[DEV] Rebalancing changes - Proposition

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holina
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Re: [DEV] Rebalancing changes - Proposition

Post by holina »

I don't mind the fact that some mobs require us to use every trick in the book to beat them solo. If everything would be as easy/hard as the others, why have different mobs at all?

Also afaik, there are three types of mobs:

1000xp base + 100/lvl diff
1500xp base + 150/lvl diff
2000xp base + 100/lvl diff (not quite sure about this one)

Goari is 1000xp one, Clopper is 1500xp one, Kipee is 2000xp one, for example. Ragus is 1000xp, Gingo and Torbak are 1500xp, don't remember Kincher off hand.

Unless there are mobs which can be considered 'very tough' in their level range and they are in the wrong category, I don't see a reason mobs should be made weaker.

But anyway, let's test stuff on ATS first, and see how it goes. If healing is too weak or mobs too hard to kill, then the devs can tune some of the things a bit. Ballance is never a one-step thing.
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sidusar
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Re: [DEV] Rebalancing changes - Proposition

Post by sidusar »

holina wrote:Also afaik, there are three types of mobs:

1000xp base + 100/lvl diff
1500xp base + 150/lvl diff
2000xp base + 100/lvl diff (not quite sure about this one)

Goari is 1000xp one, Clopper is 1500xp one, Kipee is 2000xp one, for example. Ragus is 1000xp, Gingo and Torbak are 1500xp, don't remember Kincher off hand.
Kipees are 2000xp base + 200/lvl diff, and kinchers 2500xp base + 250/lvl diff. But those formulas are only accurate for creatures between 0 and 20 levels above you.

I really should get to writing an article summarizing everything I've found out about experience from creatures...
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pr0ger
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Re: [DEV] Rebalancing changes - Proposition

Post by pr0ger »

10. Increasing double spell points consumption by 20%
I just think of.... The power (or damage) depends on the level of the magic. (poison 5, acid 14, etc...) and you pay counterpart mainly/only for success rate.

What about paying counterpart for damage tuning ?.... i'm sure people already submitted that in the past, but that would improve tactics, gameplay and difference between class.
There would be bounds of damage improvement, depending on spell level of course.
To avoid exploit, the more credit you use to improve damage, the longer the cast will be (here comes the 9. : casting time), and for even better fine-tune of exploit, made the caster un-heal-able during a very short time (~1 sec) after the shot.

Also it gives nice tactics on PvP : a big mean avatar of destruction can make an overwhelming spell, but would be an easy target (to leave some chance to the poor targets). Two avatars of destruction, on opposite side, making the maxed damage spell at cost of their complete HP would result on a tie :)
Else, they can do small-damage missiles, but faster and would be less a burden for healers.

And finally, it gives more randomness to the magic damage. It would avoid the "oh, look, an AoD, he will cast his poison and poof 3K damage", but "oh, look, an AoD, i wonder how he'll manage his spell to blow the target"... we need more difference / user-specialization ...

Multi-class character would have advantage (melee/ele at 200+ could make more damage than a pure ele), but that's kinda fair since being multiclassed is way harder and longer than being an Avatar 'only' .

Only trouble .... dev,code and testing would be long :p
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

pr0ger wrote: What about paying counterpart for damage tuning ?
You can do that now, just select lower damage brick than highest available. Problem is that credit cost is so cheap that people use highest damage brick as default. Cost of double spells will be increased and maybe the highest damage brick won't be default one for mages.
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mckyja
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Re: [DEV] Rebalancing changes - Proposition

Post by mckyja »

If you THINK heal IS overpowered, well, thats your choice. I for one welcome the changes to heal. Makes you healer/nuke teams that much easier to kill. Training melee skills wil slow down even more, but hey, well worth it to put a little fear into you overconfident mage teams.


Having a healer or lower level team member keeping up higher level(s) melee and ele and such is called LEARNING. I loved the intensity and concentration needed to keep up a team when i was healing, especially in heated/dangerous situations.

So I say bring on the changes and well see how many lack heart.
Alcina
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Re: [DEV] Rebalancing changes - Proposition

Post by Alcina »

If heal is divided by 2 then bomb which was nerfed ages back will really suck.

With an increase in casting time + more points usage it's a total mage nerf
im lucky to survive a mob attack whilst harvin now , if its going to take longer to cast the spell ive got no chance,if a pick could be enchanted with a spell that would help. There was a time when spells were cast instantly then lots of graphics were introduced to hide the extra time added to casting, whats proposed is a total nerf to healers,hp heal is going to be halved + its going to take longer to cast the heal.
Last edited by Alcina on Thu Jul 28, 2005 12:31 am, edited 1 time in total.
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pr0ger
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Re: [DEV] Rebalancing changes - Proposition

Post by pr0ger »

about credit changing ele damage.
mmatto wrote:You can do that now, just select lower damage brick than highest available. Problem is that credit cost is so cheap that people use highest damage brick as default. Cost of double spells will be increased and maybe the highest damage brick won't be default one for mages.
I was thinking about a possibility to deal, using last poison/fire/whatever upgrade, more than 5k damage, but at cost of almost all your sap and heal, and also a long cast time (independant from credit time). Or with the same upgrade, less than 600 damage but very fast cast and low hp/sap consumption. Difference would be... the longer you keep the action shorcut activated (left mouse button down on the shortcut) the higher would be the power... and the cost. So no need to edit action every time, and avoid the "click'n'xp" behavior.

It remove the static casting from the user-edited action from stanza to more freedom about how to use action...
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

pr0ger, would be ok if base damage from elemental damage bricks was like halved first. Getting more spell power by holding down key longer makes your suggestion interesting.
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kyesmith
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Re: [DEV] Rebalancing changes - Proposition

Post by kyesmith »

About time ele was nerfed, good move i think
makes melee alot more valuble like it should be
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morzyr
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Re: [DEV] Rebalancing changes - Proposition

Post by morzyr »

kyesmith wrote:About time ele was nerfed, good move i think
makes melee alot more valuble like it should be
Not to be rude but for a rundish 250lvl ele what i suspect you are, its sure easy to sit on the high pedestal and say what.

It makes me a bit frusteted then players coment changes in the game they ether to high to care about or they are 100 lvls form where the changes really going to show its real face.
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