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> [Suggestion] A few requests, Can we has...

 
post Jun 8 2013, 19:11
Post #8701
Ichy



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QUOTE(ChosenUno @ Jun 8 2013, 18:31) *

From the current situation and my flirtings with meleeing this patch, I have a few suggestions:
  1. Ethereal prefix should be removed from all weapons. Void strike will still be here, just that weapons will no longer be exempt from burden/interference. Existing ethereal weapons will receive a roll to determine its new prefix.
  2. Burden will now reduce hit chance instead of crit chance. 0.5% hit chance for every point of burden above the limit.
With those changes, balance suffix will now be able to compete with slaughter suffix in more cases.

In addition, too much burden will really penalize players, instead of a slap to the wrist to heavy like now. Shade DW may become a problem due to how evade is affected by burden, but that can be tweaked.

no.
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post Jun 8 2013, 19:18
Post #8702
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QUOTE(Ichy @ Jun 8 2013, 06:11) *

no.


Agree 1000% with Ichy.

Melee is already nerfed. You want to nerf it more by removing ethereal weapons ? (IMG:[invalid] style_emoticons/default/huh.gif) (IMG:[invalid] style_emoticons/default/blink.gif)

Well if ethereal is removed, thus gaining more burden and interference.

It's already ok right now.

I don't think I want to play anymore (IMG:[invalid] style_emoticons/default/unsure.gif)

Ethereal weapons are a rare gems now and it's hard to come by without it

This post has been edited by Frostbite: Jun 8 2013, 19:19
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post Jun 8 2013, 21:58
Post #8703
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QUOTE(Frostbite @ Jun 8 2013, 12:18) *

Agree 1000% with Ichy.

Melee is already nerfed. You want to nerf it more by removing ethereal weapons ? (IMG:[invalid] style_emoticons/default/huh.gif) (IMG:[invalid] style_emoticons/default/blink.gif)

Well if ethereal is removed, thus gaining more burden and interference.

It's already ok right now.

I don't think I want to play anymore (IMG:[invalid] style_emoticons/default/unsure.gif)

Ethereal weapons are a rare gems now and it's hard to come by without it


I agree completely.

Previously Skyward Sword was the only "hit all" melee attack there was that didn't require previous skill hits (at the cost of a fighting style which gained no profficiency, but actually depended on two different fighting styles')... It now hits 5-6 monsters at best.

The "All heavy" interference reducing bonus was removed, etc...
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post Jun 8 2013, 22:15
Post #8704
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Looking back a few pages at bleed talk,

and I don't even play this game.

How about add a critical bleed %; that is equivalent to chopping off a limb; so that the monster gets a depreciating effect and a good bit of bleed damage.
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post Jun 8 2013, 22:29
Post #8705
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QUOTE(Frostbite @ Jun 8 2013, 12:18) *

Agree 1000% with Ichy.

Melee is already nerfed. You want to nerf it more by removing ethereal weapons ? (IMG:[invalid] style_emoticons/default/huh.gif) (IMG:[invalid] style_emoticons/default/blink.gif)

Well if ethereal is removed, thus gaining more burden and interference.

It's already ok right now.

I don't think I want to play anymore (IMG:[invalid] style_emoticons/default/unsure.gif)

Ethereal weapons are a rare gems now and it's hard to come by without it

Disagree 1000% with Ichy.
Remove Eth/Void from everything or give Lv.10 staffs bonus Void magic damage. Fair is fair.
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post Jun 8 2013, 22:31
Post #8706
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QUOTE(hitokiri84 @ Jun 8 2013, 22:29) *

Disagree 1000% with Ichy.
Remove Eth/Void from everything or give Lv.10 staffs bonus Void magic damage. Fair is fair.

Yup fair. At least I swing to both sides so I can jump to the lesser nerfed side any time (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 8 2013, 22:35
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QUOTE(hitokiri84 @ Jun 8 2013, 12:29) *

give Lv.10 staffs bonus Void magic damage.

A special Lv.10 potency for Staffs was already promised. I doubt it will involve Void damage all that much, if at all.
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post Jun 8 2013, 22:38
Post #8708
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QUOTE(hitokiri84 @ Jun 8 2013, 22:29) *

Remove Eth/Void from everything

No.

QUOTE(hitokiri84 @ Jun 8 2013, 22:29) *

give Lv.10 staffs bonus Void magic damage. Fair is fair.

