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Channeler Stats

Posted: Tue Jun 06, 2017 6:27 pm
by Wept
I think that channelers are really becoming way too powerful on Wotmud. Imo the fundamental problem is not so much with weave mechanics (with the exception of multi channies weaving on one target), but with the super stats that are basically normal for a channeler in pk today.

So what I suggest is the following (may seem extreme):

- cap channeler max hit points at 260 (max con at 14)
- cap channeler max strength at 13

Allow players to move around con/str points to help wil/int.

Discuss!

Re: Channeler Stats

Posted: Tue Jun 06, 2017 7:07 pm
by Maegon
I don't necessarily agree with those stat caps, but the borderlands caps + rerolls have definitely skewed the class. I would have no problem with the option between Murandy, Illian, or 2 Rivers caps. We've probably gone way past the point of no return though.

Re: Channeler Stats

Posted: Tue Jun 06, 2017 8:07 pm
by Paigey
I've written a couple of long paragraphs and deleted them because this is such a complicated issue concerning homelands, stats, weapons, etc.

Here's my weird coded (will never happen solution) - cripple self cast armor. +5DB if self cast.
Or hell - no self cast. And also, no self-cast WVD.

Borderlands homelands probably are over the top.

Re: Channeler Stats

Posted: Tue Jun 06, 2017 8:10 pm
by Astolfo
Paigey wrote: Here's my weird coded (will never happen solution) - cripple self cast armor. +5DB if self cast.
Or hell - no self cast. And also, no self-cast WVD.
Interesting idea

Re: Channeler Stats

Posted: Wed Jun 07, 2017 12:44 am
by Razhak
The stats dont matter much, whether channies have 250, 275 or 300 hps dont matter much, I dont even care much about +5 or +10 db.

In the end that only makes them badly statted rangers in melee.

The only thing that needs changed is the weave targetting.

Weave targetting is what makes the channeler class overpowered. Changing weave targetting to something like projectile targetting already would greatly improve matters.

Re: Channeler Stats

Posted: Wed Jun 07, 2017 12:51 am
by Rayek
Says the completely overpowered and handheld fade :p down them both.

Re: Channeler Stats

Posted: Wed Jun 07, 2017 2:43 am
by Petra
Weave targeting needs changed to projectile targeting.

SP/Dmg ratio on some top weaves needs downed:

Zing, spikes, fireball - reduce the SP cost by 20%, reduce damage by 25-30%. Make channies have to take longer to do more damage.

Re: Channeler Stats

Posted: Wed Jun 07, 2017 9:32 am
by Razhak
Rayek wrote:Says the completely overpowered and handheld fade :p down them both.
I am not discussing fade bonusses, but am willing to make a little comparison to the past.

When fade attack (attack with all moods and all blades - including herons) was deemed overpowered: it was removed
When group fade was deemed overpowered: it was changed to +1PC + 1mob + steed(s)
When bash-charge was deemed overpowered: it was changed through changes in the sitting/standing coding after bash
When stabbing engaged targets was deemed overpowered: it was changed to make stabbers unable to roll stabs on engaged targets
When gate was deemed overpowered: it was changed to AS only weave (+ certain secret clans)
When fading/porting were deemed to be to much a "get out of jail for free" card: it was changed that having noquit seriously reduces any change of fading/porting to almost negligable percentages (albeit sometimes one might still get lucky: its a dice roll!)

You see there is precedent for changing things which are out of whack.

So instead of calling red-herrings, you might discuss the matter at hand in a grown-up manner. I think that the current state of channie-PK makes it so that pking against 2 or more channies is basically suicide for 1.dark/seanchan/fade. In the right weather 2-3 channies can nuke 1 character per 2-3 rounds depending on the weaves.

Changing the targetting system to a system akin to projectile targetting will already alleviate this matter greatly. One-on-one nothing will really change. Even in group pk a channeler will still pack a serious punch, but it will become impossible to totally destroy opponent groups by just going down the lines weaving 1.dark/seanchan/fade/etc with every channie in the room.

Re: Channeler Stats

Posted: Wed Jun 07, 2017 9:53 am
by Petra
Part of the problem fighting channies is a lot of people are crappy at it. They just sit in the room and eat weaves. They go mobs instead of no channels etc..

Having said that, the downing of damage input and targeting changes would still be a crucial change. But people who know how to adapt to fight different tactics can still break up and beat a channie heavy group if they do it right. It's wrong to suggest that fighting 2 or 3 channies means you should just give up like Razhak says.

Re: Channeler Stats

Posted: Wed Jun 07, 2017 12:45 pm
by Razhak
I am not saying you Should give up, for you know I normally keep the pk going even against (channie)Numbers..

I am Just giving a realistic outview on the chances of survival of 1.dark/seanchan/fade in a channie group fight.