Suggestion:
Increase the damage output to harm in order to balance damage output of dexxers. I would suggest 18-22 damage within one tile, and have damage decrease as distance is applied.
Reasoning:
Dexxer damage output is pretty high and very tough to defend against without stun. I have always prided myself on being able to stick around and fight if a solo PK shows up and in turn I set my character builds up in order to do this. I don't roll an archer / bard, I typically roll with the 5x mage template and bard, however it appears this is of minimal use here against the dexxers. I have tested out 5x vs a full dexxer with a friend, and it is nearly impossible to kill a decent dexxer if they have magery and healing. I would put the percentage for success of the dexxer in the 90's if they're using a vanq katana or war hammer. Give the people who have invested the ability to fight back a chance!
Currently harm appears to be random, roughly 4-12 damage per hit in close proximity. I don't know if this subtle tweak would be enough to offset the damage output of a vanq spear, but we need something I balance this. If stationary, the dexxer has a chance to miss and the risk would be to at least get a harm off on them before getting hit again. The dexxer can hit for 30-50+ hps without doing much, a hit back in the 20's would at least provide some offense. I challenge anyone to try fight back against a decent dexxer without a full pvp build, then weigh in on this argument.
I don't think the field PvP in its current state would be effected much by this. I see this mostly as defensive spell due to the damage increase only in close proximity. Field fights are constant running, and this could only be utilized if right next to the person.
There should be more than just "hit your recall macro out macro bro, and stop complaining" when a PK shows up if you are on a farming character.
Increase the damage output to harm in order to balance damage output of dexxers. I would suggest 18-22 damage within one tile, and have damage decrease as distance is applied.
Reasoning:
Dexxer damage output is pretty high and very tough to defend against without stun. I have always prided myself on being able to stick around and fight if a solo PK shows up and in turn I set my character builds up in order to do this. I don't roll an archer / bard, I typically roll with the 5x mage template and bard, however it appears this is of minimal use here against the dexxers. I have tested out 5x vs a full dexxer with a friend, and it is nearly impossible to kill a decent dexxer if they have magery and healing. I would put the percentage for success of the dexxer in the 90's if they're using a vanq katana or war hammer. Give the people who have invested the ability to fight back a chance!
Currently harm appears to be random, roughly 4-12 damage per hit in close proximity. I don't know if this subtle tweak would be enough to offset the damage output of a vanq spear, but we need something I balance this. If stationary, the dexxer has a chance to miss and the risk would be to at least get a harm off on them before getting hit again. The dexxer can hit for 30-50+ hps without doing much, a hit back in the 20's would at least provide some offense. I challenge anyone to try fight back against a decent dexxer without a full pvp build, then weigh in on this argument.
I don't think the field PvP in its current state would be effected much by this. I see this mostly as defensive spell due to the damage increase only in close proximity. Field fights are constant running, and this could only be utilized if right next to the person.
There should be more than just "hit your recall macro out macro bro, and stop complaining" when a PK shows up if you are on a farming character.