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Re: [DEV] Rebalancing changes - Proposition

Posted: Sat Jul 30, 2005 1:08 pm
by grimjim
morzyr wrote:Well then 1/3 of the player mass quited,they kind of had do something did't they...
And if they'd only had an ounce of patience they'd probably still be here.

Re: [DEV] Rebalancing changes - Proposition

Posted: Sat Jul 30, 2005 1:13 pm
by petej
Yup it went quiet because they left

It is a Nerf because double spells become worthless , the only thing doubles have over singles is the cast time (and fewer clicks) , its already more expensive to use than singles because you can only use range or time credits once. My big problem with this is that its yet another skill/stanza that becomes useless i want more diversity and options not less.

I think they should leave the cast time as is , np with the other changes (untill weve tested it :p )

Re: [DEV] Rebalancing changes - Proposition

Posted: Sat Jul 30, 2005 2:37 pm
by mmatto
petej wrote:YMy big problem with this is that its yet another skill/stanza that becomes useless i want more diversity and options not less.
These changes should add diversity, now double spell is just more powerful version of single spell without any tactical differences. This makes single spell useless. If they get these changes balanced right, mages will have single and double spells that can be used in different tactical situations. Of ciourse, they can mess it if not tested right.

Re: [DEV] Rebalancing changes - Proposition

Posted: Sat Jul 30, 2005 2:55 pm
by petej
The difference between double and single atm is double costs more (because range/time can only be used once) but casts in 3.0 sec where as single would be 5.6 sec (2x 2.8 sec)

If they add 2 secs to doubles cast time it becomes very costly (1/2 the range/time credit and the 20% cost increase) for a .6 sec gain

Practicaly useless for solo PvE

Re: [DEV] Rebalancing changes - Proposition

Posted: Mon Aug 01, 2005 1:27 pm
by svayvti
lawrence wrote:This just in from Nevrax:

Link to the article: http://www.ryzom.com/?page=news&id=938
I just got back to the game. Healing does seem overpowered, though I must say the damage of predators and some other creatures does too. Encounters still seem like they go too fast.

and I've got no comment on the changes themselves, but I do hope Nevrax remembers to patch them a bit at a time rather than all at once and that the balance will change as content (like ranged fight) is finished.

Re: [DEV] Rebalancing changes - Proposition

Posted: Mon Aug 01, 2005 2:51 pm
by rrwfreak
4. Dividing heal life's power by 2
Heal life's power would be divided by 2, which is less than previously planned. It would be applied to PvP and PvE, since it's a general change we want to make. Even if we currently wish to preserve the possibility of making teams with very different levels, healing is currently too powerful and allows players with really low levels to heal higher level characters without any trouble. Moreover, it is possible to heal much more than the maximum HP a fighter can have, which is illogical. This way, high level healers would be more precious and useful than they currently are.
It has alwasy seemed overpowering to me as well svayvti. At level 219, and just using high ql 200 amps with a 97% boost in heal power and speed and using the dbl stanza action with two lvl 200 heal lifes, I can heal right at 5500 hp.....sorry can't remember the actual number. I could use two lvl 220 heals but there is no need to....plus i would have to find me some ql 220 amps lol. Although, with the proposed changes this will mean a little more strategy when rezzing someone.
5. Increasing heal stamina's and heal sap's power
Heal life is currently more powerful than the other energies heal, which are thus less used. To fix this, we would increase heal stamina's and heal sap's power to make them slightly more efficient than the revamped heal life. On the overall, it would slightly increase the power of a healer, but would give him more important choices to make, and force the other team members to pay more attention to the stanzas they use.
I agree with this fully. I always wondered why I could so many hp but not as much sap and stamina. Whilest the proposed changes would make a healer use more strategy in the combination of spells to be cast and when used, I like the fact that you are increasing heal stamina and heal sap's power.
9. Increasing double spell's casting time by 2 seconds
The casting time for double spell would be increased by 1.5 to 2 seconds, making its hit rate approximately the same as the one of the best two-handed weapons; it would still stay much more effective than a simple spell, but there would be more strategy involved in choosing when to cast it. We think that the magician is currently getting a too powerfull advantage when he acquires this brick; the simple spell is then a lot less useful. We think this change (with the others!) would restore some balance between warriors and magicians.
No problems here.
10. Increasing double spell points consumption by 20%
For the same reasons, the casting cost of the double spell would increase by 20%, forcing the magician to use more the other counterparts.
Whoooooooaaaaaaaaaa............I have a problem with this. A caster whatever magic skill tree he or she is using already burns through sap and hp like a hot knife through butter. A 5% to 10% increase I could see, but 20% is too drastic. Likewise, melee fighters burn through stam and/or hp like crazy. I would suggest lower the consumption rate for melee actions by 20% especially as far as stamina is concerned if you are considering adjusting consumption rates. I realize that increasing heal sap and heal stam power will help offset the consumption rates whilest in groups, but for individuals that trek and adventure solo or in groups of two, for ie an elementalists and a healer, this will really handicap them.
11. Increasing area of effect's power by about 2
We are aware Areas of Effect aren't effective enough; we would double their power.
Yay, bomb will be useful. I have it and never use it now. I always thought it was a bit underpowered.

