This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Increasing all Classes' Survivability
Post Reply
Return to board index
Post by
99353
This post was from a user who has deleted their account.
Post by
Miyari
Everything is decided by randomness.
Not entirely true, although it's typically a handful of formulas that decide a general hit or miss factor, that's why this is an MMO game and not a fighting game. Adding this sort of element would negate a lot of the purpose in proper character development procedure (statistical balance, combat rating, etc.) Roleplaying games of any standpoint are typically based around character development, whereas fighting games are not. From a PVP standpoint while this could possibly be option, situationally there's basically no way to work it in properly with the way the combat or skills systems work within the game. PVE there's no question. There's far too much multitasking in a typical instance or raid environment to even add such. Sorry, but I'll stick to the arcades for that. :/
That being said, I kick ass at Soul Calibur.
Post by
99353
This post was from a user who has deleted their account.
Post by
blademeld
OMG my paladin will be unkillable...
the problem with increasing the duration of the fights is that raids already take a good chunk of time to finish, and boss fights usually last 6~8 min, if you had to kill one boss for 12~16 min... you'd be pretty bored out of your mind
now, boredom is subjectable and different to everyone, but most people won't spend 12 hours/raid/week when they already experienced it being done under 6
Post by
99353
This post was from a user who has deleted their account.
Post by
blademeld
Why is that ?
because paladins are cockroaches
The positive aspect is that you`ll not die as quickly from one Raid Mob / Boss hit.
*high king maulgar hits you for 15k* that's what it said on my sis' priest when she only had 7k hp, aka, doesn't change survival rate significantly for clothies by doubling the HP
but it will allow for tanks to be more linient, lose a couple thousand HP here and there, get another 10% migation instead
that would be unthinkable with current standards for a starting tank
aka, it makes tanking a bit too easy, it eliminates the challenge of a fight
Post by
99353
This post was from a user who has deleted their account.
Post by
607
This post was from a user who has deleted their account.
Post by
99353
This post was from a user who has deleted their account.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.