[DEV] Rebalancing changes - Proposition

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svayvti
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Re: [DEV] Rebalancing changes - Proposition

Post by svayvti »

Monsters already attack too fast, and Mages have a near impossible time soloing as is.

But yes, things were more strategic and better before they made those adjustments and they just need to finish undoing Patch 1.
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Svayvti
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sidusar
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Re: [DEV] Rebalancing changes - Proposition

Post by sidusar »

seawe wrote:heh many mobs already attack at caffinated speeds... I don't know if my eyes could keep up with doubling the rate!

more hp and less damage maybe... (shrug) :)
They wouldn't even have to double the speed of the attack animations, just count every attack for two. For a lot of mobs this would even make more sense, for example: A kincher attacks by hitting you with it's two front pinchers, right now that's considered as one single attack, while really it's two attacks at once.

I'd be opposed to more hp and less damage, because that would mean mobs would be easier to tank (= even less use for tanks and afflictionists) but harder to kill (= even more use for elementalists).
svayvti wrote:Mages have a near impossible time soloing as is.
I disagree. As a 160 elementalist I can nuke mobs that give me 3k before they even reach me. As a 160 melee killing mobs that give me 3k is both more risky and takes a lot longer. Yes, it's hard to solo with a mage, but any other class is even harder to solo.
Mages simply weren't meant to tank, they're meant to be vulnerable in melee combat, that's the price for all that offensive power.
Last edited by sidusar on Wed Aug 17, 2005 7:33 pm, edited 1 time in total.
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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

svayvti wrote:Monsters already attack too fast, and Mages have a near impossible time soloing as is.

But yes, things were more strategic and better before they made those adjustments and they just need to finish undoing Patch 1.
yeps, i much preferred the combat pre-patch 1, but can u imagine trying to change it back now when everyone is used to mega quick 3k kills? uproar!!

i can only comment upto my ele level (~170) but its dead easy to solo, i think maybe upto lv100 melee and ele are fairly ok to solo, but after 100 ele is np at all and melee is somewhat challenging but still possible.
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svayvti
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Re: [DEV] Rebalancing changes - Proposition

Post by svayvti »

rushin wrote:yeps, i much preferred the combat pre-patch 1, but can u imagine trying to change it back now when everyone is used to mega quick 3k kills? uproar!!
Not from all the people who left the game. Who I think just might be convincable to try the game again. They could perhaps reactivate old canceled accounts for a new trial period and I think they might keep a lot of the subscriptions this time.

Honestly patch 1 should have been rolled back from day one to avoid the massive bleed off that occured. Even just getting back 1% of the old player base would represent a significant cash flow to Nevrax which would help revitalize the game. People didn't quit because they were bored, they were quit because the earlier "rebalancing" changes were such a drastic shock and devestation to their gameplay they left for "greener" pastures. But with the additional content to Ryzom I think a lot of people would come back if the same type of fun combat and foraging was offered.

As for elemental, I'm below level 100 right now and finding it much more difficult still to solo than when I left. I imagine double spells probably make it much easier as my foraging buffed HP runs out much quicker than my sap.
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Svayvti
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sidusar
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Re: [DEV] Rebalancing changes - Proposition

Post by sidusar »

svayvti wrote:As for elemental, I'm below level 100 right now and finding it much more difficult still to solo than when I left. I imagine double spells probably make it much easier as my foraging buffed HP runs out much quicker than my sap.
Ah, in that case I withdraw my comment and agree completely. Soloing elemental in the 50-100 range is a lot harder than melee, though it is possible (I've done it, yes). Double missile at 100 does help, but that's only half of it. It's the double missile combined with the racial spells at 125 that really make elemental after that so easy. The racial spells are resisted far less than the acid/cold/rot spells.

The huge gap between how overpowered elemental is after 125 and how underpowered it is below 100 isn't something I'm very happy with myself.
iwekg74
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Re: [DEV] Rebalancing changes - Proposition

Post by iwekg74 »

  1. Changing resistances on jewels
  2. Adding new magic protections on jewels
  3. Adding absorption of magic or melee special hits from mobs
  4. Dividing heal life's power by 2
  5. Increasing heal stamina's and heal sap's power
  6. Changing XP gain to give some even if the target resists
  7. Changing XP gain for healer to give some even if the target is at full life
  8. Suppressing the dividing factor in PvP
  9. Increasing double spell casting time to 2 seconds
  10. Increasing double spell points consumption by 20%
  11. Increasing area of effect's power by about 2
  12. Increasing the absorption limits of armor
1. -no comments
2. nice feature, which means magic will be pretty tricky to use against oponents
3. logical expand of point 2.
4. think dividing by 2 is to radical because it is hp that is mostly consumed in fights
5. see 4.
6. dont think that is good one, if u dont hit u dont get xp. Fair enough i think. And how many if no dmg done?
7. good one :) I am for it
8. that is bad, imho they last long enough allready
9. they cost too much allready, definitly against such change
11. finaly some change in that direction, those were the most usles stanzas ig, with changing power 2 times still not powerful enough. High costs and no effect. At level 250, as mentioned in other posts, u cant even kill 6 entities level 40 using AoE stanza level 225 dobel spell wit 250 stanzas. Just bad balanced. Really no point at all using that one so plz more power to it.

11. no coment ot that
mrshad
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Re: [DEV] Rebalancing changes - Proposition

Post by mrshad »

Alright...one more time for the reading impared...

I can see, maybe, increasing the time delay of double spell. The extra half second can be the difference between life and death, and since getting levels is all we currently have, it makes sense to stretch that activity to its longest and most painful limit.

But, double spell costs enough as it is. 3-4 casts is all you get before you are left without sap and blood. The very next hit from a mob will kill the caster unfortunate enough to find himself in that posisiton.

By increasing the cost of elemental spells, you will, out of neccesity, increase the need for healing. BUT HEALING IS BEING NERFED!

Have you lost your minds? Seriously, I want to know.

After these ill-though out changes go into effect, it will take 2 healers to do what one healer used to manage alone. Thus increasing the size of teams, resulting in a need to find larger mobs to hunt, requiring more elemental damage, which...wait for it...WAS JUST NERFED!

What is it with this game and catastrophic, sweeping changes that none of the players want or support?

And what really gets me...the part that is simply amazing...this is all being done for PVP! An aspect of the game most of us do not want.

Certainly, there are other, better, ideas proposed in this very thread that would make this game the gankers paradise that Nevarax seems to want it to be. Actually read it, and you might start to consider a time delay on being able to raise a fallen companion. This would effectivly get rid of the problem that people are too easy to bring back once the fall down.

If we need to nerf the ability for a solo mage to survive, just double the attack rate and half the dammage of the mobs. If spells are interupted, the mage will get DP, and that is, ultimatly, the goal, right?

With this latest revison to the change list, you altered the stuff no one cares about, and left the things that cause us alarm in there. Of course, this doesn't take into account any of the stealth changes that you promised would never happen again, but seem to make or break each patch...

How exactly is this listening to the players?
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