Do You Want the Old Combat System Back?
Do You Want the Old Combat System Back?
Should Nevrax switch back to the old combat system? Should they keep it the way it is? Vote!
Re: Do You Want the Old Combat System Back?
They could move everything back to the way it was pre-patch 1 with the exception of blind. Even then the only thing they need to do with blind is make it so that it doesn't drop an enemies defense down completely to 0. As someone who has a level 83 offensive affliction character I am intimately familiar with what blind does. If you couldn't hit the affected creature or max damage every time and not miss when it was blinded, then there was no way you could use that spell to take out monsters 30-40 levels higher than you. End of story.
The game above level 100 or so was already *very* challenging if you didn't exploit blind. I don't see why they had to go and make everything else so damn powerful as well.
The game above level 100 or so was already *very* challenging if you didn't exploit blind. I don't see why they had to go and make everything else so damn powerful as well.
Re: Do You Want the Old Combat System Back?
They can at least lower the amount of DP accrued after each death.
Re: Do You Want the Old Combat System Back?
Yes, i vote on having old combat again, of course with some fixes on blind or on things that could be exploited, but basically the way it was.
Re: Do You Want the Old Combat System Back?
I don't want this one and i don't want the old one, i want something in between.
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guild.dragonrealmsoftware.com
Will you stand in the shadow?
or step forward
and become
a leader?
You clearly have the choice.
- Anthony Robbins
Re: Do You Want the Old Combat System Back?
FIX THE MONSTERS TO THE WAY THEY WAS BEFORE
why? here are a couple of good points:
1) hitpoints are LIMITED and alone you can heal yourself only once each alot of time, with the self heal focus... this means YOU CANNOT solo things. and this is wrong to force someone to group, not always your friends are online to group and not always you WANT to group, since not always you need to fight monster because you are hunting them. sometimes you just need to WALK to an extraction zone and you cannot expect an escort of people to FOLLOW you just because you want to harvest something.
2) now combat is too fast and too frenetic, this is wrong expecially for the most lagged people, who have problems in targeting or healing or raising people fast enough. Before having the monsters alot of hitpoints fights lasted longer, letting the spellcasters to cast spells, and heal more equally. you MUST keep in count that players DOES have latency times. this is not a first person shooter game you turned it into that. for the name of heavens TRY to guess what will happen when an invasion of kitins comes.... total defeat for EVERYONE since no one will be able to react in time. you want this game epic? let people face 3-4 monsters at the same time.. this is not possible now not even with yubos.
3) lower monsters resistances to magic, wizards are useless now, yes before there was the 'blind' exploit more or less (never understood how it did work), still it is not a good excuse to make a class totally useless. rework blind to lower the hit rate of monsters instead of just having them stop attacking. that's more for the stun. if you want to make things more difficult... make more varied monsters... psychopia should be immune to blind as like other plants.. heck they do not have eyes! but could be more sensitive on other kind of attacks like stun.
4) now the aura stanzas are useless... since if something makes you 270 damage in one blow... what point it has if you got 500 hitpoints, regenerate a few hitpoints faster?
in conclusion, you had a wonderfully working system before. some says a bit easy (not for me I was getting killed by scowling raguses even before, just I HAD a fighting chanche... now not even with one.) WHY YOU FIXED SOMETHING THAT WAS NOT BROKEN?
why? here are a couple of good points:
1) hitpoints are LIMITED and alone you can heal yourself only once each alot of time, with the self heal focus... this means YOU CANNOT solo things. and this is wrong to force someone to group, not always your friends are online to group and not always you WANT to group, since not always you need to fight monster because you are hunting them. sometimes you just need to WALK to an extraction zone and you cannot expect an escort of people to FOLLOW you just because you want to harvest something.
2) now combat is too fast and too frenetic, this is wrong expecially for the most lagged people, who have problems in targeting or healing or raising people fast enough. Before having the monsters alot of hitpoints fights lasted longer, letting the spellcasters to cast spells, and heal more equally. you MUST keep in count that players DOES have latency times. this is not a first person shooter game you turned it into that. for the name of heavens TRY to guess what will happen when an invasion of kitins comes.... total defeat for EVERYONE since no one will be able to react in time. you want this game epic? let people face 3-4 monsters at the same time.. this is not possible now not even with yubos.
3) lower monsters resistances to magic, wizards are useless now, yes before there was the 'blind' exploit more or less (never understood how it did work), still it is not a good excuse to make a class totally useless. rework blind to lower the hit rate of monsters instead of just having them stop attacking. that's more for the stun. if you want to make things more difficult... make more varied monsters... psychopia should be immune to blind as like other plants.. heck they do not have eyes! but could be more sensitive on other kind of attacks like stun.
4) now the aura stanzas are useless... since if something makes you 270 damage in one blow... what point it has if you got 500 hitpoints, regenerate a few hitpoints faster?
in conclusion, you had a wonderfully working system before. some says a bit easy (not for me I was getting killed by scowling raguses even before, just I HAD a fighting chanche... now not even with one.) WHY YOU FIXED SOMETHING THAT WAS NOT BROKEN?
Re: Do You Want the Old Combat System Back?
keriann wrote:FIX THE MONSTERS TO THE WAY THEY WAS BEFORE
in conclusion, you had a wonderfully working system before. some says a bit easy (not for me I was getting killed by scowling raguses even before, just I HAD a fighting chanche... now not even with one.) WHY YOU FIXED SOMETHING THAT WAS NOT BROKEN?
They broke something that needed a little fixing.
I'll be glad to see everything almost as it was before, blind needed a little tuning and probably some other thing, but mele was alright, it was fun, no need to screw it up they way they did.
Re: Do You Want the Old Combat System Back?
I can't see why people like it the way it is. I can't harvest the mats i need anymore because the mobs kill me before can even get to the spots.
Re: Do You Want the Old Combat System Back?
The new combat system has its good points....you can kill mobs faster...so you can kill more of them faster. I do agree tho that the amt of DP's acrued for dieing should be lowered a little...heck died 3 times and at level 40 i acrued 33k of debt thats 3 deaths and 20 kills to get rid of it.
I have a question tho i noticed last night that even with debt..after you kill a mob some of the xp you get still goes to you and the debt gets some...is this true or does all your xp go to the debt ?
I have a question tho i noticed last night that even with debt..after you kill a mob some of the xp you get still goes to you and the debt gets some...is this true or does all your xp go to the debt ?
Re: Do You Want the Old Combat System Back?
Most of the previous combat system (fight and magic) worked great, the only real problems were blind actually blinding and stunning at once and that it was so easy to kill critters solo far above your own level (teams were even more overpowered). Doubling the hits and halfing the hp of critters was a good start (in theory) but also doubling (at least) the resist rates on magic spells makes even teaming with a full set of nine essentially worthless.
Increasing critter damage by 50% instead of 100% and cutting their HP by 20% would seem a more reasonable solution for slowing fighters a bit and dropping resist rates by at least 50% (75% would be more survivable but still provide a high challenge) would almost make mages useable for something other than insane healing.
Increasing critter damage by 50% instead of 100% and cutting their HP by 20% would seem a more reasonable solution for slowing fighters a bit and dropping resist rates by at least 50% (75% would be more survivable but still provide a high challenge) would almost make mages useable for something other than insane healing.