with fiend's acid splash.

I forgot to get rid of catalyctic blood before my FoD expired e.e (there probably are better rubies around, but I sacrificed the siphoning fever damage rubies, so I'm not really missing out on much)

dark_knight_kain wrote:
alcopop wrote:I feel a bit bored, because Summoners haven't changed at all since the vamp nerf and the addition of those acid rubies and stuff. It's all pretty meh, when you have all these other classes getting these revamps and crazy changes, and then you've got Summoners. Same with Wardens. Can't really complain though, since we're not really overpowered or underpowered (or at least I don't feel that way).


While the class "stability" has been kind of nice, with relatively few major changes the last several patches, I do agree that it's becoming a bit all too familiar with the Summoner class.

I do sorely miss Vamp heals for PvE - it was really nice using a major DPS skill and healing yourself at the same time. :mrgreen:

I really hope we, as a class, get a bit more innovation soon. Perhaps add Wandering Fever as a new talent in the Putrefy grid. A nerfed version (increase mana cost, reduce damage, limit the number of targets it can spread to, etc.) so that it isn't as overpowered as before.

Or at least another DoT to add to our arsenal - something that has added utility like Neurotoxin. Counts down, dealing moderate damage and once it hits 0 has a knockdown (sleeping disease) or silence (infected throat) effect.

Mix up our ruby grids up a bit with some new passive abilities. Give Plague of Mending a 5% chance per tick to generate the Dark Renewal HoT effect (alright, I'll admit that's a bit OP but just throwing ideas out hehe). Have rubies that makes the destruction of 1 stack of Blood Aegis generate a DoT effect in a small radius around the summoner (opposite of healing shield).

Devs need to strike a fine balance between stability while also introducing innovative changes to a class each patch to mix things up a bit. They need to be a bit more delicate instead of fully removing an OP skill and destroy a part of a class identity, simply nerf and readjust it.


I'm not sure if I want wandering back, but increasing the damage of the siphoning burst by a lot could be lots of fun. It'd mean you'd need to kill the summoner in 1:30 which could be fun.
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Re: Ami the only one who feels Gimped this patch?

Postby therealskypirate » Fri Mar 23, 2012 4:51 pm

I somewhat disagree alco, SF as it is now is kind of awful for a mechanic 1 minute and 30 seconds delayed damage that doesnt hit for anything close to the burst of other classes, The dot it does also isnt worth the rubies it costs, In fact SF Should at least tick for the damage WF used to a simple 30k tick every 2 seconds, What im saying is for the mana cost the time it takes for it to do damage and the damage it does totally isnt worth it. Dispelling it causes it to explode faster but with the damage it does it doesnt make any sense to dispell it.

SF needs to give a stronger incentive for Dispelling it because frankly other classes kill people in 1 to 2 shots, not 1 to 2 minutes.
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Re: Ami the only one who feels Gimped this patch?

Postby co_cain_e » Fri Mar 23, 2012 4:55 pm

therealskypirate wrote:I somewhat disagree alco, SF as it is now is kind of awful for a mechanic 1 minute and 30 seconds delayed damage that doesnt hit for anything close to the burst of other classes, The dot it does also isnt worth the rubies it costs, In fact SF Should at least tick for the damage WF used to a simple 30k tick every 2 seconds, What im saying is for the mana cost the time it takes for it to do damage and the damage it does totally isnt worth it. Dispelling it causes it to explode faster but with the damage it does it doesnt make any sense to dispell it.

SF needs to give a stronger incentive for Dispelling it because frankly other classes kill people in 1 to 2 shots, not 1 to 2 minutes.


I'm all for the boost in ticks for fever but gotta agree old fever was pretty op, pair it up with the current VI and we're bound to get a nerf. And my SF actually does a big burst by the end :lol: like 534k in PVE and 100-200k ish in PVP.
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Re: Ami the only one who feels Gimped this patch?

Postby alcopop » Sat Mar 24, 2012 3:04 am

therealskypirate wrote:SF needs to give a stronger incentive for Dispelling it because frankly other classes kill people in 1 to 2 shots, not 1 to 2 minutes.


alcopop wrote:but increasing the damage of the siphoning burst by a lot could be lots of fun


That's what I was saying hahahaha.

I'd love for it do be able to do something like 500k damage in PvP, and could be neutralised if you die before it's over or something (or of course, purified). 500k isn't too bad either, considering the time it takes to tick off and the fact that people end up with well over 600k HP.

I could not be thinking this through properly, though.
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Re: Ami the only one who feels Gimped this patch?

Postby therealskypirate » Sat Mar 24, 2012 4:01 am

alcopop wrote:
therealskypirate wrote:SF needs to give a stronger incentive for Dispelling it because frankly other classes kill people in 1 to 2 shots, not 1 to 2 minutes.


alcopop wrote:but increasing the damage of the siphoning burst by a lot could be lots of fun


That's what I was saying hahahaha.

I'd love for it do be able to do something like 500k damage in PvP, and could be neutralised if you die before it's over or something (or of course, purified). 500k isn't too bad either, considering the time it takes to tick off and the fact that people end up with well over 600k HP.

I could not be thinking this through properly, though.


Maybe not a 600k burst but what if the current burst was left as is but the dot via rubies increased by i dunno, 800%

right now with 2 rubies some summoners get 2k ticks in pvp

that would actually be 720k with one spell lmao oh, maybe thats too much rofl! Cause a burst at the end of that wuold be 1m damage with one spell lmao op much.

well 400% might not be that bad
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