Most of this sounds ok, but the one that bothers me is 10. Increasing double spell points consumption by 20%.
The cost is already a bit high on the double spells. Now the mage will kill them self faster then the person they are casting the spell on.
[DEV] Rebalancing changes - Proposition
Re: [DEV] Rebalancing changes - Proposition
Neva - Arispotle Server
Guild Leader - Guardians of Life
Guild Leader - Guardians of Life
Re: [DEV] Rebalancing changes - Proposition
Good suggestions, need lots of testing though.
I don't see that these changes make ele+heal impossible, I think it remains as fastest 2 man combination. Healer just can't be anymore 100 levels lower.
Also, about +20% cost to double spell, you won't be using 2*highest damage brick available without time credits. You can use bit lower damage bricks and damage is still devastating,
I don't see that these changes make ele+heal impossible, I think it remains as fastest 2 man combination. Healer just can't be anymore 100 levels lower.
Also, about +20% cost to double spell, you won't be using 2*highest damage brick available without time credits. You can use bit lower damage bricks and damage is still devastating,
Mikos, Abyss Eye
Re: [DEV] Rebalancing changes - Proposition
Seems to be a fairly workmanlike balancing job subject to testing of course.
no mention of anything specifically range orientated though as per usual, remember Devs you have promised us some attention errrm quite some time ago, some of us still would like too see it
no mention of anything specifically range orientated though as per usual, remember Devs you have promised us some attention errrm quite some time ago, some of us still would like too see it
"They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety"......Ben Franklin
http://evoguild.mine.nu/forum
http://evoguild.mine.nu/forum
Re: [DEV] Rebalancing changes - Proposition
That is because you can't increase your dodge/parry to a level where you have a high chance of damage avoidance. Heavy Armor is more geared toward damage reduction per hit. And since the dodge/parry modifiers are low you get hit a lot; but again, not for much. In general it is a basic warriors type of gear for tanking. (if this game had classes). What I'm getting at is maybe armor with +3-5 dodge/parry a piece on it (+3 max on HA, 4 on MA and 5 on LA) with less damage reduction. That would leave you with around a 25% - 45% chance to avoid melee damage from an attacker of equal level. That is not taking into consideration the -Dodge/Parry modifiers on some weapons. This would be very useful to dual wielders who expend a ton of Stamina because they attack so fast as they would be able to use more After Dodge/Parry credits more often (Rogue if you will). In terms of PvE it would be useful in off tanking while main is raised or healed after taking a big hit. PvP and PvE it would offer more variety as to how you play your melee character.pr0ger wrote:Bah the dodge/parry doesnt help very much (sometime i got hit 10 time in a row by a scowling gingo when my dodge is at 200...). From pure melee idea, an HA who can absorb up to 60% damage and roughly more damage will be great help. (q250 choice armor absorbs up to 500 dmg with 50% factor, i'd like to see it at 600 with 60% factor)
Dodge/Parry info found here: http://www.ryzom.com/?page=news&id=793
-Kash-
Last edited by kashius on Sat Jul 23, 2005 5:20 am, edited 1 time in total.
I am Bosamba.
Re: [DEV] Rebalancing changes - Proposition
I like most of the changes proposed... its a nice step at rebalancing magic. Hopefully this will lead to changes in melee and range as well.
Nice to see jewelry getting more of a role and armor defending its wearer better. I definitely like the xp gifts to those that fail to land or are over zealous in healing. It makes larger groups of mixed levels more plausable (as long as they can find a mob big enough to accomidate them).
Maybe its because I'm only a L135 healer but I'm not too crazy about heal life getting sliced. I'm already pretty dizzy after a drawn out fight, spamming heals back-to-back, eyes focused on the life bars of my teammates. I don't get much of a chance to even see what we are attacking. With double-spells costing even more I'll be healing the mages more than healing the tank.
As a L138 melee fighter I definitely wouldn't mind some restraints put on mages. It gets pretty annoying to repeatedly miss out on hitting a mob because its been nuked to oblivion.
