Suggestion Regarding Sin's PVP--------To Jamie

SkeemaLOM

Loyal Member
Loyal Member
Feb 6, 2017
175
7
30
Re: Suggestion regarding Sin's PVP--------To Jamie

Like the ideas about dance of swallow. Definitely needs some love. From a mir3 player. As for wrath grip I wouldn't mind the stun time staying the same if it added a slow effect on higher level chars instead of doing nothing.
 

Iglu

Loyal Member
Loyal Member
Jul 4, 2017
52
2
19
Re: Suggestion regarding Sin's PVP--------To Jamie

My 2 cents.

- Warriors beckon needs nerfing to at least a 10+ second CD. (I'm a Warrior)

- Something does need to be done about Tempest in teamfights, try not to gut the class though.

- Crit is just absolutely ridiculous atm, I can literally 1-2 hit most of the people I fight. My suggestion would be to make it 1.5x damage instead of 2x

- Sins need something to make them not useless in pvp.

Pretty much most of the problems I see with pvp, but I am just a puny Mir 2 player after all -.-
 

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
2
44
Re: Suggestion regarding Sin's PVP--------To Jamie

My 2 cents.

- Warriors beckon needs nerfing to at least a 10+ second CD. (I'm a Warrior)

- Something does need to be done about Tempest in teamfights, try not to gut the class though.

- Crit is just absolutely ridiculous atm, I can literally 1-2 hit most of the people I fight. My suggestion would be to make it 1.5x damage instead of 2x

- Sins need something to make them not useless in pvp.

Pretty much most of the problems I see with pvp, but I am just a puny Mir 2 player after all -.-

Best post on this.

Wizz dont seem to realise that stacking 60+ wind is not the norm for mir. Also Jamie's element calculation is different from any other server.

Tango had a good point, if sins could have unlimited time on their blooms, it would help a lot. Its harder than people think to enter a fight with a ready charged bloom.
 

Lionsm!ght

LOMCN Veteran
Veteran
Aug 28, 2015
540
138
105
Re: Suggestion regarding Sin's PVP--------To Jamie

Forgive me, but whats the nerf to PvE? You can be in peace mode for PvE so it won't be effected.

forcing people to hunt on peace mode, means they then have to mess around switching modes when they get attacked. Most people hunt on group/guild ready to defend themselves if attacked. See a wizz with more than 1 temp/fwall out and then you know you free to attack them for a few seconds while they mess around switching modes.
 

Pottsy

Legend
Legendary
Feb 26, 2004
3,278
259
309
Re: Suggestion regarding Sin's PVP--------To Jamie

Forgive me, but whats the nerf to PvE? You can be in peace mode for PvE so it won't be effected.

Yeh....because Wizzys want to have to be spamming their attack modes in order to fight...

Never once have I been on any other attack mode than Guild Attack when i'm anywhere outside of SZ. The repulsion rate could be tweaked, as it default gives higher levels a bigger advantage, but the Tempest casts should remain unlimited and they definitely shouldn't disappear upon hitting someone.

To also even consider allowing Geo/Beckon/Interchange and DoS to be castable on those floors is embarrassing and not even worth the mention of why thats a stupid idea.


At this rate you may as well throw Karma back into the server and let all the sins 1 hit people.
 

GeeDee

Dedicated Member
Dedicated Member
Sep 16, 2011
197
2
44
Re: Suggestion regarding Sin's PVP--------To Jamie

Yeh....because Wizzys want to have to be spamming their attack modes in order to fight...

Never once have I been on any other attack mode than Guild Attack when i'm anywhere outside of SZ. The repulsion rate could be tweaked, as it default gives higher levels a bigger advantage, but the Tempest casts should remain unlimited and they definitely shouldn't disappear upon hitting someone.

To also even consider allowing Geo/Beckon/Interchange and DoS to be castable on those floors is embarrassing and not even worth the mention of why thats a stupid idea.


At this rate you may as well throw Karma back into the server and let all the sins 1 hit people.

Just out of curiosity, when was the last time a sin even hit you? Let alone killed you. 😉
 

Pottsy

Legend
Legendary
Feb 26, 2004
3,278
259
309
Re: Suggestion regarding Sin's PVP--------To Jamie

Just out of curiosity, when was the last time a sin even hit you? Let alone killed you. 😉

Could say that about Warriors....

I'm just a decent player, I know how to keep away from people....Warriors have about as much chance of hitting me as a Sin does. It's quite clear that a good number of people playing Sins, cant play a Sin, if you need to constantly rely on a "Teleport" to get you close to your targets, you need to rethink playing a Sin.

And yes, i'm aware Warriors have the bigger health pool, but they are also having to run for their targets at all times....Sins can strategically jump to their targets. The amount of Sins that have jumped to me the moment they see me, and expecting to get away without a scratch afterwards make me laugh.


But hey, if you had trouble with catching a Wiz before...good luck with a 4 sec cd, 100% success Geo cast whenever they feel like....lol, and as usual Warriors being the slower levels will be left in the dust, but RIP to any player lower than a Warrior....you won't be enjoying any fights.
 
Last edited:

xXxX

Golden Oldie
Golden Oldie
Mar 9, 2005
707
35
115
Re: Suggestion regarding Sin's PVP--------To Jamie

Its funny the amount of warriors complaining about tempest but forget the fact they can beckon people into mobs and 1 shot them every 5 seconds or interchange the wiz into mobs... if anything the beckon cooldown of 5 seconds needs looking at as warriors can practically spam the **** out of it.

