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[Suggestion] A few requests, Can we has... |
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May 18 2011, 21:01
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(marcho @ May 17 2011, 17:15)  I think the main idea trying to be pushed here is making the arenas shorter by number of rounds but not shorter in clock time taken to complete. So a difficult superboss creature might take the place of 50+ rounds of rinse-repeat.
I just had a great (mean) idea. why not place a random high Powerlevel Monster at the End of the Dark Skies up to Killzone? Im sure low levels will love mobs like Freudia (IMG:[ invalid] style_emoticons/default/tongue.gif)
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May 18 2011, 21:21
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(Ichy @ May 18 2011, 14:01)  I just had a great (mean) idea. why not place a random high Powerlevel Monster at the End of the Dark Skies up to Killzone? Im sure low levels will love mobs like Freudia (IMG:[ invalid] style_emoticons/default/tongue.gif) Give it an HP multiplier. Random 200+ PL mob with 2-10x HP (and exp value to make it somewhat worthwhile)
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May 18 2011, 22:22
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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This is going to sound wacky as hell, but bare with me.
I know that interference is a major point of contention, especially among users of heavy armor, so I've been pondering, and I have a couple of possible things that could help.
* First off would be skills that reduce interference by x amount, but only if you're wearing a full suit of the same type of armor. Nothing insane like "I've invested in this skill and now when I wear my full suit of power armor I have no interference at all!" but something that would help get the interference down to manageable levels for heavy, and under that all important 25 point mark for light.
* Failing that, how about armor that doesn't interfere with certain types of magic? Like for heavy users, a Paladin class armor that doesn't nerf curative and supportive proficiency as hard, but at the cost of nerfing say, forbidden and elemental proficiency more? Now, admittedly, this probably wouldn't be put in because I'm guessing it would involve a stupidly large amount of coding. It's a thought though.
Those are all that I can really think of at the moment. I'm not honestly sure if they're valid or too overpowered, or if the response is going to be something like "If you're not wearing cloth then you're going to get interference, so deal with it" but I figured that tossing these out there wouldn't hurt.
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May 18 2011, 22:55
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE "If you're not wearing cloth then you're going to get interference, so deal with it" There could be a new heavy armor type with reduced defense and interference, but then isnt that really just light armor? If you wand low-mid range interference and mid range protection, you want shade/kevlar. If you want massive defense, well, balance-wise why shouldn't it also have massive magic interference, including healing? I'd be interested in armor mods that added natural low grade regen though. Maybe power armor has a X hp regen per turn suffix. Also the flat regen at % chance rather than % regen on hit for vampire type weapons is saddening, and if melee players using leach weapons got back X% of the damage dealt every hit then who needs spell based regen? That leaves massive emergency burst healing in the realm of mages but melee is able to keep up as far as sustained healing.
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May 18 2011, 23:10
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Grahf
Group: Gold Star Club
Posts: 4,223
Joined: 24-February 07

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Well, the problem still lies in that if you melee, you still need to mage to some extent, while if you mage, you're not going to melee beyond using your bonkstick to get your procs.
Sure, melee with the right set ups does need as much magic, but when stuff like earth-walker armor is cloth only anyways it kind of defeats the point, does it not?
I'm in no way suggesting that I should be able to stride the world in a suit of full plate with absolutely no interference, that'd be stupid and selfish. However, unless the ever teased skills are pure dynamite, then odds are that I'll continue to need my buddies cure, regen, haste, shadow veil, weaken, bewilder, and poison and sure, even shield.
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May 18 2011, 23:27
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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If anything, rather than reworking Interference or Armor as a whole, I'd be content with Interference not jacking up Supportive and Curative so much. While melee needs Deprecating spells against high-powered mobs and in higher difficulties, Cure and to a lesser extent Support are way more important and really all you need at Normal. I don't need a full-power Cure, but I'd at least like to not lose 30% of my Cure to Interference. I'd be way more than willing to trade an even bigger nerf to damage-type magic proficiencies (Elemental, Divine, Forbidden) for it, since we really shouldn't have it anyway if we're tanking. I'd think this would be much easier to code than massively restructuring other systems.
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May 18 2011, 23:42
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Lord_Obagon
Group: Gold Star Club
Posts: 2,039
Joined: 11-April 07

