[DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

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thosholm
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by thosholm »

<begins dragging ambers and seeds to his appartment>

I think I can stuff another thousand seeds into that cupboard, the door is not bulging that much yet. And the shower cubicle is not quite full of ambers yet. Sxarlet will just have to get used to me washing in the Guild Hall.
Thosam - Hunter of small defenseless animals, Forager near safe areas and Crafter of useless junk.

I hereby declare myself to be a Hominist. Ask me about my philosophy.

I survived Patch 1. :) I'm not so sure about Episode 2. :confused:
buupi
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by buupi »

lawrence wrote:[ S T A N Z A ]
- Actions in your handbar could be stuck if you played a spell then a power.

- Some tuning was done on sap, stamina and HP heal:
  • HP heal is divided by 2;
  • STAM heal is 5 times higher;
  • SAP heal is 4.16 times higher.
Does this mean that:
Now i heal 970 sap/stam with single missile
Now i heal around 2700 hp with single missile

After:
I heal 4-5*970=4000+ sap/stam
I heal 1350 hp

Hey, what's wrong with the picture. Do enyone know mobs that hit 3000 stam drains instead of hp one?

Is allso resurection taken notice with heal mods?
4500hp fighter rezz and full healing takes about 6750 hp to heal (if i remember right half of hp to bring alive+max hp)= about 5 singe heals for me after change.

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thebax
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by thebax »

Pretty much everybody on these forums knows I'm against the heal nerf, and I've explained why ad nauseum, so no point in reitterating why I think it's a terrible idea.

1) Percent absorption bonus is a step in the right direction, although leaving the average the same for HA is a non-change, but, please, as percent absorption makes very little difference, INCREASE THE MAXIMUM ABSORPTION VALUES!!!

2) Skill point costs for new grades of jewelry. As it stands, jewelry plans cost the same as medium quality plans.
Does that mean we already have the medium quality plans and now have the option of buying the standard and high quality plans? If so, what will be the composition for standard-grade earings? A single seed, no gem?
If the plans we currently have are the standard ones;
A) Will the skill point cost for these plans be reduced to 30 points, comeasurant with the other types of craft? If so, will current jewlers recieve a refund of spent points? Or will the only proffesion which cannot spare ANY skill points at all get screwed?
B) Or, will the skill point cost for each plan of increasing grade (standard, medium, and high) be 40 points, so that, if you purchase all of them, you will have the same point outlay as the other paths of crafting?

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kwhopper
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by kwhopper »

I didn't notice anything in the weapons section about CC (Daggers more spcifically). Are they being left as is under the impression that they are fine? Now I know that particular part was about 2h weapons, but Daggers are seriously lacking in the 'useful' department. Low damage/High aggro/insane stam/HP usage cripple these weapons in PvE and PvP. Are there any plans to look at this?

About the changes in general they look good. The armor change is a bit disappointing as Heavy Armor receives little to no buff in the toughness area. As many others have said, this looks like it needs more reworking.

As for the comment above about healing. Resurrection should take a long time. It shouldn't be instant AND have a significant positive HP gain to boot, that's kind of silly.
sidusar
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by sidusar »

kuroari wrote:ok um.. so in other words a crafter of desert jewels can only make desert/pr resistances and now buyers need to find crafters of all the different races mats for all the resistances?
Maybe i got this wrong bieng a relative noobie myself.. but doesnt seem right
This is already the case. As it is now, only desert jewels can give fire resistance, only forest jewels can give poison resistance, only lake jewels can give shockwave resistance and only jungle jewels can give electric resistance. Only prime root materials can give fear resistance and there are currently no jewels that give resistance to any of the other afflictions (root, stun, sleep, blind etc etc).

They're simply expanding the system to include resistances for all the afflictions.
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thebax
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by thebax »

sidusar wrote:This is already the case. As it is now, only desert jewels can give fire resistance, only forest jewels can give poison resistance, only lake jewels can give shockwave resistance and only jungle jewels can give electric resistance. Only prime root materials can give fear resistance and there are currently no jewels that give resistance to any of the other afflictions (root, stun, sleep, blind etc etc).

They're simply expanding the system to include resistances for all the afflictions.
There is at least one gem for each resistance. Some, however, must be quartered, like Yelk mushrooms for stun.

OOC:
Baxter- Digger, crafter, explorer, and dirty little man.
"Thar ain nuthin nor nobudy wot be so good as dey canna be betterer."
More power for Homins!
P~)
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sprite
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by sprite »

micrix wrote:I m looking forward to the new animations :) Take care DEVs what you are doing to Trykers !!!!!
Lol, if they follow our (EE ats testers) then all the racial anims will be changed; we're "less than enthusiastic" :o

And @ Itachi, the spell balancing is universal; its shown in the "new action" window when you make the spell.
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akicks
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by akicks »

sidusar wrote:This is already the case.
This is not the case :)

It's confusing how they've worded it, but it works differently.

You have 5 different zones that have 3 spells in them. For example, the jewls I made on the ats last night where matis jewls. But, they had Jungle Resist, Shock Resist, Poisen, and something else too.

So, some mats will increase one zone's resistence, while other's will increase the others.
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cygnus
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by cygnus »

All sounds good to me :) Stockpiling craft sp and mats for new jewel plans w000000t
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sprite
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Re: [DEV] Rebalancing Changes, PvP/Combat/Stanzas, Sep 08

Post by sprite »

cygnus wrote:All sounds good to me :) Stockpiling craft sp and mats for new jewel plans w000000t
There are no new jewel plans. All jewels now need more mats to make tho (for example, earrings need 2 seed, 2 amber) and the resists & protects are differently done.
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