2009-06-15, 06:54 PM
iFrancisco Wrote:Well technically, Shads and Bucs DO need help in the attack speed area. Their two main bossing moves, Assassinate and Demo, are the two slowest bossing attacks of all the non-mages. The sad part for them, they already reach the speed cap with no SI (Shads) or with Level 1 SI (Bucs).
My opinion is to reduce the speed cap to the lowest obtainable legit value. Even if the speed cap is reduced, doesn't that still mean the most ATM is still 100? Because of this, NLs still won't get a boost, but it will help those that are no where near 100 ATM, such as Bucs and Shads.
I think a better idea would just be to make what Shadowers and Buccaneers are best at, which is small area mobbing, more useful, rather than trying to make every class do the same thing. It's always about either single target damage or ultimates. That's why there's always a huge amount of complaints about how strong ranged classes are or how strong mages are. Well, the fact of the matter is, ranged classes aren't that strong. We get massively outdamaged on mobs of 2-6. CWK PQ should have been a pretty big wakeup call. Melee classes rock CWK PQ.
Small area mobbers do best against small groups of high HP monsters. We need more high HP monsters and more bosses that attack in packs. Add enough of them, and people will forget about stupid pomegranate like "guys let's pin Rellik to one side and attack him with NLs only and Bishops dispelling, and watch the stun fest begin" and start playing melee classes more because they're good at bossing.
Shadowers and Buccaneers don't do quite as much damage as Heroes and DrKs but I think the almost godmode both classes have is damn near enough to make up for thaht.