As a L138 mage I feel even more vulnerable walking around without a healer. I'm gonna be nerfed and the mobs will still resist and interrupt me as I can't seem to concentrate or dodge effectively.
Maybe everything gets easier at L151... I'll have to take your word for it... By the time I get there these changes will be in effect.
-Raku
Nice to see jewelry getting more of a role and armor defending its wearer better. I definitely like the xp gifts to those that fail to land or are over zealous in healing. It makes larger groups of mixed levels more plausable (as long as they can find a mob big enough to accomidate them).
Maybe its because I'm only a L135 healer but I'm not too crazy about heal life getting sliced. I'm already pretty dizzy after a drawn out fight, spamming heals back-to-back, eyes focused on the life bars of my teammates. I don't get much of a chance to even see what we are attacking. With double-spells costing even more I'll be healing the mages more than healing the tank.
As a L138 melee fighter I definitely wouldn't mind some restraints put on mages. It gets pretty annoying to repeatedly miss out on hitting a mob because its been nuked to oblivion.
As a L138 mage I feel even more vulnerable walking around without a healer. I'm gonna be nerfed and the mobs will still resist and interrupt me as I can't seem to concentrate or dodge effectively.
Maybe everything gets easier at L151... I'll have to take your word for it... By the time I get there these changes will be in effect.
-Raku
Rakujitsu
Tryker, Windermeer
Ballistic Mystix Guild
www.ballisticmystix.com
"Life is changing on Atys"
Tryker, Windermeer
Ballistic Mystix Guild
www.ballisticmystix.com
"Life is changing on Atys"
Re: [DEV] Rebalancing changes - Proposition
Im sorry being mostly mage I dont like the proposed changes. (which will be applied) It costs me enough as it is to use double heals and doubles spell. Why make them harder on the mage. Oh cosume more energies to FORCE the mage to use other counter parts. As it is we need back up healers to heal the healers, and now we want to take that away from the healers. So I guess now they want us to use back up healers to heal the backup healers the heal the healers.....
Doh!!! am I the only one who sees a probelm with this??
Excellent changes for the Melee people and I welcome them, but its takeing too much away from the mages. Now it looks like instead of having 2 mages to heal one person we will now need 3 mages per person!
Doh!!! am I the only one who sees a probelm with this??
Excellent changes for the Melee people and I welcome them, but its takeing too much away from the mages. Now it looks like instead of having 2 mages to heal one person we will now need 3 mages per person!
Ariwen
<NotExist:title00079>
The human spirit soars with hope when lifted by an encouraging word
Re: [DEV] Rebalancing changes - Proposition
Well, a good tank with heavy armor should be able to absorb more damage, including good portions of the large critical hits that at the moment can drop a lot of people in one hit.
If they're absorbing more damage, healers, will need to heal them lesss.
Also, while life heal will be cut in half, sap heal and stam heal are planned to be increased, so it will be easier to heal those pools being used by melee and mages.
I think it will mean mages will learn to use the time credits that thus far have been mostly ignored.
In general, it will be a lot of revamping of custom spells to adjust their credits and such.
Also, for nukers, a much more viable attack then the normal double nuke will be the double nuke/drain spells. Some people don't realize how little sap it costs to maintain a link. So nukers will be able to do considerable damage by nuking and getting an intial hit then holding a link, at a much cheaper credit cost/damage.
And not to be forgotten, Area of Effect spells (I'm assuming heal AND elemental) are planned to be doubled in strength. That compensates for the half heal power right there.
Combine it with increased sap heal, and a single AoE sap hit to all the mages might actually hold them over for a while.
While it sounds like a lot of nerfs, I think it's jsut going to be a matter of rethinking strategies and tactics.
But, I do hope it is throughly tested before going live because things can be very tricky to balance.
If they're absorbing more damage, healers, will need to heal them lesss.
