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 Post subject: The tale of Warriors and Barbarians.
PostPosted: Sun Jan 04, 2009 4:39 pm 
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Much debate has arisen as we climb the rungs of avatardum concerning the balance of warriors and barbarians to that of the other classes.

Now I may not have the code specific knowledge on the passive skill combat tactics, but what I can see in game is this:

Warriors and Barbarians: No benefit.
All other classes: Added strikes per battle prompt to match that of warriors and barbarians.

Now why is that? Warriors and Barbarians are supposed to be by far the best on foot damage dealers and takers around. What I propose is that they also get added strikes to compensate for falling behind.

Warriors and Barbarians: 5 strikes per prompt.
All other classes: 4 strikes per prompt.

Ever pondering,
The Guildinator

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 Post subject: Re: The tale of Warriors and Barbarians.
PostPosted: Sun Jan 04, 2009 7:50 pm 
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I know that barbarians are one of the higher critical damage dealers. Why not implement an improved critical chance at a higher avatar level instead of making them swing faster?

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 Post subject: Re: The tale of Warriors and Barbarians.
PostPosted: Sun Jan 11, 2009 10:50 pm 
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This coming from a player that mainly uses a cleric class...

warriors are sorely lacking

i have an avatar cavalier and an avatar cleric, there's no competition who can do more even with very good equipment and talent, the cleric is far more powerful. Sadly the most useful way of using my warrior is by putting him in as much regeneration gear as i can and have him healing somebody else tanking while simply assisting.

Honestly warriors don't have much of a damage upper hand over clerics and they clearly don't have a defensive upper hand. I definitely think hitters should be able to do much more damage naturally, at lesser avatar a cleric or mage can do just as much damage melee style as a warrior which i think is just unbalanced.

Warriors should definitely get extra hits at higher levels and should ALWAYS be able to do significantly more damage melee style than any mage or cleric just as mages and clerics can cast spells that melee fighters will NEVER be able to cast. if mages and clerics get exclusive spells, warriors should make up for it with more hitting and significantly higher damage output


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 Post subject: Re: The tale of Warriors and Barbarians.
PostPosted: Sun Jan 11, 2009 10:52 pm 
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oh, an alternate solution might be to give warrior classes the same exclusive spells that clerics and mages get. see-ing as we get their best aspects (bashing, 2 handed swords, and their damage output) why shouldn't they get the best aspects of our classes further down the road?


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