[DEV] Rebalancing changes - Proposition

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vinnyq
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Re: [DEV] Rebalancing changes - Proposition

Post by vinnyq »

I know this is probably out of the blue, but I think if you get rid of stam usage for Range, it'll go a long way in making range a desirable choice of weapon.

See it this way:

Melee, you have a sword, doing physical damage, so you use stamina.
Mage, you cast spell, doing elemental magic, so you use sap.

Range, you have to carry your own bullets and ammos, and the bullets does the damage, shouldn't cost stam or sap or nuthing.

See if you guys can squeeze that in there, eh?
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hans1976
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Re: [DEV] Rebalancing changes - Proposition

Post by hans1976 »

First I would like to compliment the mature community we have in this game. An obvious nerf is proposed and what do we do? We think they are rather good. No complaining! Well, very little complaining!
/tar everyone
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And for me, new mechanics is new tweaking is more thinking while playing is more fun. Yay! Also I like the armorcraftresistant thing a lot ;)
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

If range fighter uses increased accuracy and improved fire rate stanzas, he will eat stamina very fast. However, in pvp extra time with double missiles gives ranged fighters more chances to disrupt mage while he is casting double missle.
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petej
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Re: [DEV] Rebalancing changes - Proposition

Post by petej »

You cant have "Hit Rate" or "Accurate" and not have a cost otherwise its just used all the time , you may as well just increase the default and do away with the actions , but that would mean less to do
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ariwen
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Re: [DEV] Rebalancing changes - Proposition

Post by ariwen »

mmatto wrote: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.
ok Example Im talking about:
tank get knocked down, use dblheal !st time , he is up and half healed
2nd dlbheal he is fully healed and trying to get back into action
3rd dble heal he is fighting, but mob does half his hp in damage, and Im out of hp and sap

how does increaseing my consuption of hp/sap help me????????
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

ariwen wrote:ok Example Im talking about:
tank get knocked down, use dblheal !st time , he is up and half healed
2nd dlbheal he is fully healed and trying to get back into action
3rd dble heal he is fighting, but mob does half his hp in damage, and Im out of hp and sap

how does increaseing my consuption of hp/sap help me????????
These situations should be far more rarer than now after proposed changes.
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ajsuk
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Re: [DEV] Rebalancing changes - Proposition

Post by ajsuk »

- Healers

The balance as it is now is hard enough for healers to cope with. They can't stop for a second to think about anything else but healing.
No time for any other stratagy balls to be introduced imo.
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akicks
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Re: [DEV] Rebalancing changes - Proposition

Post by akicks »

Xavier Antoviaque wrote:9. Increasing double spell's casting time by 2 seconds

The casting time for double spell would be increased by 1.5 to 2 seconds, making its hit rate approximately the same as the one of the best two-handed weapons; it would still stay much more effective than a simple spell, but there would be more strategy involved in choosing when to cast it. We think that the magician is currently getting a too powerfull advantage when he acquires this brick; the simple spell is then a lot less useful. We think this change (with the others!) would restore some balance between warriors and magicians.

10. Increasing double spell points consumption by 20%

For the same reasons, the casting cost of the double spell would increase by 20%, forcing the magician to use more the other counterparts.
20%? This is a bad change - This would mean that using a dbl missile with 2 level 250 spells my original cost (of 500 credits) would now become a 600 credit spell (if I am reading this right).

It already costs enough to cast these spells, espieccally when you are slowing the spells down, without adding on range (Which yes, I use anyway) AND time credits.

My suggetion would be to do either 9 or 10. Not both. Either make the cost of the spell more (so that we have to use time credits ourselves) OR increase the time. Not both :)
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ariwen
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Re: [DEV] Rebalancing changes - Proposition

Post by ariwen »

mmatto wrote:These situations should be far more rarer than now after proposed changes.
ok I understand the point you are trying to make, yes tank will take less damage, hurrah for healers, but healers will still have to work as hard as they do now, nothing any easiers, becuse it cost more to use heal spells.

the result to focus 100 % on heal, is all you have time to do, I have set up double hp, double sap, double = hp + sap, single hp, single sap. Yet have never used a double stamina, maybe a stamina + hp. So how is this going to help the healer, nothing will really change in the long run if your a true healer.
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

Healing is now far overpowered. This means that melee and elementalist roles can just use their maximum credits and rely on healer to keep them up in every situation. This results in melee and elemental to waste hp/sap/stam at incredible rate and healer must cast heals fast to keep them topped. This means that only healer has to do work in combat, but it is not problem as there is enough healing power to keep party up.

Now, nerf healing somewhat and it is not possible for a healer to do all the work in combat. What will happen? Melee and elementalist has to start doing something, like conserving credits. They have all means to conserve credits with feints, openings, time credits, single missiles and even using something less than maximum power attack as default combat move.

All this result in far more involving and rich combat where every role has to work for victory, not only a healer. This may result in less stressing role for healer as others has to help. In any case healing won't be hardest role by big margin as it is now.

Lots of testing and various tweaks here and there are needed to make this work as these nerfs can easily end up in disaster if not implemented carefully.
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