I and many others in this thread are looking forward for these changes to improve pve experience.thebax wrote: The vast majority of the proponents for nerfing healing site PvP examples. It seems as though it would please everyone if it was handled thusly:
Apply the same formula to healing in PvP as is currently applied to damage, leave the healing alone for PvE.
[DEV] Rebalancing changes - Proposition
Re: [DEV] Rebalancing changes - Proposition
Mikos, Abyss Eye
Re: [DEV] Rebalancing changes - Proposition
I disagree with changes 6 and 7 about giving xp when you have added nothing to the kill. Make affliction spells easier to hit but please don't introduce an easy exploit in the game. Change number 7 just seems silly to me. Healers should coordinate so that they aren't healing the same person to max, change their roles or change mobs. It isn't hard to gain xp by healing now, don't throw in this exploit.
I agree with the direction of the rest of the changes but I worry that you are doing too many changes simultaneously. I also worry that healing may be reduced too much in the PvE context. I would prefer to see a more gradual change in balancing rather than see the pendulum swing too far in any direction.
I agree with the direction of the rest of the changes but I worry that you are doing too many changes simultaneously. I also worry that healing may be reduced too much in the PvE context. I would prefer to see a more gradual change in balancing rather than see the pendulum swing too far in any direction.
Re: [DEV] Rebalancing changes - Proposition
Hmm, actually the 'resisted hit equals xp' might be too easy to exploit... and thinking more about it, the fact that I can hit and link purple mobs (lvl200+) with just a lvl100 affliction, I also withdraw my support of that idea.
However it would be nice that if I do land a hit and get a link, then the link gets maintained longer. Maybe even as long as I'm not outside 50m radius or until I run out of sap.
How about making it so that the drain is more severe if the level difference is big between the affliction's level and the target's level?
@ Mikos, Sidusar : I will try to rework the table to include more options like actual equipment stats (damage factor, hpm, amp speed+damage - these are rather easy to do) and if I can find a good way for it, hp/stam/sap usage with equipped armors, weapons and shield taken into account.
@ Nevrax : If you have a sheet similar to what I'm trying to make lying around somewhere, I and I'm sure many others would appreciate if you would make it public
However it would be nice that if I do land a hit and get a link, then the link gets maintained longer. Maybe even as long as I'm not outside 50m radius or until I run out of sap.
How about making it so that the drain is more severe if the level difference is big between the affliction's level and the target's level?
@ Mikos, Sidusar : I will try to rework the table to include more options like actual equipment stats (damage factor, hpm, amp speed+damage - these are rather easy to do) and if I can find a good way for it, hp/stam/sap usage with equipped armors, weapons and shield taken into account.
@ Nevrax : If you have a sheet similar to what I'm trying to make lying around somewhere, I and I'm sure many others would appreciate if you would make it public
Holina, Na-Holï, Nirali (Silan)
Member of Evolution
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Member of Evolution
Crafter: Tryker Waving Bowpistol (q160), Zoraï Electric Launcher, Electric Bowrifle (q160), Tryker HQ amp craft hobbyist (q160)
Digger: Lakes (q220)
Re: [DEV] Rebalancing changes - Proposition
Well to be fair if they do what there planning to do I'll be leaving ryzom, which will mean i'll be stopping 3 subs.
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[/size]Re: [DEV] Rebalancing changes - Proposition
Well, I guess that is an argument, sort of. How about some specific criticism or better suggestions?
Mikos, Abyss Eye
Re: [DEV] Rebalancing changes - Proposition
Mostly looks good.
Not sure if the 20% surcharge on double spells is needed with the other changes. The slightly increased casting time is a better nerf.
May you live in interesting times
*Keeps his eyes open for the nerf bat*
Not sure if the 20% surcharge on double spells is needed with the other changes. The slightly increased casting time is a better nerf.
