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Balance issue ?
Posted: Wed Oct 25, 2006 12:45 am
by awoksg
Alrighty after playing ryzom fora couple of days i must say i realy like the game... the customisation is just simply amazing but i have my question regarding pvp balance....
Magic versus melee how and what should i becarefull off and whats my strengths as a magician and weaknesses as a magician...
and is there a limit of how high you can get your skills.... for insatnce can you onyl get one skill to lvl 250 or can you get all skills to that level
just my thoughts...
-Awok
Re: Balance issue ?
Posted: Wed Oct 25, 2006 2:42 am
by vguerin
A pure mage versus a pure melee would probably be a slaughter. But this is not a class game and most mages work melee to keep their HP up. 1 on 1 your gear will matter quite a bit as well as standoff if same level.
Re: Balance issue ?
Posted: Wed Oct 25, 2006 6:33 am
by thlau
awoksg wrote:
and is there a limit of how high you can get your skills.... for insatnce can you onyl get one skill to lvl 250 or can you get all skills to that level
Hello Awok,
yes there is a limit of level 250 on every skill in every branch. And given enough time, you can become level 250 in all of them.
Welcome to Atys
Trini
Re: Balance issue ?
Posted: Wed Oct 25, 2006 8:16 am
by borg9
Ryzom PvP is perfectly balanced; every character on Atys can have the same skills, levels, equipment.
Ryzom PvP is about Knowledge, Numbers, Organisation and Timing (KNOT).
The skill and contacts the player has in game makes the difference.
For example: If you know a good Jeweller (or are one yourself) you can gain an advantage. This advantage only exists till someone else gains the same jeweller or knowledge.
Simple systems always deliver the most complex results.
Ryzom has hundreds of thousands of very simple building blocks, how you fit them together is the key to success.
Re: Balance issue ?
Posted: Wed Oct 25, 2006 2:25 pm
by awoksg
borg9 wrote:Ryzom PvP is perfectly balanced; every character on Atys can have the same skills, levels, equipment.
Ryzom PvP is about Knowledge, Numbers, Organisation and Timing (KNOT).
The skill and contacts the player has in game makes the difference.
For example: If you know a good Jeweller (or are one yourself) you can gain an advantage. This advantage only exists till someone else gains the same jeweller or knowledge.
Simple systems always deliver the most complex results.
Ryzom has hundreds of thousands of very simple building blocks, how you fit them together is the key to success.
When you se it from that point of view I must agree... but i must say my Hop is indrdibly low for now as im currentlya trial accoutn which woudl require me to gain higher Fighter levels for Con + Meta
but yea thanks for the information
Cheers people
Re: Balance issue ?
Posted: Wed Oct 25, 2006 2:49 pm
by kibsword
Kibs is level 250 (max) in both Elemental Magic and 2h Axe.
I have found that the different skills work best in different situations. For example, melees are generally meat shields with some hard hitting close combat damages. Elemental magicians are more vunerable but can do more damage from range.
In essence if I go up against a mage in close combat, I will generally always win, my high magic resist and the ability to interupt magic casts will hinder the mages ability, where as their weak light armour will barely defend against my axe. On the other hand the high dodge that mages get give them some defence.
If I use melee against a mage from range, the mage will hit me hard before I get there. As a result unless I use stanzas like invunerable/speed/magic aura I will die before I get there. Naturally the mage can use simular skills to defend against my melee.
Range (gun) users are slightly different. I will go off the autolauncher skill as thats the one I know best. Range users can shoot on the move, a skill the mages cannot use. It is lower damage, but with the option of using AoE for less cost stam/hp wise than a mage or melee with sap/hp or stam/hp. The shooting on the move is valuable and can be incredibly powerful in team pvp for hit and run attacks. The downside is the expense and bulk of ammo, meaning you can only hold a limited supply.
In solo pvp, the mage and melee can each win depending on circumstance. In team PvP a mix of the three and others like healers for example are important. Melees take the damage, elemental mages do the damage, healers heal the damage, and range users break up formations with their hit and run attacks.