[DEV] Rebalancing changes - Proposition

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Alcina
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Re: [DEV] Rebalancing changes - Proposition

Post by Alcina »

I get the distinct impression from reading most of this that you want the skills to be balanced ,so everyone deals out the same damage.

Mages are supposed to be Powerfull.

As to a lvl 150 melee dealing out 600dmg , im lvl 100 atm and deal out 525
in full hvy with jewels i can solo a mob and get 3k xp, as a mage soloing the same mob I get killed.
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katriell
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Re: [DEV] Rebalancing changes - Proposition

Post by katriell »

I get the distinct impression from reading most of this that you want the skills to be balanced ,so everyone deals out the same damage.
That would be so boring, if everything did the same damage for the sake of "balance"...sure people might choose magic more than other skills because it's more powerful. So? It's also possible to choose ranged fighting (for example) just for the sake of it and enjoy it. Just because magic is more powerful doesn't mean you need to use it exclusively. There's also the fact that one can level magic, melee, and ranged, for example, and alternate between them.

Note, this coming from a melee fighter.

Personally I think it's not an issue of damage only, but overall spice, interest, and variety within combat types. And that's lacking within magic as much as in melee.

For example, I've discovered I really like blowing things up. So, my Fyros character is going to become a range fighter. :)
Mages are supposed to be Powerfull.
Yes, thank you.
in full hvy with jewels i can solo a mob and get 3k xp, as a mage soloing the same mob I get killed.
Yep, mages are saps with no stamina. ;)





Ermm...I think I drowned my own points in too many words...now I'm not even sure what I meant to say. XD

I'm confused now.




EDIT #5: Ok, I have one more point to add. I like to have a healer or afflictionist (STUN RULES!) in a team who can switch to high-damage elemental on a moment's notice in case of adds. In which case, their being able to kill things quickly (assuming they can get hits in without interruption) saves the team.

If healing and ele was nerfed, the instant an add the team can't handle wanders over, it's like "WE'RE F***ED NOW, RUN! ...hey is anyone still alive? ...wipe ...*sigh* *switch to region* anyone around for a rez?"

Does everything have to be so "challenging" and 250centric to please the old players who have no "endgame" that it becomes impossible for lower level players, forcing them to hunt things that won't give them 3000 experience just so they can not get killed?



EDIT #6: And if heal is nerfed, that means lower level healers will progress slower because people only want the healers who can heal 500HP+ per heal, and after the nerf it'd take twice as long to get to that point. And really much much longer because, as aforementioned, no one will want lower level healers in their team.




I may be totally off-base, or incorrect. If so, nuke me. =P
Last edited by katriell on Sat Jul 30, 2005 1:10 am, edited 1 time in total.
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ariwen
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Re: [DEV] Rebalancing changes - Proposition

Post by ariwen »

grimjim wrote:With the extra armour and jewel protection, and the increased time to cast, not to mention their slower recharge rate and the fact a melee will now be able to smack them down more effectively (hopefully the interrupt/break spell chance may go up a bit in PvP too) I think that problem is lessened.

What is the perpose of being a mage with all these changes??

My spells are going to take loner to cast, longer recharge time, 20% useage charge increase, whats left to the mage to have fun???

Most nerfs are done from using a mage higher lvlv then your melee team... DUH!!!! Its not Rocket science ppl.. If melee fighters are so worried about mage nerfing, dont take a mage with you! Fight by yourself. If all these changes are implemented to mages, I for one will probably stop being a mage, and since I dont get real joy off the melee, hmmm how long will I keep paying for a game that has gotten boring to me, once I get to certain lvls in other areas.

Nightmares of Earth and Beyond.... All OVER again!
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mmatto
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Re: [DEV] Rebalancing changes - Proposition

Post by mmatto »

katriell wrote: EDIT #6: And if heal is nerfed, that means lower level healers will progress slower because people only want the healers who can heal 500HP+ per heal, and after the nerf it'd take twice as long to get to that point. And really much much longer because, as aforementioned, no one will want lower level healers in their team.
There is a bigger problem, low level healers are powerful enough and fastest xp comes with higher level nuker. This means that anyone else but those higher level nukers have hard time finding healers.
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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

ariwen wrote:What is the perpose of being a mage with all these changes??

My spells are going to take loner to cast, longer recharge time, 20% useage charge increase, whats left to the mage to have fun???

Most nerfs are done from using a mage higher lvlv then your melee team... DUH!!!! Its not Rocket science ppl.. If melee fighters are so worried about mage nerfing, dont take a mage with you! Fight by yourself. If all these changes are implemented to mages, I for one will probably stop being a mage, and since I dont get real joy off the melee, hmmm how long will I keep paying for a game that has gotten boring to me, once I get to certain lvls in other areas.

Nightmares of Earth and Beyond.... All OVER again!
I think maybe you are overstating this 'nerf' its hardly going to make mages unplayable and useless.. i understand that people get a bit uptight when changes are made but the beauty of being an intelligent species is that we adapt to our enviroment.

All the screaming and crying after the first big rebalance soon went away when people stopped feeling sorry for themselves, adapted their play style and got on with playing... The game was no less 'fun' after the changes (and the changes to the changes :) ) just different.
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magick1
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Re: [DEV] Rebalancing changes - Proposition

Post by magick1 »

ariwen wrote:My spells are going to take loner to cast, longer recharge time, 20% useage charge increase, whats left to the mage to have fun???
*pssst* There is the single missile plan. ;)

Something else, wouldn't all this have been tested on the ATS server before being put onto the live servers? If not, this suggested change really shows that it ought to be tested before released.

P.S. Is the ATS server even open to testers, or still "down" with outposts?
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grimjim
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Re: [DEV] Rebalancing changes - Proposition

Post by grimjim »

rushin wrote:I think maybe you are overstating this 'nerf' its hardly going to make mages unplayable and useless.. i understand that people get a bit uptight when changes are made but the beauty of being an intelligent species is that we adapt to our enviroment.

All the screaming and crying after the first big rebalance soon went away when people stopped feeling sorry for themselves, adapted their play style and got on with playing... The game was no less 'fun' after the changes (and the changes to the changes :) ) just different.
Actually, there were a few swift changes on the Nevrax side as well after Patch One which fine tuned the rebalancing.
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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

magick1 wrote:P.S. Is the ATS server even open to testers, or still "down" with outposts?
it's open

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rushin
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Re: [DEV] Rebalancing changes - Proposition

Post by rushin »

grimjim wrote:Actually, there were a few swift changes on the Nevrax side as well after Patch One which fine tuned the rebalancing.
yeah more than a few ;) i think there were 3 patches in a week at some point :)
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morzyr
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Re: [DEV] Rebalancing changes - Proposition

Post by morzyr »

rushin wrote:yeah more than a few ;) i think there were 3 patches in a week at some point :)
Well then 1/3 of the player mass quited,they kind of had do something did't they...
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