QUOTE(Juggernaut Santa @ Jan 15 2020, 23:45)

Woah.
No. Just. No.
Man, every time I scare mages and their 1.0 prof factor they dread a level increase like the plague (IMG:[
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Also sorry to crush your mage hopes but the proficiency cap increase is a clear sign we will get a cap increase.
10b just gave you time to prepare your stats in advance (IMG:[
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No, prof factor isn't why I said it. It's the fact that prof is an invested grind because of the way exp scaling works - people spend literally years grinding out those last few points, and raising the level cap would instantly invalidate several years of extremely hard work by those players.
Yes, this happened before with 0.82. I seem to remember that really upset a lot of people too. (And that was a far, far, far more necessary change than increased level cap)
QUOTE(Basara Nekki @ Jan 15 2020, 23:53)

This is something that has been asked for a long time. (IMG:[
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I don't think it's necessary to nerf mages. In fact, if that happened, it would probably cause a mass stampede of players. (IMG:[
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Some time ago I had already made a suggestion as to how this could be done. Simply increase the levels of the following abilities: 1H Damage, 2H Damage and DW Damage. But leaving 2H > DW > 1H (currently it's DW > 1H > 2H). If this increase was not enough, it would be enough to increase more in the next patch, or the opposite if it is excessive.
Thank you for reading my post properly.
Actually, I think I wasn't clear enough on one thing - I'm not calling for a nerf to mages.
It's just - balancing melee means giving them even more absurd damage than mages get, in order to compensate for their relatively smaller target radius. In turn, that would mean gameplay would be excessively simple - just point and one-shot any monster, most of the time.
I hear the argument that mage is already like this - but you do at least have to set up imperils first. Absurdly wealthy players with insane non-imperil setups are still averaging some 6-7~ turns per round, so they're not quite at one-shot levels either.
So the question is: would one-shot gameplay be 'too fast', or too easy? In that case, how do we solve it while buffing melee? There are multiple answers to this: if melee gameplay is the intended speed for Hentaiverse, it means mages would need to be dragged down. But I think most Hentaiverse players - anyone who has played mage, and melee players envious of the speed - would agree that melee speed is tedious, and mage speed is more fun.
In that case, we can look at my proposed change: make rounds slower (more monster health, or less damage from players) but have fewer rounds, while keeping the overall reward for a given battle (ie a whole DWD, or a whole fest) similar to what they are now. Of course, this means damage and defenses need to be reworked too - more turns in a round means more MP attacks, more spirit attacks etc and mages are currently reliant on things being dead before they can use those, while high forged one-hand players are completely immortal (see Uncle Stu doing grindfests without even using spark of life...)
The actual ways we can increase melee damage are extremely numerous. I personally favour giving the non-1H fighting styles OC gain from their fighting style effects - domino strike, off-hand strike - so they can maintain spirit stance and still use some of their skills, as an option. Decondelite and I have talked about things like removing void damage and then massively lowering monster mitigations accordingly - I think this would really help right now, given the absurd difference between imperil and non-imperil gameplay. (Frankly, I wouldn't mind seeing imperil gone entirely, or at least reworked - what if deprecating spells were weaker, but afflicted the entire round of enemies?)
... not that I think we'll ever get any of these. At this point, it's not about how much code needs to be written - it's about the time it takes to adjust the design while thinking about what the
right change is, and I've never taken Tenboro to be the kind of guy that just changes things haphazardly without thinking about whether it's addressing the source of a problem properly first. We'll probably still get some already planned features though. (Hence why we're still in a sub 1.0 version number...)
This post has been edited by lestion: Jan 16 2020, 03:17