[DEV] Rebalancing changes - Proposition

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amitst
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Re: [DEV] Rebalancing changes - Proposition

Post by amitst »

I don't like any of it.

Ok, Jyudas I'll explain.
Added melee protection will simply lengthen fights.
Slower casting time at higher cost --> still more efficient to use double missile, but will require more healing with less effectiveness.
Already need half of any given team healing.

The game is such that its impossible to go most places solo. As a duo a trek is still an impressive feat at the highest levels. This only makes the game harder, just as was done in patch 1.

I dislike that healing is being rebalanced. Big nerf pendulum swing, it was powered up in patch 1.

I dislike that melee is being powered up. Big nerf pendulum swing, it was nerfed in patch 1.

I hope there is a spam of complaints post patch by people who didnt realize the immense effect this will have on the game.

AoE doubled while heal halved means heal bomb will be just as pathetically ineffective. AoE would have to be restored to prepatch 1 to be ever effective.

My maxed out double power 225 bomb 6 elemental spell often fails to kill a level 40 shooki. And they think its ok just doubling AoE effectiveness? wtf? This used to be able to kill it 6 times over.
Last edited by amitst on Mon Jul 25, 2005 7:30 pm, edited 1 time in total.
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grimjim
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Re: [DEV] Rebalancing changes - Proposition

Post by grimjim »

amitst wrote:I don't like any of it.
Could you, perhaps, expand on your theory a little? I feel it is somewhat lacking in detail.
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kostika
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Re: [DEV] Rebalancing changes - Proposition

Post by kostika »

I like all of these changes very much. The only thing I'm unsure of is the 20% extra cost on double cast as it's already rather expensive to use double cast. But I'll save total judgement til I see it on ATS and can test it out.
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licena
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Re: [DEV] Rebalancing changes - Proposition

Post by licena »

8. Suppression of the dividing factor in PvP
Right now PvP damages are divided by 2 compared to PvE. The original purpose was to make PvP fights to last longer, especially since magicians were able to inflict damages. Since we would introduce magical damage absorption (see 2.), while offensive casters would still have a slightly advantage regarding damage quantity, it would restore some balance here. Also, in PvP, armors above q160 aren't useful since they absorb more damage than a warrior will ever be able to inflict. We would thus remove this dividing factor.
dont miss this point about mage off pls. New single pvpshot = old double pvpshot. I guess we need to save a 20 or 30% mitigation damage for weaps and spells.
9. Increasing double spell's casting time by 2 seconds
arf still 3K in 4 secondes... this nerf is ok.
10. Increasing double spell points consumption by 20%
hum how about a No? mage need to fight alone too? ok.
4. Dividing heal life's power by 2
hot yes, high cleric came back on SoR. And yes for Increasing area of effect's power by about 2, we will see somes awesome fight with top healers.
12. Increasing the absorption limits of armors
no need since the heal is nerfed. This come from someone having 1340 lvls in heavy armor.
1. Changing resistances on jewels
2. Adding new magic protections on jewels
Need to be tested... a lot. Fights with high resists are so lames (i just remember what EQ pvp was after Luclin here). i prefer have a game with no resists than a game with unbalanced and easy resists.

others points arent important except the fact i dont want to exp with 4 lvl 1 in grp exping on lvl 250 mobs . aka point 6.
thlau
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Re: [DEV] Rebalancing changes - Proposition

Post by thlau »

I like all changes, and look forward to test them in game.
The whole set looks good balanced, and I guess it will improve team play.

Thanks Nevrax.
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kgrieve
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Re: [DEV] Rebalancing changes - Proposition

Post by kgrieve »

Looks good, a dead-characters (negative) hit-points may need to be reviewed as it can already take a while to rez a character.
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oldmess
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Re: [DEV] Rebalancing changes - Proposition

Post by oldmess »

First reaction:
From a PvE perspective, I'm concerned that you're planning a lot of nerfs, but no plans to lower mob strength. This is going to make leveling slower since groups will have to hunt smaller game. Don't get me wrong, I'm relatively happy at lvl 201 in 3 things, so if my leveling gets slower than it already is, I'll just do something else. But why make it harder for new players compared to everyone else?

I'm not sure I'm happy that much of my leveling work is going to be nerfed, but if it makes the overall game more balanced, then it'll be a good thing. All I can say is please test the heck out of it in a wide variety of situations (not just PvP) before letting it go live.

If this thing goes live with a significant bug like some patches have (or if you just didn't test the balancing in PvE because you were focused on PvP), you're going to lose people.
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mrshad
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Re: [DEV] Rebalancing changes - Proposition

Post by mrshad »

Increasing the cost of the double spell brick is troublesome.

It is already an expensive proposition as it is.

But...if aganst all common sense it is decided to increase the cost anyway, please be sure to add some credits to allow us to cover that cost.

The other nerfs...er...changes seem reasonable.

Still..a nerfling should be sacrificed, just to make sure these things don't get out of hand.
petej
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Re: [DEV] Rebalancing changes - Proposition

Post by petej »

Something else which should be looked into at the sametime is the way Jewels wear out in combat , it seems every jewel is hit each time a player takes damage (a set of jewels all of which start with the same hit points will all be destroyed at the same time). Jewels should only take damage if the assocated body part is hit or a fraction of the damage from spells (each Jewel taking a part)
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sehracii
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Re: [DEV] Rebalancing changes - Proposition

Post by sehracii »

petej wrote:Something else which should be looked into at the sametime is the way Jewels wear out in combat , it seems every jewel is hit each time a player takes damage (a set of jewels all of which start with the same hit points will all be destroyed at the same time). Jewels should only take damage if the assocated body part is hit or a fraction of the damage from spells
I was under their wear rate was directly related to your attack rate (a.k.a CCers burn'm up) And that's really even worse. So I agree wear rate should be fixed, since more effort will need to be put into crafting resist sets now.
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