Also not to mention tempest can be countered/overwritten with your own team tempest/firewall wiz.

But hey why not take the Mass aoe out of the mass aoe class...
 
Last edited:

rayray

LOMCN Veteran
Veteran
May 26, 2011
323
4
45
Re: Suggestion regarding Sin's PVP--------To Jamie

Remove element from hermit...problem solved or at least massively reduced

That will nerf my class but i'd rather see that than some of these other tempest suggestions.

The beckon / interchange issue is something that needs looked at to tbh , lower levels don't stand a chance currently its probably worse than tempest for them.
 

Exwizz

Legend
Legendary
Feb 1, 2010
3,257
122
190
Newcastle
Re: Suggestion regarding Sin's PVP--------To Jamie

make full MC worth going and nerf element.

if 'tempest is such a problem'... even thou it has counters.
 

CremeEgg82

Dedicated Member
Dedicated Member
Feb 24, 2014
331
5
44
Re: Suggestion regarding Sin's PVP--------To Jamie

It concerns me that people are willing to talk about gutting an entire class toolkit that has been the way it is since the beginnings of Mir 3 rather than to really address the root causes of the issues.

I said on discord from the very beginning some of the design decisions made would cause huge ripples later on and I'm being proved right.

The real issues here are not in Tempest or indeed even in some of the other discussed skills. The issues are in the base systems that have been changed beyond what they were ever intended to do, with little design foresight or enough testing to see that those ripples are now waves.

The biggest problems are with Element from Hermit and Accessory refine. Hermit elements shouldn't be targetable, it was always random and random for good reason, it was a trade off between guaranteed MC increase or a chance of perhaps getting the right element, I ran an element build in Euro and maybe one in five levels I would get the element I wanted. It was a massive trade off and wasn't very effective.

Accessory refine being 100% success and at this stage in the server, relatively little expense is also compounding the effect that stacking element is far too easy.

Weapons that don't break during refine/MR are also adding to this effect, the unlimited reset's (even with the cooldown) and stacking of refined stats is building up a problem for later in the game. 50+ element NMS will be obtainable and with little risk.

You can also attribute a number of other changes to the effect it has on the dynamic on PvP, even down to seemingly small things like the way aggro now works. In a KR fight a wiz would be punished for abusing tempest everywhere in the room with the old aggro style, because no one would be taking that aggro back off the mobs and/or boss, that danger of getting twatted by a boss for over extending doesn't exist here.

I also believe that crit on so many of the superior items will, if not already, end up causing further balance issues.

Far too many small changes have been made across the board for any kind of balance to be attainable.
 

Pottsy

Legend
Legendary
Feb 26, 2004
3,278
259
309
Re: Suggestion regarding Sin's PVP--------To Jamie

This is one method that could be worth looking into.

There was a reason why Element was a "random" chance across EVERY Element...I mentioned this long time ago when it was proposed.

It causes massive focus on 1 particular skill (In most cases, this is Tempest or Pet Explosion for some Taos i'm sure, once the book is found). This may perhaps "nerf" other spells because of the lack of MC, but who really gives a **** when Tempest is hitting everything for -300/500 or minimum of Greens(-100) against x5 Wind Defence when your Lv50+

Removing the Element hermit will help quite a bit....and in addition to creating a good "need" for your change to Rusty items (Where you can select an Element upgrade 3 times). You may even open possibilities later for the same mechanic for later items so that Element can be useful when used on Weapons and Jewelry combined with MC.

This also caused a side draw back.....this may be specific to me? But if i'm in a group with more than 2 Wizzys (Including myself)...i'm bored. Do we really need a 3rd, 4th or even 5th Wizzy Tempesting? No....and you can't ask them to re-spec because it's just the more superior build when they need to solo.


You're current and biggest problem on the server is you have classes going down a solo avenue...or a duo, instead of both.
 
Last edited:

CremeEgg82

Dedicated Member
Dedicated Member
Feb 24, 2014
331
5
44
Re: Suggestion regarding Sin's PVP--------To Jamie

technically the same thing, no one will use it :p

It was used, rarely I'll admit, but it was still used. Some people spent a lot on hermit pots and just rerolled a lot.
 

Pottsy

Legend
Legendary
Feb 26, 2004
3,278
259
309
Re: Suggestion regarding Sin's PVP--------To Jamie

technically the same thing, no one will use it :p

Change it so Wizzys can only Hermit Fire/Ice/Lighting and Wind Randomly.

Taos to Holy/Dark/Phantom Randomly.

Allow Warriors and Sins to continue being able to spec 1 Element specifically (How you currently have it) since they have use for all of them.

This will bring the randomness back in and create an element of RNG and stop Wizzys and Taos for specing 1 main element unless they're lucky....but also not creating it to be impossible because they get elements they can't use. Whilst not screwing over Warriors and Sins who i doubt would use Element hermit anyway, but can if they really desire it.
 

thebigcheese

Dedicated Member
Dedicated Member
Feb 17, 2014
128
1
44
Re: Suggestion regarding Sin's PVP--------To Jamie

Just make AE half as effective against players...thatd probably solve the issue for the most part.