[DEV] Rebalancing changes - Proposition

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blaah
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Re: [DEV] Rebalancing changes - Proposition

Post by blaah »

dont forget, that healers use double missiles too
... just to point out ;-)

but i welcome this change.. altho solo hunting/nuking (whichi is already slow) will be nerfed too ;-(
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pr0ger
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Re: [DEV] Rebalancing changes - Proposition

Post by pr0ger »

oldmess wrote:First reaction:
From a PvE perspective, I'm concerned that you're planning a lot of nerfs, but no plans to lower mob strength.[...]. But why make it harder for new players compared to everyone else?
I don't get you : it will be way easier for teams with tanker since meleers will have a better protection (higher armor absorp/critical absorb)
Maybe you used a lot magic elemental power and not enough a heavy armor with a sword? I see the armor revamp as a great boost for melee/tank people in team. It will be easier, not harder!!!

Only fact is that the ele+nuker team will no longer be a viable solution, and that is not a bad news, since it was a serious unfair advantage (2K-3K xp every 3-5 seconds...) compared to the other way people teamed
(note : i'm a melee who avoid having a nuker in team :he'll kill the mob before i even I hit it ;) )
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petej
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Re: [DEV] Rebalancing changes - Proposition

Post by petej »

pr0ger wrote:(note : i'm a melee who avoid having a nuker in team :he'll kill the mob before i even I hit it ;) )

-not anymore
6. Changing XP gain to give some even when the target resists
Offensive magicians and warriors are disadvantaged for XP gain compared healers, since their spells can be countered by resists from the enemy. We would make offensive magicians and warriors gain XP even when they don't do any damage, to balance the leveling speed.

so will you get exp just for being teamed or do you have to have atleast attempted to hit ?
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oldmess
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Re: [DEV] Rebalancing changes - Proposition

Post by oldmess »

pr0ger wrote:Only fact is that the ele+nuker team will no longer be a viable solution, and that is not a bad news, since it was a serious unfair advantage (2K-3K xp every 3-5 seconds...) compared to the other way people teamed
(note : i'm a melee who avoid having a nuker in team :he'll kill the mob before i even I hit it ;) )
I guess I enjoyed that type of team and didn't realize how unfair it was of me. :p I do know how hard it is at certain levels to have a nuker and fighter in the same team. Melee fighters don't need to exclude nukers to level, but the nuker should put in a time credit to avoid that "fast kill" effect.

The problem started with the double-spell. As I think about it, I'm OK with nerfing the double-spell a bit, but not the double nerf of doing that *and* nerfing life healing.

My main point was the 2 of the 3 major archtypes (elem, heal, melee) is being nerfed, but all the mobs are being left the same. That makes me concerned. Doesn't mean I'm right that it'll suck, but it does make me concerned.
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kashius
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Re: [DEV] Rebalancing changes - Proposition

Post by kashius »

While I do like most, if not all of the changes there are a couple things I want to ask about.

- Any plan to have armor that has less overall damage absorbtion and more +Parry/Dodge (All armor types)? Maybe more than a max of +2 so it could actually be a viable means of defense.

- Any plan to allow players to actively effect their combat skills through jewels/weapons? Like Dodge/Parry/Critical instead of adding resistances?

- Any plan to have weapons that have Parry/Dodge modifiers on them beside 2h Swords?

- Any plans on weapon specific moves (Or any differentiation in the weapon tree skills at all) since the only difference in attack doesn't come from weapon type but damage type (Pierce/Blunt/Slash)? Plus you get the moves (Bleed/Ignore Armor/Slow) at Fight 15 and spend the next 235 levels using them.

While the changes do give Melee a bit of a buff balance-wise, still doesn't make it more interesting. Just my personal opinion, though.

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sehracii
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Re: [DEV] Rebalancing changes - Proposition

Post by sehracii »

Can I humbly suggest slight boosts to afflictions in these changes as well to help keep things balanced in PvE??

As is, it's difficult for an afflictionist to add a lot value to a large team, as afflictions don't stay linked long (if they do link) on the mobs big enough to give good XP.

Aslo, this is probably asking a lot, but can mob affliction immunities be limited to ONE immuntiy per skill tree? I do DA and it's frustrating to join a team which wants to hunt a mob that is immune to two thirds of everything I can throw at it. (especially when sleep doesn't do much and fear is typically more annoying then helpful when leveling)
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michielb
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Re: [DEV] Rebalancing changes - Proposition

Post by michielb »

"This way, high level healers would be more precious and useful than they currently are."

One thing is for sure, it will make healers more rare since it is allready the hardest job in any team and there are very litle people prepared to heal as it is...
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pr0ger
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Re: [DEV] Rebalancing changes - Proposition

Post by pr0ger »

kashius wrote:- Any plan to have armor that has less overall damage absorbtion and more +Parry/Dodge (All armor types)? Maybe more than a max of +2 so it could actually be a viable means of defense.
Bah the dodge/parry doesnt help very much (sometime i got hit 10 time in a row by a scowling gingo when my dodge is at 200...). From pure melee idea, an HA who can absorb up to 60% damage and roughly more damage will be great help. (q250 choice armor absorbs up to 500 dmg with 50% factor, i'd like to see it at 600 with 60% factor)
- Any plan to have weapons that have Parry/Dodge modifiers on them beside 2h Swords?
Oh yes, bullseye ! if ALL the modifiers could be activated it would be awesome !!

oh and a slight revamp of ranged too ? like a little more damage increase per level (or the weapon's damage modifier activated ?) please :)
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keoni
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Re: [DEV] Rebalancing changes - Proposition

Post by keoni »

iphdrunk wrote:I for one, welcome our new jeweler overlords.
Yesh, be sure to bring offerings of pie :cool:

Seriously though, this does sound like it will make jewelcrafting a whole lot more interesting. As it is now, there's little reason to use anything other than choice mats, so it's mostly just an exercise in iteration. It will be nice when the jewelers have nifty alchemical recipes to experiment with, like the amp crafters do now.

On the whole, these changes sound like they'll go a long way towards balancing out the worth of the various combat skills, and reward good tactics and teamwork. They may not work as well in practice - but in theory they sound promising to me.
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ajsuk
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Re: [DEV] Rebalancing changes - Proposition

Post by ajsuk »

grimjim wrote:On second glance, the only thing I'm not sure about is the 20% surcharge on double casting, which is already pretty expensive. Not sure that step is necessary. I'm not much of a caster though.

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