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HentaiVerse 0.76, Wall-EEEE |
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May 18 2013, 20:42
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Falbala456
Group: Members
Posts: 1,176
Joined: 21-April 09
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QUOTE It's not a rebalance, it's a kick in the dick. For what was available an hour ago. I was at 110/30 or something like that, now I've 90/70. Which seems more logical. 10% per slot. This post has been edited by Falbala456: May 18 2013, 20:42
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May 18 2013, 20:43
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Msgr. Radixius
Group: Gold Star Club
Posts: 30,836
Joined: 15-May 06
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QUOTE(Tenboro @ May 18 2013, 13:38) Oh, I've been on IRC most of the day, while fixing various stuff.
By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.
You mean actually be human beings for once? Sir, you propose too much.
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May 18 2013, 20:43
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Thot
Group: Gold Star Club
Posts: 1,636
Joined: 15-April 08
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QUOTE(Tenboro @ May 18 2013, 20:38) By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.
That and spark of life. Remember how mages are prone to getting killed in a single round? Yeah. That's a bit of a problem when you can't even rely on your spirit to keep you alive anymore. Edit: Also, a mage's most powerful spell really is no different from a melee's main attack. Edit2: How about weakened spells with no cooldown + more powerful version with cooldown? This post has been edited by Thot: May 18 2013, 20:45
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May 18 2013, 20:46
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DYasha
Group: Members
Posts: 1,562
Joined: 2-August 10
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I don't have a big problem with a cooldown for offensive spells (to prevent spamming), but I do have a big problem with the length. 7 rounds for T3 is a bit much. 4 would be manageable. And the cure nerfing and cooldown is a killer. Literally. The other things are fine (once you get used to them).
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May 18 2013, 20:46
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noneya
Group: Gold Star Club
Posts: 1,964
Joined: 24-September 09
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QUOTE(cavecricket48 @ May 18 2013, 20:42) Maybe I'm just a low level scrub [nah, I AM a low level scrub] who doesn't know anything, but I want to ask:
- What was the rationale for retiring the average and superior potion tiers?
- Why were battle item slots cut so drastically?
- Did something occur with the gem droprates?
- What happened with grindfest droprates?
I know your pain cricket. This describes the pain of low levels to us high levels quite well. [ qkme.me] http://qkme.me/3ugokg
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May 18 2013, 20:46
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mojomunkeez
Newcomer
Group: Members
Posts: 20
Joined: 2-January 10
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QUOTE(T_Starrk @ May 18 2013, 19:41) Just wanted to say that there is no reason for melee to complain about this patch. Both heavy and light work perfectly well.
Really? How so? My heavy dual wield build's been utterly destroyed thanks to my 50%-shrunk mana (I can take the nerfed HP) and the nerfs on cure, regen, spark of life (particularly cure), and I seem to have lost Silence and Heartseeker. Add the loss of all item slots that I got from the pre-patch abilities window to the point that the improved HP and MP pots won't help much. As far as it goes, I'm wrecked. But if you can elaborate on why I shouldn't complain, please go ahead, I'm all ears.
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May 18 2013, 20:47
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09
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QUOTE(Tenboro @ May 18 2013, 13:38) Oh, I've been on IRC most of the day, while fixing various stuff.
By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.
I like the concept but not the implementation. The cooldowns are about 2x too high. The damage doesnt seem to have been re-balanced to take into accound the cooldowns. Max mp was cut by about 40%. Regenerative spells were significantly weakened and put on a huge cd, and mages rely on regenration to make up for the lack of mitigation. I dont think its possible to adapt aside from dropping the difficulty so far down that you can kill mobs with staff attacks without getting mauled between your cd's. And then why not just be a melee? They hit harder, take less damage, arent mana bound for attacks, and can aoe with no cd.
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May 18 2013, 20:48
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Thot
Group: Gold Star Club
Posts: 1,636
Joined: 15-April 08
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QUOTE(marcho @ May 18 2013, 20:47) And then why not just be a melee? They hit harder, take less damage, arent mana bound for attacks, and can aoe with no cd.
Melee nerf incoming. :V
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May 18 2013, 20:51
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mojomunkeez
Newcomer
Group: Members
Posts: 20
Joined: 2-January 10
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QUOTE(Thot @ May 18 2013, 19:48) Melee nerf incoming. :V
As if Iris Strike/Backstab/Frenzied blows weren't already nerfed to pathetic levels of damage. If this was some tactic to get people to donate just to be able to play, I'm seriously keeping my money out of here now. I was so saving up for that 1 hath/day bonus, dammit.
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May 18 2013, 20:52
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cavecricket48
Group: Members
Posts: 1,950
Joined: 14-August 11
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QUOTE(noneya @ May 18 2013, 14:46) I know your pain cricket. This describes the pain of low levels to us high levels quite well. [ qkme.me] http://qkme.me/3ugokgdis beyatch In other words, you're laughing your ass off at me because this patch landed on my head as I was still getting used to the game? Seems legit
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May 18 2013, 20:52
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09
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QUOTE(Tenboro @ May 18 2013, 20:38) Oh, I've been on IRC most of the day, while fixing various stuff.
By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.
I hope you understand why they rage (or completely give up on mageinig) Higher mana cost while less base mana, lower damage, wont even hit all and then you have cooldown so long any melee is faster than you.
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May 18 2013, 20:52
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Thot
Group: Gold Star Club
Posts: 1,636
Joined: 15-April 08
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QUOTE(Evil Scorpio @ May 18 2013, 20:50) We've had it in two previous patches. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Yeah, exactly. Most of the remaining mages flee to melee. Once that has happened, melee gets nerfed again. Then mage gets nerfed again once the melees turn to maging. It's an endless cycle of suffering.
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May 18 2013, 20:53
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10
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QUOTE(Ichy @ May 18 2013, 22:52) I hope you understand why they rage (or completely give up on mageinig) Higher mana cost while less base mana, lower damage, wont even hit all and then you have cooldown so long any melee is faster than you.
That's the point. (IMG:[ invalid] style_emoticons/default/happy.gif)
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May 18 2013, 20:57
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10
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May 18 2013, 20:59
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Tenboro
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QUOTE(Ichy @ May 18 2013, 20:52) Higher mana cost while less base mana, lower damage, wont even hit all and then you have cooldown so long any melee is faster than you. You're actually getting less base mana with MP Tank and Cloth MP abilities slotted?
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May 18 2013, 21:00
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aiwotorimodose
Group: Members
Posts: 7,011
Joined: 23-December 11
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10 13 Regen restores 1156 points of health. (about 2.7x from before) not a bug right?
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May 18 2013, 21:00
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10
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QUOTE(Tenboro @ May 18 2013, 20:38) By now I believe the most significant remaining complaint is about offensive spell cooldowns? Some future abilities may reduce these slightly, but I'm sure mages will be able to adapt to not being able to spam cast their most powerful and fully juiced up spell over and over again.
That was not the gameplay of dark mages at all in higher difficulties, you had to alternate between holy and dark spells to get the better damage input. If you want people cycling spells you can nerf the raw damage of spells and increase the damage of the explosion.
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May 18 2013, 21:01
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09
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I'm not sure about how we are defining "base" mana,
but my available in battle mana pool went from 2000 pre patch to 1295 with full mp ability upgrades to cloth and tanks.
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