Life Staff is unbalanced

I have to say that im kinda fed up with you as i read the last days alot of posts from you. We had some civil discussions there but since youre an aggressive player who doesnt respect the opinion of others theres no use for you to post here.

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How about all the times you call my arguments mental gymnastics? If its OK for you to do then you need to get thicker skin. Yet at no point have I resorted to your childish name calling. You are not being harrassed.

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I mean you say the dps is at fault when 3 people try killing a lifestaff user but the healer facetanks its all. Sounds like mental gymnastics to me. I don’t attack your person though.

You are reapeating the same sentence over and over. You are looking for someone that says “yes you are absooutely right”. Just accept that some people have another opinion about this. And if they have another opinion then let them have it and dont counter and tell them its wrong.

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I’m kind of asking people about their opinions on things. I ask again, what is your problem? I like to talk about balancing, you act like youre married to the weapon and take every balancing suggestion as a personal attack. Just calm down, okay?

And you take every post saying the DPS could play better as an attack and repeat the same stuff over and over. Do you really not see your part in this?

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You let them dominate. Balance in this game should solely be determined from War and Outpost Rush. 1v1, 2v2, 3v3, whatever is utterly irrelevant and will destroy balance in Wars if the devs cater to the whims of such players. Every game that succumbs to the demands of the 1v1 crowd inevitably destroys large scale balance. Let’s avoid that here, shall we?

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I addressed this in the opening post you didn’t read.

Balancing small scale wouldn’t make large scale unbalanced. Having healers not being invincible would raise skillcap on large scale, forcing the healers to play well and the team to peel their backline. It would mean not everyone is the same paladin/healer comp. More variety and attack points, more ways to outplay the enemy army. Just like any good pvp and even strategy game.
Hammer and Anvil, flanking maneuvers are tactics that SHOULD work if pulled off correctly.

You give no reason why balancing small scale would make large scale unbalanced, you just say it does and use the argument as a trump card.

Not irrational and not angry at you at all. I have been debating this with you since yesterday and you repeat yourself constantly. It takes a lot more than what you have done to hurt my feelings. You are the one complaining about being attacked. you really seem to think you are always right.

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I repeat myself because the same arguments get brought up, looks at the dude above you, saying small scale balancing destroys large scale without giving an argument for it. I was hoping addressing the issue in the opening post of a new thread would prevent this repitition of the same arguments over and over, but he doesn’t even talk about my point about war balancing, just another dude going “its balanced for large scale.”

And you mentioned that I take every post saying the dps is bad as an attack. Could you elaborate what makes you feel that way?

It will, and it has in the past in every game I’ve seen where small vs large scale has been put up against each other. The quest to balance 1v1 will either destroy the viability of specs that overperform in 1v1 in large scale, or make underperformers in 1v1 grossly OP in large scale.

Healers shouldn’t lose most 1v1s. That’s just how it is. Unless you can disrupt them enough to prevent them from healing they should be able to outheal the damage of 1 dps. Otherwise there’s little point in healing. Healers kill you so slow that you should have more than enough time to call a friend and grab a coffee while they run over.

Here’s a few examples of how small scale balancing will ruin large scale:
Tanks. If they mitigate too much damage in 1v1 and become unkillable for a single DPS (which is how it should be), they will be nerfed so that it becomes a fair fight between a tank and a DPS, but then in large scale they will now lack the mitigation to hold ground .

AOE dps: They should underperform in 1v1 due to having aoe damage that scales much better in large scale. But if you balance for 1v1 you will inevitably either buff their damage to where they can compete in 1v1, in which case their damage in large scale will be OP. OR you gut their AOE damage and give them more ST, which removes their role in large scale.

Healers I covered above.

Hybrid roles: combining healing with tanking or damage for a hybrid spec is always going to be far too strong in 1v1 if it is to be viable at all in large scale. Having sustain while dishing out damage or alongside more mitigation just lets you take on any other pure spec with ease (at the cost of making mirrors and healer matchups an unending stalemate).

