[DEV] - In Development-Section Updated, Aug 24th

We do listen and value your comments. Tell us what you think to what is going on here.
askia2
Posts: 19
Joined: Tue Mar 29, 2005 12:42 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by askia2 »

Hello all, i have note commented on this issue before but here is some of my thinking.

I agree with the aboves, credit should be a must in order to use the max skills. They should be more useful when in team, where one can afford to add more time to do more damage. When doing a one on one, you have to trade-off time with damage depending on the adversary. In addition the concentration skills should also be a requirement when the adversary is in melee range. So the ele will need to switch to a concentrated spell in order to have a higher probability of dealing damage.

Also, we should also remember the effects of multiclassing.
I propose that melee AND range weapons be able to hold both HP and Stam bonuses with multiplied power.

My other proposition has do to with critical hits which can be used as one of the melee strategies. Make it such that the effect of using aim stanza have a higher probability of landing a critical. Also the effect of the critical hits should be more prononced. The cost of using high level aim stanza clearly justify this needed improvement imo.

As for the healers, if the healing effects are reduced, the area effect need to increase. Also, it should be easier for healer to pick up defensive affliction. In fact, during any team combats, mobs and player opponents tend to target the healer first. It is the job of other team member to protect the healer, but the healer should have some defensive ability to slow them down and be able to recharge. With the current model much time and effort is needed to have that sort of healer. Just an idea...

My last note for now as to do with the fighting in general. I do not like the idea of having to pull mobs on by one in order to level. Also, lot of the fights will be between groups.
So the changes will need to reflect this. In fact, the tankers should be adapted for resisting the attack of multiples opponents. To that effect, i think improvement needs to be done in the taunting skills (multiple taunts), the parry skill and shield.

Ah before i forget, please think about the ranged problem while implementing these changes. Ranged will have to be balanced with this.

Now, please critique.

Shuna
mrshad
Posts: 508
Joined: Thu Nov 11, 2004 4:30 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by mrshad »

All of this to rebalance PVP....proving it is possible to work very hard for something no one really wants.

I think I understand some of the thinking here:

Right now, grinding is the only 'content' we have.

Grinding is too efficient with the current combination of healers and elementalist.

To keep players form maxing out thier levels, therby exauhsting the 'content' too quickly, both healers and elementalist will be nerfed.

In the "we need to lengthen the grind in order to keep them paying" sort of way, it makes perfect sense.

In the "let's do something innovative that will actually make the game better" sort of way, it really doesn't.
User avatar
sehracii
Posts: 1185
Joined: Sun Feb 20, 2005 11:00 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by sehracii »

sidusar wrote:So never could I pay for my highest double missile in only sap, health and range credits if the cost is increased by 20%.

20% extra credit without extra time won't make mages burn sap and health any faster than they are now. It'll even make them burn it slightly slower because they'll be forced to use time credits.
According to that, I think the changes might work fine. My DA is higher than elemental and heal so I wasn't aware of the cost to credit ratio when a double missile is your highest lvl spell.

But basically, as long as the firing rate is slowed down on maxed out spells, it should work.
Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"

Karavaneer - Arispotle
Reapers of the Dark
User avatar
forever
Posts: 531
Joined: Wed Sep 22, 2004 5:31 pm

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by forever »

I think we need to get this onto the ATS for some testing. Just looking at numbers will not tell us what we need to know. I will let you know what I think after I have done some in game testing.
Neva - Arispotle Server
Guild Leader - Guardians of Life
User avatar
micrix
Posts: 890
Joined: Sun Jan 16, 2005 9:21 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by micrix »

I am not sure if the changes for mage and healer will work this way.
I think lowering will make things much more interessting, but half heal and 20% more drain at half damage sounds a bit too much. Have you tried this once inhouse ?

Does this work for lowlevels ? I remember being a lvl50 healer was no fun back then. And i did play with chars around my level. In a team of 9 between lvl 60 and 90 two to three healers where quite busy. Ok, more sap and stam will ease it. Lets see how it comes out.

If it works balanced i ll apreceate it. :)
Psylo - Tryker and Homin
Shinto Digging Ltd.
---
typing errors are intended and ment for entertainment
User avatar
akicks
Posts: 481
Joined: Wed Oct 27, 2004 6:10 pm

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by akicks »

sehracii wrote:THe free XP removals was good, but...


Don't make double missiles cost more WITHOUT increased cast time.
If the spell costs more, you would NEED to use time stanzas. (max range is 80).

(20% of 500=100. so the spell would cost 600 creds (if I'm reading right) for a level 250 spell)

I like the changes as they appear at the moment, but will reserve judgement for when they are tested :)
sidusar
Posts: 1331
Joined: Tue Dec 21, 2004 4:38 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by sidusar »

micrix wrote:Does this work for lowlevels ? I remember being a lvl50 healer was no fun back then. And i did play with chars around my level. In a team of 9 between lvl 60 and 90 two to three healers where quite busy. Ok, more sap and stam will ease it. Lets see how it comes out.
I think it'll work out. Lvl50 healers can't use double missiles for one thing, so no change there. And from hunting with healers below level 100 (as a level 160 melee/mage myself) I know they usually have no problem keeping me healthy but a lot of trouble keeping my sap/stamina full. It's not rare that I (almost) die as melee because they're busy healing my stamina.

Only thing I'm afraid of is that heal life will be nerfed too much and they won't be able to keep me alive anymore even if they only use life restoring spells, which is exactly why I think heavy and medium armor should have better protection than what they're currently proposing.

But as you said, we won't know anything for sure until we test it.
filtern
Posts: 263
Joined: Sun Jan 23, 2005 12:07 pm

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by filtern »

Many writes alot here. I write short:

I feel screwed!!
Filthern
Legion of Atys
filtern
Posts: 263
Joined: Sun Jan 23, 2005 12:07 pm

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by filtern »

And one more thing.. I have been running around all day doing quests in another game. Really fun. Think if SoR could have some quest too.... (working..)
Filthern
Legion of Atys
User avatar
thebax
Posts: 330
Joined: Thu Dec 23, 2004 3:39 am

Re: [DEV] - In Development-Section Updated, Aug 24th

Post by thebax »

I still say any nerf to healing will result in an epidemic of DPitis, if mobs continue to be so much more powerful than players. I'm just talking about melee damage here, I do not have enough data for a hypothesis on it's impact on special attacks, nobody does, or will, until it is tested by players. Time will tell, as it seems they are hell-bent for leather on making that change.

I do think it a very silly to increase the percentage of damage absorbed (well for all but heavy, anyway) and leave the maximum the same. Mr. timari hits me for 1000, which I will be able to absorb 60%... up to the same meager max. And it's just going to get worse from here...*sigh*

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~)
Ouroborus Nocturna
Post Reply

Return to “Feedback”