Also, while life heal will be cut in half, sap heal and stam heal are planned to be increased, so it will be easier to heal those pools being used by melee and mages.
I think it will mean mages will learn to use the time credits that thus far have been mostly ignored.
In general, it will be a lot of revamping of custom spells to adjust their credits and such.
Also, for nukers, a much more viable attack then the normal double nuke will be the double nuke/drain spells. Some people don't realize how little sap it costs to maintain a link. So nukers will be able to do considerable damage by nuking and getting an intial hit then holding a link, at a much cheaper credit cost/damage.
And not to be forgotten, Area of Effect spells (I'm assuming heal AND elemental) are planned to be doubled in strength. That compensates for the half heal power right there.
Combine it with increased sap heal, and a single AoE sap hit to all the mages might actually hold them over for a while.
While it sounds like a lot of nerfs, I think it's jsut going to be a matter of rethinking strategies and tactics.
But, I do hope it is throughly tested before going live because things can be very tricky to balance.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: [DEV] Rebalancing changes - Proposition
I likes de changes, kinda. De big problem I sees is dat sumtimes mobs will kill yer tanker afore ya kin heal dem once ( talkin 'bout an actual level 100 tank vs. lvl 130-150 mobs, not a sand-baggin level 200+ vs same). De increased castin time fer 2Xhealin more den imbalances de increased resistances fer armor. Iffin ya canna quick-rez yer tank, thar gonna be bunches o' dead healers across Atys
Fer PvP, changes= Excellent, good balance, well done!
Fer PvE, changes= Try agin, or nerf de mobs as much as de players. Otherwise, de hardest job inna group gonna be such a pain in de ***, ain nobody gonna want it, an dis werld gonna git rilly empty, outposts, new races, etc. or no.
Fer PvP, changes= Excellent, good balance, well done!
Fer PvE, changes= Try agin, or nerf de mobs as much as de players. Otherwise, de hardest job inna group gonna be such a pain in de ***, ain nobody gonna want it, an dis werld gonna git rilly empty, outposts, new races, etc. or no.
Re: [DEV] Rebalancing changes - Proposition
Someone understand my plight, I understand resaon for having some balance on mages, but the healer part will be killed!!!thebax wrote:I likes de changes, kinda. De big problem I sees is dat sumtimes mobs will kill yer tanker afore ya kin heal dem once ( talkin 'bout an actual level 100 tank vs. lvl 130-150 mobs, not a sand-baggin level 200+ vs same). De increased castin time fer 2Xhealin more den imbalances de increased resistances fer armor. Iffin ya canna quick-rez yer tank, thar gonna be bunches o' dead healers across Atys
Fer PvP, changes= Excellent, good balance, well done!
Fer PvE, changes= Try agin, or nerf de mobs as much as de players. Otherwise, de hardest job inna group gonna be such a pain in de ***, ain nobody gonna want it, an dis werld gonna git rilly empty, outposts, new races, etc. or no.
Kill the healers and you tanks wont last longer
Ariwen
<NotExist:title00079>
The human spirit soars with hope when lifted by an encouraging word
Re: [DEV] Rebalancing changes - Proposition
I think the idea is to remove or reduce number of tank insta deaths. All these changes contribute to that end and healer should have much easier than before.
# Changing resistances on jewels
# Adding new magic protections on jewels
# Adding absobption of magic or melee special hits from mobs
# Increasing the absorption limits of armors
Now healer must take care that other team members won't die as rezzing is harder but also tanks and mages have to think a little bit more to improve chances of staying alive. Of course, this will require lots of testing to find out right factors to balance these changes and healers will be ok.
# Changing resistances on jewels
# Adding new magic protections on jewels
# Adding absobption of magic or melee special hits from mobs
# Increasing the absorption limits of armors
Now healer must take care that other team members won't die as rezzing is harder but also tanks and mages have to think a little bit more to improve chances of staying alive. Of course, this will require lots of testing to find out right factors to balance these changes and healers will be ok.
Mikos, Abyss Eye