Nearsight. Whats your opinion?
57 posts
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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 |
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/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. |
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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.
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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... |
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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). |
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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. |
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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.
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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...
![]() But the most viable solution is already posted on page 1 by Nef. |
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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. |
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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? |
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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." |
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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 |
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root is very strong too, but no one is suggesting having a cure root spell. |
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Well I could name some more strong spells or abilities, but that is not the point here. |
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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 |
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