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Posted: Tue Jul 31, 2018 8:12 pm
Anyone know if moving forward there are any plans on modifying barbarians? Seems the negative dodge rate means no one plays a barbarian unless its for farming gold. The class is so hindered I hear people shutter at the thoughts of leveling another one after the pain stacking and expensive task of doing it one time. I have always loved this class and would like to see it be useful again.
Anyone know if there is any plans of that?
Posted: Wed Aug 01, 2018 5:28 am
They do need love. I think more HP would be helpful for them.
A different spread (or even increase) in their damage would be nice, too.
Posted: Wed Aug 01, 2018 5:56 am
Agreed. They werent bad before dodge nerf. They were essentially a less dodgy alternative to ninja BEFORE the nerf. And now, unless behind a guardian, are darn near a forgotten class. Ill ask pvpers to switch off barbs if they can and take a ninja for absolutely any scenario.
Posted: Wed Aug 01, 2018 1:14 pm
I just finished exping a night half orc barb wasn't bad . Pvp zerkers are trash. They definitely need more HP so the Rng has time to hit.
Posted: Wed Aug 01, 2018 4:27 pm
Just sucks cause it makes the only visble barb option a ling with a shield. And they do less dmg than gobby ninjas. With less mr.. And still dodge like humans
Posted: Wed Aug 01, 2018 4:57 pm
thats a valid point: they are defenseless and shitty to play.
however it seems to me everything is validated by max round potential
OMGZORZS a horc can hit 400 400 400 255 with this amazing 3 flurry 4x critical round (NEVER)
averages never even come up in these threads.
Posted: Wed Aug 01, 2018 9:35 pm
Just feel like in order to get people to play more than slayer/ninja it would be beneficial to change zekers and make them competitive. Should add diversity to the game again.
Posted: Thu Aug 02, 2018 12:25 am
i mean zerks can do the same thing a slayer does, it just takes 4x as long and has alot more absorb risk. plus needing a guard to even look at other players ..
Posted: Thu Aug 02, 2018 6:19 pm
I don't disagree that they don't need some looking at. We'll get there.
But the -1.25 agi modifier isn't the reason why they're bad. That's all in yee heads. Maybe with HO though, bad AGI and then another -1.25 agi to dodge is bad. Someone with 22 agi becomes 20.75, etc. Not 0. I know some people think this and even though I've posted even a character which has proper agi values it still won't be accepted, 'dats life'. It is a penalty though, obviously, but it doesn't gimp them to nothing.
Anyways yeah, they're on the 'to look' list.
Also they always had a nerf, but before it was a % based one averaging around 1 to 1.75 agi, and also effected hit rate too.
Posted: Thu Aug 02, 2018 7:10 pm
because you are looking at 10000 attacks which ends up balanced and not small groups of 10-30 misses/hits that actually matter. which generally is all that matters. i can log a horc and hit 15/20, when this shit happens everyone dies back to back to back. i can log a ling and hit 20/20 and stuff dont die lol(considering pots). or i can log a ling and get hit by 19 agi 20/30 while he dodges everything. large streaks of missing inferior agi/hitting super agi 5/5 etc, all this stuff happens a little too often. basically just survive on huge damage until rng blesses you with a super round
if the characters lived 2500 rounds the agi stat might matter. its more like luck than actual agi.
only way a zerker is useable is behind a guard
you can use a shield too beef defense and get same blocks but honestly that just makes you hit worse than a ninja, with less stam,, less mr, less dodge, and still less armor. monks shouldnt even have armor since this game doesnt use armor to affect hit rates.