Would prefer if they just made Off Aff and Def Aff be resisted a bit less. Perhaps also fix Slow Attack.6. Changing XP gain to give some even when the target resists
Awesome! Hope this makes them useful.11. Increasing area of effect's power by about 2
Given the changes to mob damage during the last "re-adjustment" I would have thought that high level armours need big increases. Stopping 50% of a mobs 3K damage to a maximum of 400 is kinda pointless. The way I see it armour (e.g. q200 HA) should stop about 1/3 to 1/2 of a mobs damage of the same level (e.g. a level 200 mob).We would slightly increase the absorption limits on armors
May you live in interesting times
*Keeps his eyes open for the nerf bat*
Turke
Aedan Artisans
Aedan Artisans
Re: [DEV] Rebalancing changes - Proposition
On papir all this can look good and be justified but saying fighting/heal in need to be rethink. (not what i think is need to be doon befor ranged or linked spells are fixed properly)
But think on all the items what need to be remade to "work" with the new system. And it will take time for all to rethink their stanza to work with the team, i think it hard allready to find a team to play with.
Im more of a 2-3 hours maybe 2-4 times a week player and don't change my armor, jewels and wepons what much. and since im a high lvl fighter and not a harverster im have not the biggest money ether.
All this buying of new things and armor is not possible for me atm meaning im going to work very hard for a long time to get somw dappers for all new items.
Meaning my armors and jewels is not going to be for the new system.
What kind of worries me.
But think on all the items what need to be remade to "work" with the new system. And it will take time for all to rethink their stanza to work with the team, i think it hard allready to find a team to play with.
Im more of a 2-3 hours maybe 2-4 times a week player and don't change my armor, jewels and wepons what much. and since im a high lvl fighter and not a harverster im have not the biggest money ether.
All this buying of new things and armor is not possible for me atm meaning im going to work very hard for a long time to get somw dappers for all new items.
Meaning my armors and jewels is not going to be for the new system.
What kind of worries me.
Tyrisha
Supreme Noob
Supreme Noob
Re: [DEV] Rebalancing changes - Proposition
This point has been made on other forums:
Healing was increased to balance out the amount of dammage that mobs, especially carnivores, can do.
When we nerf healing and nerf elemental magic, do we not fall right back into the same imbalance that we started with?
Some of you will say that the increased efectivness of jewels and armor will make all the difference...but I am pretty sceptical. Trying to balance this out with equipment will change the game from one mostly dependant on character skills to one mostly dependant on character equipment. Since equipment is something the character has, and skill is something the character *is*, I think we can see how trying to lessen the effectivness of skills and replacing it will equipment doesn't really balance out.
Healing was increased to balance out the amount of dammage that mobs, especially carnivores, can do.
When we nerf healing and nerf elemental magic, do we not fall right back into the same imbalance that we started with?
Some of you will say that the increased efectivness of jewels and armor will make all the difference...but I am pretty sceptical. Trying to balance this out with equipment will change the game from one mostly dependant on character skills to one mostly dependant on character equipment. Since equipment is something the character has, and skill is something the character *is*, I think we can see how trying to lessen the effectivness of skills and replacing it will equipment doesn't really balance out.
Re: [DEV] Rebalancing changes - Proposition
Ageed.mrshad wrote:This point has been made on other forums:
Healing was increased to balance out the amount of dammage that mobs, especially carnivores, can do.
When we nerf healing and nerf elemental magic, do we not fall right back into the same imbalance that we started with?
Some of you will say that the increased efectivness of jewels and armor will make all the difference...but I am pretty sceptical. Trying to balance this out with equipment will change the game from one mostly dependant on character skills to one mostly dependant on character equipment. Since equipment is something the character has, and skill is something the character *is*, I think we can see how trying to lessen the effectivness of skills and replacing it will equipment doesn't really balance out.
Makes me think of patch 1.
The account manger for nevrax i think still have nightmare about what one.
Think if you could get better gear in say..CS or unreal what had more ammo, longer distense, dmg and so on, what would make the whole comunity go crasy.
What is infact cheating
Tyrisha
Supreme Noob
Supreme Noob
Re: [DEV] Rebalancing changes - Proposition
I also agree with mrshad. Mobs are simply overpowered, whether they use special attacks or not. This change to healing power will not in any way "improve the gaming experience", such an assertion is foolishness, at best. It will, if we are lucky, make it an annoying grind for those who have reached 100+, and nigh impossible for those who have not, and are in a group of like level.
I restate that if they do insist on this ill-advised move, they not only keep the current code handy, but go to the extra effort of making sure that it can be reinstated very quickly, to keep what population has remained loyal.
I restate that if they do insist on this ill-advised move, they not only keep the current code handy, but go to the extra effort of making sure that it can be reinstated very quickly, to keep what population has remained loyal.