Nearsight. Whats your opinion?

Talk about your RvR experience here
User avatar
seanbud
Myrmidon
 
Posts: 166
Joined: Apr 12, 2009 00:00

Postby seanbud » Apr 25, 2017 03:33

need a side x side x side screenshot of 1500, 45% ns, 65% ns and people can make their own decisions about what to spec for ns.

my whole "Blue ns is fine" also comes from the fact that dark RM really doesn't sacrifice all that much to get it, and the supp line also gets u pbt. so blue is "fine" for Midgard grps.

I also played light eld for a long time so I've seen red in action as well.

bottom line is you either win ns and get the range/interrupt advantage, or you don't. if I land 3 blue ns's on enemy grp I'd feel pretty much the same as if I landed 3 red ones.

Sent from my SM-G920V using Tapatalk

aylictal
Myrmidon
 
Posts: 122
Joined: Jun 07, 2011 05:09

Postby aylictal » Apr 25, 2017 03:59

seanbud wrote:need a side x side x side screenshot of 1500, 45% ns, 65% ns and people can make their own decisions about what to spec for ns.


/groundset 825 compared to /groundset 525
anyone can test themselves, but you have to factor in that this is absolute max range with the debuff applied. in reality the range is closer to 700 and 400 respectively because all a person has to do is take a step back and they're oor at the former ranges.

mordigg you shouldn't really comment too much on this as you play a bd.

i play a minstrel and nearsight is nearsight to me whatever my range blows anyway, but i have a plethora if interupts just like a bd can do on the run that doesn't require me to plant myself and cast unimpeded.

until you play a caster where you aren't casting insta lifetaps or spread heals and rely purely on those casted spells where if nearsighted things can easily run in and out of your range, or even just run up slam you and 3 shot you, theres not much room for discussion. i played a spiritmaster in OF and i remember what it was like being red nearsighted and if purge was down i was out of the fight other than a /pet attack.

aylictal
Myrmidon
 
Posts: 122
Joined: Jun 07, 2011 05:09

Postby aylictal » Apr 25, 2017 04:11

made a screen showing what I'm talking about, between max range (top screens if applied by blue / red nearsight) and bottom two which are realistic ranges when applied by both.
Image

joshisanonymous
Myrmidon
 
Posts: 160
Joined: Feb 10, 2012 09:03

Postby joshisanonymous » Apr 25, 2017 05:04

aylictal wrote:
seanbud wrote:need a side x side x side screenshot of 1500, 45% ns, 65% ns and people can make their own decisions about what to spec for ns.


/groundset 825 compared to /groundset 525
anyone can test themselves, but you have to factor in that this is absolute max range with the debuff applied. in reality the range is closer to 700 and 400 respectively because all a person has to do is take a step back and they're oor at the former ranges.

mordigg you shouldn't really comment too much on this as you play a bd.

i play a minstrel and nearsight is nearsight to me whatever my range blows anyway, but i have a plethora if interupts just like a bd can do on the run that doesn't require me to plant myself and cast unimpeded.

until you play a caster where you aren't casting insta lifetaps or spread heals and rely purely on those casted spells where if nearsighted things can easily run in and out of your range, or even just run up slam you and 3 shot you, theres not much room for discussion. i played a spiritmaster in OF and i remember what it was like being red nearsighted and if purge was down i was out of the fight other than a /pet attack.


I don't understand. You read my signature close enough to see what my in game name is but not close enough to see that I played a runemaster in circa 2003, supp spec by the way, and a theurgist, and a mentalist...
*Current Lives*
Might pop in here on my BD sometimes.
(Atlas) Baudith/RM
*Past Lives*
(MLF) Levlin/Rang > (Bors) Kleib/RM > (Kay) Traep/Minst > (Lancelot Cluster) Chasis/Sav > (Ywain) Finnegin/Ment > (Uthgard) Mordigg/BD > (Phoenix) Kroll/SM > (BL2) Baud/Warlock

User avatar
Borabora
Warder
 
Posts: 45
Joined: Jul 24, 2010 00:00

Postby Borabora » Apr 25, 2017 12:43

NS is fine, because you can counter it in many other ways than just purge (how about disengage, kite, etc.).

But duration is just too long. I would recommend a small custom change like decreasing the duration to 1min (from 2:xx).

User avatar
Ghast_Bors
Warder
 
Posts: 59
Joined: May 09, 2016 06:20

Postby Ghast_Bors » Apr 25, 2017 14:16

salbei wrote:
Ghast_Bors wrote:You can run tri-spec for yellow ns.


Horrible advice. Imo Trispec is only viable on ONE SINGLE CASTER CLASS in the game, and its not RM.


Ok, well I played that spec for some time on Genesis and it worked great for me. Perhaps it's not good on this server. If so, I apologize for pointing out tri-spec as an option.
Image
Image
Image

Epi
Guardian
 
Posts: 5
Joined: Apr 25, 2017 16:15

Postby Epi » Apr 25, 2017 16:48

The only way to cure NS is to run a group that doesn't need to rely on the range. If it is a problem then just get your whole group to kite away until NS runs out.

User avatar
holsten-knight
Lion Knight
 
Posts: 4449
Joined: Jul 15, 2009 00:00
Location: Hamburg

Postby holsten-knight » Apr 25, 2017 16:55

Midgard also has a second and up to fourth purge... let the caster die and PR him, a bit more shabby than grp purge, but works... :lol:

But the most viable solution is already posted on page 1 by Nef.

aylictal
Myrmidon
 
Posts: 122
Joined: Jun 07, 2011 05:09

Postby aylictal » May 08, 2017 16:20

Borabora wrote:NS is fine, because you can counter it in many other ways than just purge (how about disengage, kite, etc.).