Lvl 10 staff should get something more useful, yeah. Maybe a bonus to damage, maybe a large counter-resist, I don't know.
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post Jun 8 2013, 22:40
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Were special Lv.10 potencies for shields and armor also promised? (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 8 2013, 22:48
Post #8710
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QUOTE(kserox @ Jun 8 2013, 12:40) *

Were special Lv.10 potencies for shields and armor also promised? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Not that I know of, no.
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post Jun 8 2013, 22:54
Post #8711
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QUOTE(Maximum_Joe @ Jun 8 2013, 22:35) *

A special Lv.10 potency for Staffs was already promised. I doubt it will involve Void damage all that much, if at all.

True AoE again (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 9 2013, 00:46
Post #8712
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QUOTE(Maximum_Joe @ Jun 8 2013, 15:35) *

A special Lv.10 potency for Staffs was already promised. I doubt it will involve Void damage all that much, if at all.

Yup, I know. My staff is still at lv.9, not that I have any means of upgrading it anymore (well, as long as ability resets are free I do.)

QUOTE(Ichy @ Jun 8 2013, 15:54) *

True AoE again (IMG:[invalid] style_emoticons/default/laugh.gif)

I'll take it. Being forced to use T1 with a max range of 5 is very annoying. Especially since it doesn't jump over dead monsters or propagate upwards if you attack the last or next to last monster slot. Yet it does propagate downwards from the first slot, but not the second... Something is not working correctly obviously.
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post Jun 9 2013, 01:37
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QUOTE(ChosenUno @ Jun 8 2013, 08:31) *

From the current situation and my flirtings with meleeing this patch, I have a few suggestions:
  1. Ethereal prefix should be removed from all weapons. Void strike will still be here, just that weapons will no longer be exempt from burden/interference. Existing ethereal weapons will receive a roll to determine its new prefix.
  2. Burden will now reduce hit chance instead of crit chance. 0.5% hit chance for every point of burden above the limit.
With those changes, balance suffix will now be able to compete with slaughter suffix in more cases.

In addition, too much burden will really penalize players, instead of a slap to the wrist to heavy like now. Shade DW may become a problem due to how evade is affected by burden, but that can be tweaked.



God, this would ruin all my weapons, lol (basically you would make people's one-of-a-kind ethereals endure a B/I roll and a random element (IMG:[invalid] style_emoticons/default/laugh.gif) ). The no B/I is the whole reason I bought ethereal in the first place. Terrible, terrible idea (kill it with fire). Stick to mage suggestions Uno, it's obvious you just wanna see poor melees suffer (IMG:[invalid] style_emoticons/default/sad.gif) . Also burden/interference are plenty penalty as they are now. Heavy basically loses any speed boost/evade and gets their crit fucked if they aren't careful. Also, interference is an issue. I still can't finish IWBTH legendary item world without running out of mana in my heavy set. And yes, light armor would get shit on and so would dual-wield.
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post Jun 9 2013, 01:38
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QUOTE(ChosenUno @ Jun 8 2013, 12:31) *

From the current situation and my flirtings with meleeing this patch, I have a few suggestions:
  1. Ethereal prefix should be removed from all weapons. Void strike will still be here, just that weapons will no longer be exempt from burden/interference. Existing ethereal weapons will receive a roll to determine its new prefix.
  2. Burden will now reduce hit chance instead of crit chance. 0.5% hit chance for every point of burden above the limit.
With those changes, balance suffix will now be able to compete with slaughter suffix in more cases.

In addition, too much burden will really penalize players, instead of a slap to the wrist to heavy like now. Shade DW may become a problem due to how evade is affected by burden, but that can be tweaked.


not sure if serious or trolling

[An honest response: You're not Tenboro. Stop trying to balance by nerfing.]
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post Jun 9 2013, 02:45
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QUOTE(hitokiri84 @ Jun 9 2013, 00:46) *

I'll take it. Being forced to use T1 with a max range of 5 is very annoying. Especially since it doesn't jump over dead monsters or propagate upwards if you attack the last or next to last monster slot. Yet it does propagate downwards from the first slot, but not the second... Something is not working correctly obviously.

Downwards/upwards only works with first and last mobs. Second and second to last try to target phantom mobs that don't exist.
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post Jun 9 2013, 04:17
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QUOTE(Bunker Buster @ Jun 8 2013, 19:45) *

Downwards/upwards only works with first and last mobs. Second and second to last try to target phantom mobs that don't exist.

Not quite.

Upward from the last mob only works if the total number of mobs is equal to or less than the max number of targets for a spell. If there are more mobs than the max targets, it will try to attack phantom mobs.

Ex:
T1 has a max of 5 targeted mobs.

