
If anything, we need more things with the mobol like Justice has, where you need x people to stand in y spots or something.
The ragnar-esque mobol was a fantastic way of doing something just like that. The focus really needs to be toward skills that have a timer, so you aren't just mindlessly meleeing stuff (though spamming bash could be considered the same). More interactive fights, with more thought needed helps keep things interesting are always welcome. Maybe consider stuff that would require the player to flee off and wait a round or three before coming back in to engage the target (or waiting for them to move to engage you). Though it might be time to convince Flash to add in some new tools into mobol that doesn't break everything that has come before to allow for such stuffElysia wrote: ↑Sun Apr 20, 2025 8:55 amPeople seem hyper focussed on rogue friendly things being removed, but in the meantime, melee classes have had years of not being able to do things solo and it's not unlikely that that's why the game is a rogue-fest at times. It's push and pull. Push people away from Almoth and surrounds and into the center of the map where now more things are happening and new content will be added (Alamir chain / complete x amount of minichains for a roll), so hopefully things do start happening organically if people are closer together.
Mirnavaere is also an experiment of what works for boosting melee classes and making life a bit harder for others. What the game needs is a way to balance high damage output characters such as rogues and channies against melee type characters. Ideally, it would cost rogues more hps and channies more sps, so they will need to regen too, while making things doable for warriors and hunters. We'll see whether that is in fact possible.
puzzles are always fun! Just as long as they don't reset/change every time somebody looks at it...
I'm trying that. Some mobs are relatively high db, which will give some classes a harder time than others.Kiltwich wrote: ↑Mon Apr 21, 2025 11:52 pmMight also be helpful to have some variance to the mini smobs, some high OB stuff that gives dodgers a lot of trouble, and some low ob high damage stuff that non-bashed dodgers can breeze through but gives combo and absers trouble (though, imho, there are a handful too many of those as is when it comes to "solo" content).
I hate yew and shield... it sucks and its boring... but with 280 hps... 1 bash can easily take Kitiara to beat, 2 bashes and Im dead. I could wear combo... and survive 3-4 bashes... maybe?... but I dont see anyone?? running combo on channelers anymore after all the eq changes.Kiltwich wrote: ↑Mon Apr 21, 2025 11:52 pm
As for FC vs melee damage.... IMHO one of the main issues is that they build the chars to be defensive wet noodles. For the 16 18 14 FCs, there are the tridents that will hit a lot harder than a yew staff, and the pracs for shield parry could instead be put into bash. for 15 str, R&G spears or 2h non-sungwood staves that can do similar stuff.
The players refusing to look at set ups outside of their 350 defense 13% abs set ups with a yew staff should not be a key consideration in why more no-channel and wider no-element impacts aren't looked at IMHO. The one trick pony that has no ability to do anything else shouldn't be catered specifically catered to, especially when there are other options. the 14 str pre-rolleds might have some trouble, but there are a number of smobs that are already soloable with weaves in existance currently, it's the other folks that could use a bone as has been mentioned.
There's something to be said to allow the conjure staff spell to last its full duration, even in stedding areas and no-channels, but I have some negative feelings about giving the most defensive weapon type the option for the strongest melee damage weapon...
This... this to me should be the highest priority. I know the immortals really want to promote diversity... They dont want Tower and Dsworn groups of old excluding everyone and just doing all the things... BUT those Tower and Dsworn groups are players playing the game. And if we want another 5-10 years out of this addiction then giving players incentives to stay logged on and doing things needs to be rewarded.