Guess I'll break it down for everyone what these changes actually do.Dalton wrote:Because fuck logic... And lets make the game more frustrating so people don't feel like sticking around.Simmo wrote:Lol, well done. Nerf more shit.
*applauds*
1. Priest resist 100 -> 85
Literally no priest ever needed that 15% extra, it has no effect on priests over buffed defensive abilities. Good example in hunting archers, assassins and whatnot can make do with 85 resist and lower healing abilities already, so why'd a priest have trouble with lower resist? This changes absolutely nothing in PVE. Then in PVP only scenario where this actually has even slight difference is that now priest is just as weak against necromancer's kill chant as any other char (baba excluded due to the kill calculations).
2. Archers losing dragon
Dragon on archers is more of a convenience thing, it does not allow archer to kill any better monsters, it just makes killing stuff easier. Even in group hunts where archer is most used, people do not use dragons, so essentially only solo clear speed has been reduced with this change. Now this gives an advantage to ranger class, if it's kept like this. Ranger who is using sword weapons is way slower in clearing than an archer so using a dragon will speed ranger upto par and should give atleast one edge for rangers.
3. Merchant fighting skills, sure I mean I don't think any of them are going to whine being able to use pickaxes and hammer picks as weapon since they use mining and bowyer having archery is irrelevant overall but makes sense in RP.
4. Merchant ringmails, most of the merchant classes literally don't care what they wear except tamer. Tamer is only class that could consider this a nerf, but when you take into account how good minotaur bones and fire giant hides are, it makes absolutely no difference whatsoever. So I don't really care either way and neither should anyone.