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QUOTE(cmal @ May 18 2011, 22:27)  If anything, rather than reworking Interference or Armor as a whole, I'd be content with Interference not jacking up Supportive and Curative so much. While melee needs Deprecating spells against high-powered mobs and in higher difficulties, Cure and to a lesser extent Support are way more important and really all you need at Normal. I don't need a full-power Cure, but I'd at least like to not lose 30% of my Cure to Interference. I'd be way more than willing to trade an even bigger nerf to damage-type magic proficiencies (Elemental, Divine, Forbidden) for it, since we really shouldn't have it anyway if we're tanking. I'd think this would be much easier to code than massively restructuring other systems.
So basically like DnD. Arcane gets interference, Divine doesn't. Only make the categories more offence vs defense. Or just have no or little interference on self-targeting spells.
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May 19 2011, 00:21
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Some of this may resolve itself as melee gets skills. I'm hesitant to make major changes to the current system before we have a better idea of what those melee skills are unless we (Tenb) think said skills are still a good ways out.
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May 19 2011, 07:27
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Lord_Obagon
Group: Gold Star Club
Posts: 2,039
Joined: 11-April 07

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QUOTE(marcho @ May 18 2011, 23:21)  Some of this may resolve itself as melee gets skills. I'm hesitant to make major changes to the current system before we have a better idea of what those melee skills are unless we (Tenb) think said skills are still a good ways out.
And how long have we been waiting for those? Since we first got a spirit gauge?
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May 19 2011, 08:23
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(Lord_Obagon @ May 19 2011, 00:27)  And how long have we been waiting for those? Since we first got a spirit gauge?
Well, yes but you have to figure they should be at least being looked at by Tenb. Right? .... Right? T_T We keep trying to balance magic against melee when a big chunk of the system is missing.
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May 19 2011, 11:13
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Tenboro

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QUOTE(Lord_Obagon @ May 19 2011, 07:27)  Since we first got a spirit gauge?
Spirit was in there since the very beginning. Besides, skills won't use Spirit, they will use the possibly-to-be-renamed Overcharge. (And before you cry out, when it does, Overcharge won't be a factor in melee damage anymore.)
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May 19 2011, 12:15
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(Tenboro @ May 19 2011, 03:13)  Spirit was in there since the very beginning. Besides, skills won't use Spirit, they will use the possibly-to-be-renamed Overcharge. (And before you cry out, when it does, Overcharge won't be a factor in melee damage anymore.)
How do you plan to balance the loss of damage? The loss is huge. (IMG:[ invalid] style_emoticons/default/blink.gif) I forgot how it works atm. I was under the impression that half of the OC above 100 is added as a damage bonus. Which is 80% for me right now. According to the wiki though it's just half of the OC level, which is 130%. Either way it's a huge bonus.
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May 19 2011, 12:27
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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QUOTE(Death Grunty @ May 19 2011, 12:15)  How do you plan to balance the loss of damage? The loss is huge. (IMG:[ invalid] style_emoticons/default/blink.gif) He already have with the massive buffs to ADM in the recent patches.
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May 19 2011, 12:43
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(Eutopia @ May 19 2011, 04:27)  He already have with the massive buffs to ADM in the recent patches.
I'm not sure that's enough. The custom mobs kinda negate that buff. Even with the top-notch katana I have borrowed some of them just don't die even after 5+ hits.
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May 19 2011, 12:45
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(Death Grunty @ May 19 2011, 11:15)  How do you plan to balance the loss of damage? The loss is huge. (IMG:[ invalid] style_emoticons/default/blink.gif) Calm down, I'm sure he thought about that, just wait until them.
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May 19 2011, 15:12
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Tenboro

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QUOTE(Death Grunty @ May 19 2011, 12:15)  How do you plan to balance the loss of damage? The loss is huge. (IMG:[ invalid] style_emoticons/default/blink.gif) I forgot how it works atm. I was under the impression that half of the OC above 100 is added as a damage bonus. Which is 80% for me right now. According to the wiki though it's just half of the OC level, which is 130%. Either way it's a huge bonus. Well, obviously there will be changes to offset it. The actual damage factor from OC was changed several times, but right now it's (1 + OC/300). QUOTE(Eutopia @ May 19 2011, 12:27)  He already have with the massive buffs to ADM in the recent patches. Unrelated.
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May 19 2011, 23:44
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ May 19 2011, 05:13)  Spirit was in there since the very beginning. Besides, skills won't use Spirit, they will use the possibly-to-be-renamed Overcharge. (And before you cry out, when it does, Overcharge won't be a factor in melee damage anymore.)
So will SP do anything else besides power Spark and SP Shield? And does that mean melee essentially has unlimited Skill usage, so long as they keep whacking things to build it back up?
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