warhead2 wrote:Wow this is a lively discussion :). I would like to chip in a few things to help if i can. ACY, can you please post some link(s) to the thread(s) you mention which talk about this issue? maybe we should continue this discussion on one of those threads?
I would generally agree scum and wail and franky that certain things about the am seem a tad over powered, but as Wail said, it's not so very bad, so i can live with it. I think franky well said that the worst issue is the +22 vorpal, which can be abused.
however, i don't think it should be removed from game. reason for me is that it's real useful for survival mode when monster level is real high, then they need that vorpal to survive, not just for their sake, but to keep whole team alive to next wave. sometimes the team's only salvation is the AM who can stay alive using this tactic.
here is my suggestion and two cents: just make the DM artifact to be dropped by monsters so other classes can get one too. problem solved.
now i have played all three chars now to decent levels so i know how it feels to be each one. as a WM i have no trouble running both globe and triple constantly, given the situation is good enough for that. a sufficiently high level WM WILL almost always get both the globe and triple eventually and then keep them the rest of game b/c a high enough WM will usually survive well, so i'm okay with AM's starting with them, because as a WM i will just pick them up along the way and keep them rest of the game. I love the WM. It is my favorite class! The vamp gives the WM a huge advantage over the AM. Not having vamp means the AM must constantly attend to his globle, which actually can be very difficult! If there was any doubt that a WM could globe and triple constantly, there surely should be no doubt that a WM could at least vamp and triple constantly. My WM does not worry about titans. He has maxed Quick Foot, Power Jump and Air Master, and he routinely survives all titans waves without ever using globe, and just tripling the MP5/Link/Shock(heck even Mines) all over their ugly butts all wave long. Granted, I can move very well so it depends on the player. However, IF i get hit by rock, then i survive because of Ghost, and then after that I stick to using globe and keeping safe until next wave and then i get another Ghost. It's a very nice way for a WM to play and I enjoy it very much.
An AM however has to always worry about maintaining his globe, which puts him at disadvantage. Here's the trick: even if an AM could globe and triple all the time (which actually they cant), what weapon do you suppose he does this with? Answer: NRG Flak. This is a huge disadvantage compared to the WM who can easily run a triple all the time and use MP5, which depending on the situation, can easily trump the NRG Flak in terms of kill rate. Yes AM can run the Inf MP5 but it's not so easy, adren runs dangerously low and then they gotta switch out to the Nrg Flak but WM's don't need to do that.
Believe me, I have played both WM and AM and noticed these subtilties. Playing an AM how often did I wish i could run my tripled mp5 like i did when i played as a WM.In my own experience, when I played as an high level WM, the only high level AM's who kept up with me or beat me were the ones using the +22 Vorpal Shock Rifle. otherwise, their globe/triple/nrg flak just could not keep up with my vamp/triple/mp5. So, there is a subtle balance going on here. You don't always see it right away, but as I have played with all the chars, these little things have come out to me. In general i'm okay with the way things are, but acknowledge some pretty good points are being raised, so i would say if DM (double magic) was just made a monster drop, it would help maintain the status quo. Granted maybe the other treads always addressed this particular point, i have not read them yet, but hope i will do so and get some learning.
Cheers all and thanks for a gr8 server.
This whole "WMs can sustain triple and globe" thing is what's confusing me lately. I'm not calling anyone a liar, and I'm not saying this to brag, but if I'm the top scorer or near the top scorer on most games I play from wave 1 to wave 16, and I can only semi-regularly maintain triple with infinite MP5, then how in the hell do you guys do it? I'm really at a loss here. Triple is about the only thing I can sustain because it gives me last-hit capability to keep adrenaline up, but it's not guaranteed to the point that I can run triple 100% of the time. When there are 15-20 people on, the odds of getting a last hit go down dramatically, meaning adrenaline goes down dramatically. If I can't sustain triple constantly with a 440% damage hitscan weapon, how on earth do you sustain triple AND globe on a WM with no adrenal drip or energy leech?
I'll paypal 10 bucks USD to any WM who can show me triple + globe sustained regularly on server 2. Completely serious about this.
Also, how would AMs be any less able to sustain triple + MP5? They have the same advantage as a WM with the exception of %10 less damage, which is often made up for by perfect weapons plussed over their max. They have adrenal drip AND energy leech to keep adrenaline flowing regardless of last hit capability, and last hitting with tripled MP5 is relatively easy (though not guaranteed as I pointed out) because it's hitscan. They can also roll themselves energy weapons (be it mp5, flak, minelayer, whatever) to top off their adrenaline supplies as necessary, where again a WM has to hope for such luck. An AM could camp a cubby hole with triple + MP5 and virtually never run out of adrenaline.
Now combining globe + triple to be out in the fray as an AM is another story, but I don't feel bad for them because they get the creme of the crop for weapons, artifacts and adrenaline (especially with maps that provide infinite boatloads of it). I mean, it's hard to feel sympathy for a class that has complete godmode outside of poison and burn (both of which do laughable damage with max DR).
I also don't feel bad for MMs because they have no excuse not to create an infinite MP5, grab a triple and do the exact same thing WMs do. A WM has to hope for an infinite MP5, a MM can guarantee a MAXED one. MMs have the best raw non-godmode tanking in the game and MP5's alt fire = instant health. They can combine this with AI to generate more XP than a WM can - and I've seen it done just yesterday by Corky who ended Primeval Treehome with over 15k score, more than I've ever made on a WM.
Tbh, I just can't swallow everyone piping in with "WMs can sustain triple and globe" but "it's not so easy on AMs!" Which of the two has adrenal drip? Which of the two has energy leech? Which of the two can use +4 energy weapons? Which of the two can use Double for +8 energy weapons? Which of the two has godmode versus physical damage? Which of the two has guaranteed artifacts? Which of the two can all but guarantee their weapon types via rolling? Etc., etc..
Anyway, fair points warhead, always enjoyed your posts.