Originally Posted by
-Ben-
Well done, Orion, for giving the creeps a well-needed buff. I'll eat my own hat and admit that you have made large and noticeable improvements. However, as mentioned by myself and others in previous threads... and this was somewhat inevitable, really - generically buffing one side over the other does very little to balance the overall gameplay; what's needed desperately is a serious delve into how individual classes perform in PVMP.
Champ is still undoubtedly a very strong class, albeit having lost it's ability to sprint endlessly, as are bears, but classes such as hunters, burglars and wardens - having seen the same - what is essentially a nerf - as champs and bears, are totally underpowered to the point where they are no joy to either play, or to fight.
This was always going to be an issue: how do you bring champs and bears, and in some cases rk's down to a level where creeps can fight them, whilst maintaining the viability of, for example, a warden.
Have you seen a reaver fight a hunter, or a weaver fight a burglar, and on the other side of the divide - a weaver attempt to fight a competent RK? It's not a pretty sight. Of course it's not realistic to expect all classes to be equally as strong in all situations in a PVP setting, but some classes such as Champ are still considerably powerful, whilst others die if a creep happens to glance in their general direction.
I think we'd all be interested to hear how you plan to align the freep classes and make each a viable option.
Recently I have seen people get hit by the freep tactical dmg classes, especially rks and minstrels, where epic conclusion hits for 3mil and minor ballads and coda hit for 300-400k on a maxed-out-mitigations target. Something seems off with that
[charsig=http://lotrosigs.level3.turbine.com/202240100000a29e1/signature.png]Venomorf[/charsig]