Re: [DEV] - In Development-Section Updated, Aug 24th
Posted: Wed Aug 24, 2005 7:05 pm
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
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