A round of 5 mobs spawn, A through E. You target E, and all 5 mobs are attacked. You target D, and all 5 mobs are attacked. Same for top down. Attacking A or B will result in all mobs being attacked. Same applies for any rounds with 1-4 mobs.

New round of 6 mobs A through F. You target F, and the spell attacks D, E, F, G, and H, where the last two don't exist. You target E, and the spell attacks C, D, E, F, and G, where the last one doesn't exist. However, if you target A, the spell will target A through E. If you target B, it will still target A through E.

This behavior is consistent with T2 spells as well.

I surmise that there is a bug causing spells to break the upper bound (number of mobs) and not wrap properly when there are more mobs than the max number of target for a spell.

Soooo... someone make sure Tenboro reads this so it can be fixed. It's quite annoying.
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post Jun 9 2013, 04:36
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QUOTE(hitokiri84 @ Jun 8 2013, 17:46) *

Yup, I know. My staff is still at lv.9, not that I have any means of upgrading it anymore (well, as long as ability resets are free I do.)
I'll take it. Being forced to use T1 with a max range of 5 is very annoying. Especially since it doesn't jump over dead monsters or propagate upwards if you attack the last or next to last monster slot. Yet it does propagate downwards from the first slot, but not the second... Something is not working correctly obviously.


Why not make all weapons change according to their inherent nature instead?

Maybe a good Lv. 10 bonus for Staff would be 0 cooldown for spells when leveling for Staves of "of Destruction" or "of Focus" kinds, affected by profficiency and ability points allocation.

True AoE (all enemies are hit at any spell tier) for staves of "of The Elementalist" kind at the expense of increased mana consumption, profficiency and ability point allocation.

Mini "Fiery wave", "Cool Blast", "Wind Sickle", "Volt Spark", "Hallowed Hit", "Evil Smash" (up to 3 monsters are hit by reduced splash damage from the main elemental hit) for staves of the corresponding elemental type, affected by elemental profficiency and ability point allocation.

To keep things fair across styles, grant level 10 weapons a bonus depending on fighting style and armor setup when they hit level 10. Example: A Superior Fiery Longsword of Balance with an all Light armor setup would gain either a "Fiery wave" (additional fire-type splash damage to monsters outside of the normal domino-strike range or each of the enemies hit by domino strike will also be elemental struck) instead of changing its damage type to void or get its interference/burden reduced because of the light-armor setup or gains a "Skill cost/cooldown" reduction. More skills used in fights instead of changing the damage type.

Ethereals stay the same, their damage type is always void and if they include an elemental suffix then they get one of the previously described extra attacks and that's it.
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post Jun 9 2013, 04:51
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QUOTE(T_Starrk @ Jun 9 2013, 06:37) *

God, this would ruin all my weapons, lol (basically you would make people's one-of-a-kind ethereals endure a B/I roll and a random element (IMG:[invalid] style_emoticons/default/laugh.gif) ). The no B/I is the whole reason I bought ethereal in the first place. Terrible, terrible idea (kill it with fire). Stick to mage suggestions Uno, it's obvious you just wanna see poor melees suffer (IMG:[invalid] style_emoticons/default/sad.gif) . Also burden/interference are plenty penalty as they are now. Heavy basically loses any speed boost/evade and gets their crit fucked if they aren't careful. Also, interference is an issue. I still can't finish IWBTH legendary item world without running out of mana in my heavy set. And yes, light armor would get shit on and so would dual-wield.


You always can feather for that 50% reduction in all B/I.

As for heavy gear, they already have too much survivability if your gear is any decent and forged somewhat. Mana consumption with heavy gear really isn't all that high compared to the amount of survivability they have. And with my new suggestion, crit would stay the same, but hit chance will be decreased, therefore allowing monsters to evade you more often, but this can be offset by using void shards + feather.

Light armor wouldn't get shit on I'm pretty sure, since shade has 0 burden. As for DW, 1H weapons' base burden could always be lowered a little bit to compensate for this change.

In addition to void shard + feather, you can always switch to a balance-suffix weapon to offset further the loss in hit chance.

Also, just for your information. My near-max-forged mage set can't finish IWBTH Legendary IW without running out of mana as well (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by ChosenUno: Jun 9 2013, 04:54
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post Jun 9 2013, 05:30
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QUOTE(ChosenUno @ Jun 8 2013, 22:51) *

feather



There's no "feather" option. Those are consumables. Sure, you can buy them, and it would probably be no problem for 250+ players to do so, but it would kick many a dick in for those who can't afford to constantly buy them.
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post Jun 9 2013, 05:44
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The loss of all my ethereal weapons would drive me back to staffs.
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