"Therium104 wrote: »I am not following your logic. If Templars can heal better than DK's under all situations is it not reasonable to assume DKs should have more dps in most if not all situations. Like 20%. Isn't balance between the classes as relevant as different abilities? If the dps is the same would that not require the healing ability of dk's to be increased?
"Therium104 wrote: »I am not following your logic. If Templars can heal better than DK's under all situations is it not reasonable to assume DKs should have more dps in most if not all situations. Like 20%. Isn't balance between the classes as relevant as different abilities? If the dps is the same would that not require the healing ability of dk's to be increased?
So much stuff I won't read
yelloweyedemon wrote: »If a future update with real end game content comes, and DK's are boosted even more, then I won't mind people complaining. Now it's just typical MMO QQ.
khele23eb17_ESO wrote: »yelloweyedemon wrote: »If a future update with real end game content comes, and DK's are boosted even more, then I won't mind people complaining. Now it's just typical MMO QQ.
Thats a very myopic attitude. People should complain now, BEFORE it comes to the situaton youre describing.
BrassRazoo wrote: »I reached the end. That was a lot of words.
Therium104 wrote: »"yelloweyedemon wrote: »I've seen templars doing 1k dps. Also a friend of mine that plays temp told me that in his build, the lower the boss's health, the more damage he can do due to some skills, while DK's can't do that. So your point is that DK's are broken because they can do 0,2 more dps than you? Yes it might be easier to play, but all mmo's have braindead,easy,basic and advanced difficulty classes.
Same thing goes for raiding. Just find a guild that does not run FOTM class runs. In every MMO you'll find fotm exclusive runs. Those people will just switch to the next "OP" class in the next update, just because they only care for numbers to boost their e-peens.
First of all, you haven't seen templars doing 1k dps because the game's current addon situation doesnt support group meters. What you've seen is people lying about their dps in order to get into a trail group. Your friend either A) must have not played since craiglorn came out because they broke the skill you're talking about that used to allow Templars to do decent dps, or is lying to you because he has low self esteem and wants to justify his existence as that crappy raid member who does bad dps yet refuses to heal. Yes, Templars used to be able to do 1k dps. Biting jabs got bugged/nerfed and we don't know when it will be fixed. And yes, it's a big deal when a class does 20% more dps than you. It might not be a big deal in our current casual, take anyone that does over 800 dps pug environment, but once harder content that isn't really puggable comes out being 20% worse than a DK means sitting on the bench 100% of the time on progression raids (I'm assuming your 0.2 was a coefficient as 1200 dk dps is about 20% better than 1k pre-nerf Templar dps... which, btw, was not sustainable btw beyond about 60 seconds)
And guilds that do not run FOTM class runs are just another way of saying guilds that don't perform to their potential and are super casual and generally terrible at progression. If you're fine with not clearing v12 content until v14 content is released, by all means, don't worry about being 20 or even 50% behind other classes. But if you want to be on the bleeding edge of progression and you're 20% behind, you better pray that your class brings something super special to the raid... something like sorc negate (which is why sorcs are still getting into runs even though they are currently about 20% behind dk's).
I am not following your logic. If Templars can heal better than DK's under all situations is it not reasonable to assume DKs should have more dps in most if not all situations. Like 20%. Isn't balance between the classes as relevant as different abilities? If the dps is the same would that not require the healing ability of dk's to be increased?
Moonchilde wrote: »How about making physics count?
1. Make cloth extremely vulnerable in terms of damage/resistance.
2. Make heavy armor way tougher and resistant, but have it impact speed and casting costs more significantly.
3. Done
This will start a line of adjustments that will balance classes and abilities. Sure, you can stack your magika to godly levels, but you will be a glass cannon. You can wear heavy armor to compensate, but you will move slower, and your godly magika pool gets balanced out.
These are really old fantasy balance measures, but we should not have to reinvent the wheel here, should we?