Quote (tudey @ Apr 3 2010 11:57am)
those rules which you think should be used just favour hybrids, the char you use
hybrid v trap 1 wisp allowed, now the trapper does ~as much damage as your hybrid and you have ww on top of that, great rules

the ghost v trap part is fine thou, just becouse ghost doesnt do any damage with traps. I think tg might be a bit much for that thou, a wisp could be allowed
imo a wisp may seem more fair on paper, however, in actual screenplay we both kno it only takes 1 mistake to get fucked up as a trapper vs ghost (once that trapper has a good lock on you, it will be a bitch to escape - takin a shitload of damage that way). tgod makes the incentive to play offensive much higher as it allows you to tank just that little bit more. then again, with tgod u are forced to use a fcr ammy and not highlords for damage. so basically its a trade off between wisp + highlods vs tgod + fcr ammy to keep the 65fcr bp. its fair imo (ps im mainly a ghost player, the only reason i use hybrids is cuz im sick of stupid vts and barbs in every game and its so much harder to kill them as a ghost)
and meh..... depending on the build, but i generall beat hybrids pretty well with my wisping ghost. perhaps not on d2pk, but on a regular realm sin, it makes a hellava difference in ww damage without both sins using glcaws... trappers do like 12k damage, my hybrid only does 7-8kish
as for the way my rules are setup, it makes it work like this ghost > hybrid > trap > ghost
but with the original rule set, basically a good mix of offense and defense on trappers > ghost AND hybrid
This post was edited by Azn Masta on Apr 3 2010 10:08am