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Thread: Question about souls for dev

  1. #1
    Plane Walker Learan's Avatar
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    Default Question about souls for dev

    Since 4/5 of our st dps souls are ranged specs and ranged < melee. Is the intention of trion to make the majority of our specs< classes with more melee options.

    I found this post and would just like clarification on this issue. If trion views mages the same way as clerics with no intention of keeping the majority of our specs below others, then would it be too much to ask to have a caster spec with very limited mobility that is = melee?



    Question about souls for dev-image.jpg

  2. #2
    Plane Walker Learan's Avatar
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    Maybe an ability that increases damage by x% if cast while the Mage is not moving.( I think rogues have an ability like this). We need a turret based ranged dps soul that is = to melee or we need another melee option. I am really open to either, but would like to see changes that make use of more of our ranged dps souls or gives us more options.

  3. #3
    aru
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    Quote Originally Posted by Learan View Post
    Maybe an ability that increases damage by x% if cast while the Mage is not moving.( I think rogues have an ability like this). We need a turret based ranged dps soul that is = to melee or we need another melee option. I am really open to either, but would like to see changes that make use of more of our ranged dps souls or gives us more options.
    What you want is obviously not what everyone else wants, since we had that in an ability called "Gylphs of Power." Everyone was annoyed at having to stand still to get the bonus so it was changed.

    Also, a decently played Warlock is pretty much = to melee at this point, except well played Paragons.

  4. #4
    RIFT Guide Writer TheGrinnz's Avatar
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    Quote Originally Posted by aru View Post
    What you want is obviously not what everyone else wants, since we had that in an ability called "Gylphs of Power." Everyone was annoyed at having to stand still to get the bonus so it was changed.
    Not everyone.

    #glyphsofpower3.0
    Last edited by TheGrinnz; 04-17-2014 at 10:11 PM.

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    Quote Originally Posted by aru View Post
    What you want is obviously not what everyone else wants, since we had that in an ability called "Gylphs of Power." Everyone was annoyed at having to stand still to get the bonus so it was changed.

    Also, a decently played Warlock is pretty much = to melee at this point, except well played Paragons.
    not everyone just a noisy minority who got their way
    Quote Originally Posted by Frailaq View Post

    tl;dr - Trion should do this: Melee = Turret Ranged > Mobile Ranged

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    Dude...the screenshot is from 2 years ago which was around the time that Clerics were bottom of the totem pole in terms of DPS and were not able to keep up with everyone.

    Daglar's intent was to address the Cleric community which has generally had the worst DPS specs, and wanted to calm the community by letting them know it would be addressed, and unlike what Warriors stated, that Clerics would be able to compete.

    That has nothing to do with Trion stance of Melee> Ranged.
    If you notice, Clerics also have their ranged spec below their Shaman spec.
    Same for Warriors.
    Same for Rogues.
    Mage's won't be an exception.

  7. #7
    Shield of Telara
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    +1 to bring back ground of power and ground of strength.

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    Glyphs of power is terribly clunky.
    You need to recast it every single time you are forced to move.

    Ground of strength though, that would be good for Mages.
    DPS decrease, force turret, BUT you get protection from CC.

  9. #9
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    Ground of power

  10. #10
    Sword of Telara
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    do you really think we could have a range spec that is doing as well as a melee one just because its a turret style spec?

    as soon as a spec is doing more dps on pts dummys its considered being op and noone cares if its hard to play, not mobile, whatever. its just about dps now!

    so before we gimp our specs by hardcasting stuff all the time, there could be another option.
    let depend range how high the damage will be. if you are standing 35m away you doing the same dps like all the other range specs. if you stand in melee range, you are doing the dps of melee specs. since we always have to hardcast a bit in our specs, there still would be a disconnect issue on mechanics like the true melee's are facing.

  11. #11
    Plane Walker Learan's Avatar
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    I think you guys missed my point. Clerics have multiple healing souls and the majority are used in raid. Rogues have multiple melee and ranged souls that are used in raid. Mages have 4 st ranged dps souls and only 1 is used. What is the point of having multiple ranged specs? Its like carrying multiple bb guns to a fight where everyone else is using shotguns. My point was that we need more raid spec options.

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    Rift Disciple WyldStallyns's Avatar
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    Quote Originally Posted by Xirxe View Post
    do you really think we could have a range spec that is doing as well as a melee one just because its a turret style spec?


    We do, but it's not turret style. Lock and harb can pull nearly the same dps.

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    While improving certain mage spec, also nerf those who are OP and must have in raids (Chloro and Archon or its hybrids)
    PvP in RIFT is good only @forum.

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    Quote Originally Posted by WyldStallyns View Post
    We do, but it's not turret style. Lock and harb can pull nearly the same dps.
    that only shows in what a bad state harb is atm.

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    Quote Originally Posted by AlwaysHealNeverDie View Post
    While improving certain mage spec, also nerf those who are OP and must have in raids (Chloro and Archon or its hybrids)
    So your plan is to also nerf bard, warden, defiler, and the rest of the 'mandatory' specs correct?

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