ewolf0113

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  1. Having 50% block will obviously make you feel like you aren't exploding. You're effectively halving the dps you are taking, allowing healers to keep up. 2H classes have no real way to avoid damage altogether, considering the ease of +10 and gear upgrades invalidating evasion. Doing everything possible to mitigate damage still can't save you from 2-3 mages aoe'ing you on a 2H class, and I feel that is a problem. Tack on an aerolite damage multiplier + an 10-15k initial fire damage hit on the kd, and there is just too much damage being output, in my opinion.
  2. Hello friends, With the addition of 110% weapons and gear upgrades that can add another 8-10% to weapon damage, the scales have become unbalanced when compared to original classic EE. Even with capped(50) resists, it is impossible to mitigate the damage dealt in PvP, meaning that fights end 2-3 seconds after they begin. I personally feel that increasing max resistances in PvP settings(GvG/TW/Arena) by 10-20, and then adding a flat 10-20 all resists as a passive for being in PvP would remedy the issue. This would compensate for the increased damage dealt by players without having a negative impact on PvE, and the passive +10-20 would allow for the change without needing to release level 4 gems or invest further in resist sources. The cap and number of resists added are arbitrary amounts that you could tailor a bit for balance, but I feel that the easiest way to fix the damage scaling issue is simply to bump up the mitigation. Thank you!
  3. These people going into arena with blue gears who have barely touched trials and want pets removed are silly to me. Spirit scar pets are basically necessary in a lot of cases to shut down zumi knights. Changing classes is also solid, in my opinion. An illu queues in against a team of 3 orange and they may as well sit there and die, if the illu is good. Let one of them change to knight. Not sure if the health vote is arena-only or if you mean health overall, but if it's overall, that's just silly. Do your trophy achievements and level your classes. 4 yellow certs and/or a 50 MA cert are enough for 99% of cases, with the 1% being Shale T crits from Robo. Edit: I assume health is strictly arena. In that case, it's still fine as it is. It seems like it's too low in some cases if you're running around in trash gear with low level accessories, no trophy enchants, etc. Those are just growing pains.
  4. These people going into arena with blue gears who have barely touched trials and want pets removed are silly to me. Spirit scar pets are basically necessary in a lot of cases to shut down zumi knights. Changing classes is also solid, in my opinion. An illu queues in against a team of 3 orange and they may as well sit there and die, if the illu is good. Let one of them change to knight. Not sure if the health vote is arena-only or if you mean health overall, but if it's overall, that's just silly. Do your trophy achievements and level your classes. 4 yellow certs and/or a 50 MA cert are enough for 99% of cases, with the 1% being Shale T crits from Robo.