roadkillrobin wrote:Rdps as archetypes works perfectly fine atm. What people here are talking about is that they suck in context of 6v6 wich the game isn't ballanced for. Once you scale the fights up to 12v12 or higher rdps classes becomes ALOT better. The Magus and Engineer are underperforming. But thas to do with their clumpsy mechanic and has nothing to do with their archetyrpe as rdpsCrymoor wrote:The only thing I could really think of was potential problems with bomb groups and close quarters. But I don't see why it would be any harder to counter than punting a tank away from an MDPS (like a guarded slayer at full rage)...
Maybe change the numbers of the armor increase/cast setback then. Other than that it seems like a pretty solid idea imo and I honestly think it would scale just fine if implemented correctly.
We get it: you don't like 6v6.
Classes should be balanced around 6v6, 12v12, 24v24, etc. My point is classes should be able to excel in all of these sizes. Why do you show particular disdain towards those who have already proven that the game was - at the very least - supposed to incorporate some 6v6 elements? Heck check some class abilities (top of my head, Magus Demonic Withering tactic that gives 15% damage to a single target) are specifically designed for small-scale. We get it that you don't want classes balanced for 6v6 and would prefer 12v12 (aka something that nobody even does....), but a lot of people disagree.