In short, balancing for small scale and large has diametrically opposed goals. They cannot effectively be combined and games need to stick with one or the other, attempting to do both will just make both worse.

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Because you defend every DPS played badly post by blaming it on facetanking healer. You never even consider they could have played better or seem to consider anyone elses points. I have pointed out why healers facehug and while it may not be the most skilled way to play it is the best use of some healer skills.

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It will, and it has in the past in every game I’ve seen where small vs large scale has been put up against each other.

Healers shouldn’t lose most 1v1s. That’s just how it is.

Saying this is how it is doesn’t make you right.

Tanks. If they mitigate too much damage in 1v1 and become unkillable for a single DPS (which is how it should be), they will be nerfed so that it becomes a fair fight between a tank and a DPS, but then in large scale they will now lack the mitigation to hold ground.

A tank will mitigate more damage over a longer period of time, which is a huge asset in a war. A fair fight in small scale doesnt mean both can kill each other in 10 seconds. Its about the chance of winning for both parties over a undefined period of time. If it takes a dps a minute to kill a tank in a duel, he tanked the damage and had the opportunity over that time to kill the dps with lower damage output. Same with healer.
In a war they still do their job, being hard to kill.

AOE dps: They should underperform in 1v1 due to having aoe damage that scales much better in large scale. But if you balance for 1v1 you will inevitably either buff their damage to where they can compete in 1v1, in which case their damage in large scale will be OP. OR you gut their AOE damage and give them more ST, which removes their role in large scale.

There is no weapon currently that only can only aoe dps, but I see your point. AOE is stronger in wars. But firestaff users have a good chance to outplay other dps with skill. And don’t forget everyone carries 2 weapons in this game.

Hybrid roles: combining healing with tanking or damage for a hybrid spec is always going to be far too strong in 1v1 if it is to be viable at all in large scale. Having sustain while dishing out damage or alongside more mitigation just lets you take on any other pure spec with ease (at the cost of making mirrors and healer matchups an unending stalemate).

Just as with the tank argument, high sustain is good for wars. Make the sustain definite so its not unkillable and it will still be a great asset in wars.

And to add to that, if you balance something, both team experience the balancing. Making it automatically fair.

Removing unkillable builds does nothing but increase skill requirements in wars and opens up more strategies.

I never said the dps was playing well, I just pointed out that the healers don’t play well either. Let’s say in a vaccum we put a player at skill ceiling with lifestaff vs dps at skillceiling. The lifestaff comes out on top. Not balanced.

I wont disagree, To me the issue is DPS having so few good options. This is because I am more for adding to games than I am taking away. I would like to see better CC and ability to knock a healer out of the circle of life. But with limits to 3 active skills per weapon maybe I am hoping for too much and some nerfs may be the only option.

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We can criticise AGS about the implemention and other things, but they are sticking to their core of live action skill based combat. Majority of the game plays within this frame where the outcome of -all types of- combat is determined through players choice and input. It isn’t a static number based game like other games. LS doesn’t adhere to this frame at it’s current mechanics. Nerf & buff isn’t a permenant solution. AGS needs to come up with a way to make LS healing, damage and so generally it’s effectiveness scale off of players input, not like the static way it currently is where it scales off of raw unflexible numbers with very little thoughtfull input and no flexibility for counter play. It’s their pro job to find an entertaining way to do that change. That’s it. LS is super OP and super boring rn.

Exactly people dont get this they say “oh if the dps just knocked him from his circle dodged all his attacks used strong potions and food and basically does 100% everything right its an easy win” "oh and because the lifestaff user used his AoE heal and then went afk hes a pro. Because the occasional braindead lifestaff user might die every now and again they think its balanced. But you have to be really pretty dog tier to lose in a 1v1 with a proper lifestaff spec. Horrible meta and very stale skillless gameplay. Im playing it currently because i want to win in pvp and fights are just super boring. I faceroll any other build and i tie when i fight another lifestaff.

lifestaff is broken and too much heal value. if u disagree ur either a pve only player or ur abusing the spec rn

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People can disagree with you and still have valid points.

everything about this thread is ridiculous.