That’s why I say the dodge reduction shopuld be on strength, in a clump there’s 100 cc skills that will keep you perma, there’s where the biggest ammoutn fo dodges needed, if you give it to a ranged player this happens, he will use it to run miles away to engage from a safe spot
Dude strength have grit already, stop saying that thing, that’s ridiculous.
Everyone that join clamps have healers on their sides, if you die that easily you’re playing it wrong.
The thing you and amazon didn’t got yet is, if you keep nerfing the ranged capacity to run, they will raise their Con attribute and still be almost immortal.
This will only make the ranged gameplay worse, cluncky but will never solve the problem.
That nerf on light armor was ridiculous, i always played trapper musket close range and i always used 5 or 50 const, now i can’t use less than 100 const. With 100 constitution i’m still able to take most of the fights but i’m still not happy with it.
What should be done is revert the light nerf and make every ranged class use low constitution in order to deal damage, simple.
LMAO
100% agree. This is the problem. dex ranged weapons in particular either need a flat damage nerf or scaling curve that makes it so much of their damage comes in what they are around 400 stat points in damage (I just realized this only affects the bow, but yeah bow should do less damage but the musket balance problem isn’t really the damage but more so how you can’t slot resistances against the damage since it is split gem and amplified by 15% 150 int). I don’t think you can implement this for mages though, as they don’t have access to the extra roll or haste that the dex players have. I think 300 int 200 con mages are actually pretty balanced.
Dude did you read past the first sentence? That’s why I said that should be in con, it makes no sense to give grit to the tree that increases dmg.
I rather fight someone immortal and lose to see someone just flying away and spend 5 minuts chasing someone to thenb end up getting gangbanged at their spawn because he won’t fight back
And Tanks will be using grit for what? grit is essencial for every bruiser in order to do what they do.
This is the great differencial between good and bad bruisers, know when to use Grit and when to use Dodge.
And again i tell you, if you are a bruiser and you are chasing a dex player you are wrong, you are not a duelist.
What you’ll get id heavy armor warhammer which will go in and put the stuns dealing low dmg but high cc’s time rather than been in the middle of the brawl catching a cc for k dame and then another one for 3k dmg and then instantlly die because the same people that spam hard cc are dealing huge damagex
I’m not a bruiser and as I said I don’t want the reduction on stamins to chase fex but to have the extra dodge for the big brawls to have 1 extra chance on not getting permastunnef or to be able to move out of the big brawl and recover/relocate
Muskets is on another problem category.
They already play glass cannon builds but their effective range is to far so they play at low risk.
I’ve always hated long range musket players and never agreed with them besides being a musketeer, even playing as a trapper i got nerfs because of that long range guys xD .
Bruisers won’t die because they have been cc’ed, if you are in a middle of a clamp you gonna die if their team have the advantage.
With a healer on your feet you won’t die that easy if you know what youre doing, trust me.
And even if you transfer grit to Constitution and get this passive at Strength, bruisers will turn 300 const 200 strength and be more braindead than ever, with alot of dodges, grit and being tankier
yeah they really need to change the 150 int perk. It’s the reason why Musket and BB both do rediculous burst damage that feels impossible to gem against. If they fix 150 int it would make balancing all secondary scaling int weapons much easier.
The damage on the musket isn’t the real problem dude, musket is a low fire rate weapon, very previsible and counterable but only if played by close ranges.
At long ranges there’s no counterplay, that’s what should be changed.
The actual nerf on it didn’t nerfed on the practical result of the weapon, they gotta do something else xD.
and in my opinion, the only thing to do with the left musket tree is reworking it.
Yeahbut they won’t be hitting as hard as they’re doing in AOE and with CC, that for me it’s op I rather see a dude tanking with a lot of CC that won’t wipeme off the earth than someone more squishy but that if he lands the first CC I can go grab a drink because it’s over
Trust me, they will still hit hard xD, mainly on mages, dex users and healers.
and another thing, 300 constitution have CC boost, if you are mad with the amount of the cc in the game because you can’t dodge it, good luck xD.
The truth is that in this game as you put points in attributes you will gain less damage/life, I think the more points you put in an attribute the more damage/life you should gain. For example: currently you put 200 points in strength and you have 13k of life more or less, while if you put another 100 points will you increase about 2000 thousand of life only?, so imagine if you put 200 points in life and have 8 /9k of life and if you put another 100 points, they got 13k. I think this would be a good way to solve the issue of dps with a lot of life. Not to mention that there will come a time in the game when you will have so much GS that you can put 300 points in 2 different attributes. Just as the damage could also increase instead of decreasing, I think it would make everything more balanced. I hope I made it clear.
I think it’s dependent on the second weapon… I play bow/spear and 90% of my engagements are close combat with a lot of counterplay. I run at melee and not away. Only difference is i have to time everything to perfection and they can just left click me to death.
Vid to highlight
LOL
SO YOU WANT GRIT AND STAMINA? LOL
It servers a purpose for dex, because…HEY SHOCKER, you have to have a little distance to use the main weapon, A RANGE WEAPON.
This is by far…the most unga bunga thing I’ve seen on these forums in a while. JUST WOW
Imagine, strength having an insane amount of utility…and wanting them to have more dodges lmao.
Removing hit scan and adding a bullet drop, would fix this. Most would stop using it. Just us, that have mained it since the start of the game, would still be using it.
Zero problem with them doing this.