As far as the other changes listed, I like them very much. As grimjim and others pointed out, there definitely needs to be much testing on this if it is decided to be implemented. If changes are made and it is really buggy, I would say you run the risk of loosing a fair number of players. I don't believe as others fear that the changes themselves would result in a mass exedous based on the responses I have read.

Re: [DEV] Rebalancing changes - Proposition

Posted: Mon Aug 01, 2005 10:38 pm
by ariwen
holina wrote:I am the healer in the team usually, maybe secondary nuker and certainly not the tank - seeing as my healing is 162 and my melee 90.

I did write this in my post you quoted from, but you obviously missed that.

If you want to flame me at least try to make sense, don't just make things up, ok? Thanks.

I understand you don't like the changes, you might have been able to convince me that 20% increase in cost isn't needed, would you have made some effort, but after this don't bother trying, flaming doesn't get you my respect.
Ok, I am willing to admit when I am wrong, I am sorry that, as you say Flamed, you!! I am not asking for your respect now, Just appologizing.

I frustrated for primarily lvling my healer and not lvl in other areas, Im only lvl 162 now. Been playing it since January, I am not a power lvler, so I like t take my time enjoying the game. with heal being my primary talent, and haveing several different varietys of each kind of heal spell, I still have a hard time keeping up and not running out of sap or hp, just trying to keep melee ppl up.

So I guess my point is mute!

Re: [DEV] Rebalancing changes - Proposition

Posted: Sun Aug 14, 2005 7:48 pm
by svayvti
Now that I've been back a bit longer I wanted to reflect on this some more. Resists were broken Ryzom launched, then they were patched in early on and were out of hand.

Though they're better, they are still out of hand. Interrupts and resists need rebalancing, and by that I mean the PvP resists and PvE resists need to be more balanced to each other. Player resists need to be raised, and monster resists (particularly the level component for elemental and affliction spells) needs to be lowered.

Again I hope Nevrax is very careful with this. They have a bad habit in beta and with patch 1 of going overboard any time they try to rebalance fight/magic.

Re: [DEV] Rebalancing changes - Proposition

Posted: Mon Aug 15, 2005 5:27 am
by sofiaoak
4. Dividing heal life's power by 2
5. Increasing heal stamina's and heal sap's power
9. Increasing double spell casting time to 2 seconds
10. Increasing double spell points consumption by 20%
I think, this problem exist only in higher levels. Basicly this shift healers to do more single healing than sap/stamina restores. Also now it will cost for healers more (double spell).

I would advice, check lower level healing capasity, before these changes go alive.

Also double spell point consumption by 20% could be problem, because it means higher sap & health consume. Sap & health consume is allready very high for players. Slower is fine, but consume more sap & health in battles aren't really fun. It's like, kill it in a few second or just die situations.

Re: [DEV] Rebalancing changes - Proposition

Posted: Tue Aug 16, 2005 1:02 pm
by philu
rushin wrote: quick example; we'll do it for lv150 not lv250 as u seem to be suggesting that it only occurs at higher levels.

lv150 ele mages hits awesome kipucka or similar lv184 mob for ~1800dmg a hit, assuming lv180 la and jewels can solo will occasional need for self heals.
Please explain to me where you get these figures from? I am a lvl 156 elem and I dont do anywhere near 1800 damage. Am I doing something wrong?!
And a lvl 150 mage cant wear q180 LA anymore. :p
rushin wrote:an ele can blast mobs of far higher level with little challenge
Yeah right, you try standing there trying to cast while a Tyrancha is wacking the hell out of you! Happened last night in team when I was using elem. Our tank took several hits while we nuked it. On several occasions it ignored his taunts and almost wiped me with the same hits. Only reason I didnt die is because there was a healer there!