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

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

Post by holina »

Nevrax wrote: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.
Hmm, are you going to do the 20% increase by keeping the credit cost the same for doublemissiles and just increase the actual hp/sap/time cost by 20%

or

are you going to increase the credits needed by 20%?


I think the later would be much better, since it seems what you want to achieve is that double missile users use more range/time credits. Doing the later will encourage that, doing the former will only give more trouble to healers which is bad.

PS: sorry, if this has been suggested, didn't have time to browse the whole thread
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mmatto
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by mmatto »

I am not sure if that radical improvement in sap/stam healing is best way to proceed. I would rather multiply sap/stam regeneration speed. Anyone else find it strange that your wounds heal at same speed as you regain your breath?

Armor improvements doesn't look any significant. Maybe you should lower mob DPS in PVE as tanking will be more difficult.

Maybe you should consider increasing cost of hp credit to discourage using it. Most powerful strikes would be reserved for openings after (dodge/parry/crit/feint)

Maybe mages could have some special opening to credit their biggest spells? I would go for timer credit that you could use once in 30s or similar.

I don't like that aspect of melee/magic where you just use max credits and try to fit as much punching power as possible for that credit. Any other attack/spell actions are mostly useless.

I would give some added time for double spells. I am not sure if 2s is right value. Maybe it should be 1,5s? or 3 :)
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alyssah
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by alyssah »

As a homin that has kept melee (107) & ele (91) relatively balanced, I feel that it is the credit stanzas which are mostly in need of revamp. I am not a power leveller as I have been in the game since day 2 and just allowed my skills to grow as the need arose. Even my heal (130) has only grown with need.

I do find that it is easier to use my magic to its fullest (credit wise) than my melee skills. There is more of a critical decision required when balancing acc, hit, circ, bleed, target than is required atm in magecraft. As a team mage, there is little need for conc as I am not in the front line and this allows me to use vamp at max if I want or double heals as required.

I think the crucial balance here is in the use of credit stanzas and the cost. I can agree with a better balance of sap/heal/stam than at present but I think this could be addressed by using the credits better.

I would ask the devs to look a little more at lowering credits for melee adds and/or altering them for mage use. I am looking at this from a usage which is reasonably similar but think this would have less of a mage v melee user arguement than some of the proposed changes. I personally believe that we should have sufficient credit stanzas to use all of the various assets and that it should be more of a tactical decision what we include or leave out for the sake of economy.
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thebax
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by thebax »

grimjim wrote:The mage power problem isn't just in PvP. It does make melee people feel like a spare wheel a lot of the time.
It would be much better if the melee folk stopped complaining about mages having "too much power", and shifted their focus to fighters having too little.

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

Post by grimjim »

thebax wrote:It would be much better if the melee folk stopped complaining about mages having "too much power", and shifted their focus to fighters having too little.
IMO both needs to happen.

We're getting a little though, slightly better armour and the ability to absorb some of the special attack damage. So there's some balancing going on.

The problem has been magi being so completely overpowered though, catching the primary meleers up to them would make the game too easy again, requiring another patch one.
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by philu »

Another thing you fighters need to remember while you're whinging about us healers being to powerful. It isn't us that's going to get hurt by this nerfing of heal. It isn't the healer, it's the homin being healed. It's YOU.

We'll still get our XP while you lay dead on the floor and get nothing because we couldn't heal you fast enough. :p
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by grimjim »

philu wrote:Another thing you fighters need to remember while you're whinging about us healers being to powerful. It isn't us that's going to get hurt by this nerfing of heal. It isn't the healer, it's the homin being healed. It's YOU.

We'll still get our XP while you lay dead on the floor and get nothing because we couldn't heal you fast enough. :p
I was more talking about nukers.

The healing problem is more evident in PvP where fights last for yonks due to pogoing people of all kinds and healing completely outstripping most ways to cause damage.
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b00ster1
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by b00ster1 »

It would be much better if the melee folk stopped complaining about mages having "too much power", and shifted their focus to fighters having too little.
Don't you think, there is "folk" complaining about mages comparing not only with melee, but with enviroment.
Dont you think, this folk, wanting nerf mages - have more than 1-2 250 skills/branches in Melee and also in Magic (or do you expect to see here mages posting "Yes, nerf me pls"? ), and can compare on the experience of use.
There is difference - 'Melee' crying when see "strong" mages and people knowing subject well, able to compare advantages of using and magic and melee.

Melee need burst?
No! (AIM/Critical strikes - different story)
Magic need nerf and crafting need burst.
Since Patch 1, many things returned to initial state (or near), but magic was not affected.

PS. Im playing here, enough dedicated, from first game existance days, so i saw all changes, and consequences.

Under term "Magic" - is assumed Elemental magic and partially Heal
IMO to 40%-75%, and "Max vs" from 600 to 900.
This can make melee duels more interesing and strategic, and also melee would be not so defenceless in PvE at higher lvls.
Eg. Great Cuttler lvl 251 hit you ~1200 dmg.
"Top" Armour (75% PF/900 Max vs) absorb 900 dmg.
You using ~150 HP/300 Stam for hit (Inc/Acc) + getting 300 dmg from Cuttler = -450 HP/-300 Stam.
For case - atm we have:
55% and "Max vs" 600.
Great Cuttler lvl 251 hit you ~1200 dmg.
"Top" Armour (55% PF/600 Max vs) absorb 600 dmg (enough 50% PF, cuz limited by "Max vs").
You using ~150 HP/300 Stam for hit (Inc/Acc) + getting 600 dmg from Cuttler = -750 HP/-300 Stam.
Last edited by b00ster1 on Thu Aug 25, 2005 1:52 pm, edited 1 time in total.
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by philu »

grimjim wrote:I was more talking about nukers.
Yes but it isn't the nukers that are getting nerfed, it's the healers. And, as a consequence, the fighters will feel the effect too.

Yes they're increasing the cost of double spells but that wont nerf nukers as much as reducing heal life power will nerf healers.

If you think elementalists are over powered, nerf THEM. Leave me alone! Reduce the power or increase the cost of THEIR spells not mine. They're actually giving elem a boost by doubling AoE power.
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b00ster1
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Re: [DEV] - In Development-Section Updated, Aug 24th

Post by b00ster1 »

Yes but it isn't the nukers that are getting nerfed, it's the healers. And, as a consequence, the fighters will feel the effect too.
Healing for 6.950-7.000 you think is ok? When max HP is 4.750 in Q250 Jewels/armour at lvl 250 melee
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