Hybrids nearly worthless..... sugesstions for accuracy
Posted: Sun Oct 11, 2009 11:03 am
I remember playing a hybrid and it was no where near as difficult as it is too play one here in the T2A era. There are a few things that i want to bring up in question. With that said I have created three different hybrid builds on this server and have tried them all out equally before posting this.
One is someone with zero wrestling skill and well over 80 dex gets hit EVERY TIME with a weapon off??? Literally when someone is swinging at me trying to cast i get hit each and ever time does not fail. What ever happened to high dex characters getting an agility advantage? Why is there no calculation built in to compensate warriors more from being hit than a 25 dex tank mage with wrestling??
Next i would like to discuss the frequency of hits verse someone with 100 wrestling and only 25 dex.... why is it that i miss fifty percent of my swings vs a mage with such low dex skill? Is wrestling way overpowered here?? something is definitely wrong i distinctly remember t2a not being like this at all.
My proposal is too tone down wrestling or figure out a way to incorporate dex into the calculation.... after all if you read the osi manual dex has a direct correlation with a persons agility... so why would a 25 dex tank mage be getting such an advantage and a hybrid getting whacked EVERY HIT with no wrestling??
I think some serious thought needs to be put into this. Not to mention with the way mini heal is right now it would be impossible for a hybrid or dexxer to beat tank mages in 1vs1 torneys we are distinctly disadvantaged. A 100 dex fencer with a gm kryss can stand next to a mage with 25 dex and 100 wrestling and swing constantly without the mage moving. The mage can continue to cast mini heal and would never have a chance of dying.... test this out yourself... is something wrong here??
Also these are suggestions i would consider looking deeper into... this is how i remember things being... and these is definatly an imbalance here from what i can tell. i by no means have the time or effort to proove these to be correct myself.... just an FYI before the almighty board trolls hemporer and faust start flaming my thread.
One is someone with zero wrestling skill and well over 80 dex gets hit EVERY TIME with a weapon off??? Literally when someone is swinging at me trying to cast i get hit each and ever time does not fail. What ever happened to high dex characters getting an agility advantage? Why is there no calculation built in to compensate warriors more from being hit than a 25 dex tank mage with wrestling??
Next i would like to discuss the frequency of hits verse someone with 100 wrestling and only 25 dex.... why is it that i miss fifty percent of my swings vs a mage with such low dex skill? Is wrestling way overpowered here?? something is definitely wrong i distinctly remember t2a not being like this at all.
My proposal is too tone down wrestling or figure out a way to incorporate dex into the calculation.... after all if you read the osi manual dex has a direct correlation with a persons agility... so why would a 25 dex tank mage be getting such an advantage and a hybrid getting whacked EVERY HIT with no wrestling??
I think some serious thought needs to be put into this. Not to mention with the way mini heal is right now it would be impossible for a hybrid or dexxer to beat tank mages in 1vs1 torneys we are distinctly disadvantaged. A 100 dex fencer with a gm kryss can stand next to a mage with 25 dex and 100 wrestling and swing constantly without the mage moving. The mage can continue to cast mini heal and would never have a chance of dying.... test this out yourself... is something wrong here??
Also these are suggestions i would consider looking deeper into... this is how i remember things being... and these is definatly an imbalance here from what i can tell. i by no means have the time or effort to proove these to be correct myself.... just an FYI before the almighty board trolls hemporer and faust start flaming my thread.