But duration is just too long. I would recommend a small custom change like decreasing the duration to 1min (from 2:xx).


or they could just put a cure in at 40mend/regrow/rejuv...

Would actually give a reason to run those specs anyway.

Your justification used in another sense:

"Mez is fine just the duration is too long, because you can counter it in many other ways than just purge (how about disengage, kite, etc)."

Imaging playing without a cure demezz. The game didn't have those during beta.

User avatar
De_Kus
Myrmidon
 
Posts: 132
Joined: Jan 10, 2010 01:00
Location: DE - Pfalz

Postby De_Kus » May 16, 2017 23:12

I just had an idea if it would make sense to have "strong vision" passive ra which reduces the effect of NS by X% (like 10?) per level. But I am uncertain this would actually be a good solution, especially if you consider it to limit to mage classes which would put albs to a double advantage for mezz range...

Or you could reduce the effect by some fraction of the magic resistance against the NS spell effect type. That would be pretty much the same as the idea to have the duration, and just give the reducation some extra variables. Even active RAs boosting MR would have extra meaning then to time before the NS hits.

I have thought of some of the ideas, but I am uncertain a truly well balanced idea will be that easy to be found. I mean how will we conclude whether NS will be balanced after a change while we already disagree of the imbalancing issue in status quo?
De Kus
<Krieger Asgards> PO Teldachk, Ailind
Love hurts, love strengthens...

User avatar
Woosh
Banned
 
Posts: 73
Joined: Mar 06, 2009 01:00
Location: Jimmy Savile's School for Friendship and Tolerance

Postby Woosh » May 17, 2017 17:44

Epi wrote:The only way to cure NS is to run a group that doesn't need to rely on the range.



also a good solution would be implementing some new custom feature or software (but not the forbidden ones) that warns you with a audio about the incoming nearsight spell and who casted it

ex : <robotic voice> "Hibernians."
<robotic voice> "Nearsighted by Hibernian."

User avatar
preak
Myrmidon
 
Posts: 86
Joined: May 28, 2010 00:00

Postby preak » Jun 28, 2017 14:21

Imo nearsight is way way too strong and needs a custom fix if you want to have balanced gameplay.
I would even go so far and say all healing classes should get it on lvl 8 healing or something similar.

The way it is implemented now it renders a caster hit with nearsight completely useless and forces groups to play ridiculous tactics.

just my 2 cents

MYLK
Warder
 
Posts: 13
Joined: Jul 29, 2013 02:16

Postby MYLK » Jun 28, 2017 14:58

preak wrote:Imo nearsight is way way too strong and needs a custom fix if you want to have balanced gameplay.
I would even go so far and say all healing classes should get it on lvl 8 healing or something similar.

The way it is implemented now it renders a caster hit with nearsight completely useless and forces groups to play ridiculous tactics.

just my 2 cents


root is very strong too, but no one is suggesting having a cure root spell.

User avatar
preak
Myrmidon
 
Posts: 86
Joined: May 28, 2010 00:00

Postby preak » Jun 28, 2017 15:06

MYLK wrote:
preak wrote:Imo nearsight is way way too strong and needs a custom fix if you want to have balanced gameplay.
I would even go so far and say all healing classes should get it on lvl 8 healing or something similar.

The way it is implemented now it renders a caster hit with nearsight completely useless and forces groups to play ridiculous tactics.

just my 2 cents


root is very strong too, but no one is suggesting having a cure root spell.


Well I could name some more strong spells or abilities, but that is not the point here.

Rokiater
Warder
 
Posts: 27
Joined: Mar 08, 2017 16:30

Postby Rokiater » Jun 28, 2017 22:23

MYLK wrote:
preak wrote:Imo nearsight is way way too strong and needs a custom fix if you want to have balanced gameplay.
I would even go so far and say all healing classes should get it on lvl 8 healing or something similar.

The way it is implemented now it renders a caster hit with nearsight completely useless and forces groups to play ridiculous tactics.

just my 2 cents


root is very strong too, but no one is suggesting having a cure root spell.


Root clears up when you get hit

How about NS also clearing up when you get hit? Makes the spell take just a bit more communication for group fights (don't hit NS targets unless necessary), and for solo play it gives a big range advantage at start of the fight without being an "I win the fight from 2300 range against any caster" button.
ALBION - Knights Hemplar
Medusin McVondelastname - Sorcerer 50
Ruptian StarPets - Theurgist 49
Musicish Name - Minstrel 30

PreviousNext

Return to Realm versus Realm

Who is online

Users browsing this forum: No registered users and 54 guests

Monday, 03. March 2025

Artwork and screen shots Copyright © 2001-2004 Mythic Entertainment, Inc. All rights reserved. Used with permission of Mythic Entertainment. Mythic Entertainment, the Mythic Entertainment logo, "Dark Age of Camelot," "Shrouded Isles," "Foundations," "New Frontiers," "Trials of Atlantis," "Catacombs," "Darkness Rising," the Dark Age of Camelot and subsequent logos, and the stylized Celtic knot are trademarks of Mythic Entertainment, Inc.

Valid XHTML & CSS | Original Design by: LernVid.com | Modified by Uthgard Staff