Changes and balance

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Shzrei
Posts: 160
Joined: Sat May 02, 2015 7:52 am

Changes and balance

Post by Shzrei » Mon Mar 27, 2017 12:29 pm

I was reading the threads on April Weapon changes discussion and people were very heated about what's wrong with bash/stab/dodge/sblades/lblades/fade attack etc.

Several of the prominent people posting didn't seem to mind berserk - i.e. berserk stabbing someone dead - because there is a high risk entailed.

Masters get postures which are amazing. Why not remove the master damage bonus?

You keep the versatility - you still get amazing bash due to ob etc. but charges and stabs 'shouldn't' one shot as easily anymore.

If you had access to code I would also suggest changing fade attack to with blades only - or add a mechanic (like the one with projectiles) where the % of going off is x 0.7 of what it is currently.

it only takes one combo player or one abs player to get on the berk person and that ass is grass (plus I like having attack).

Yes both of these options would down what damage I can do.

Rark
Posts: 251
Joined: Thu May 07, 2015 10:54 am

Re: Changes and balance

Post by Rark » Mon Mar 27, 2017 12:51 pm

Would rather see postures gone than damage, its easy to survive as it is without lowering damage.

Mangler
Posts: 200
Joined: Wed Feb 18, 2015 5:01 pm

Re: Changes and balance

Post by Mangler » Mon Mar 27, 2017 12:58 pm

And lower the SP cost and damage for spikes/zing/fireball by about 25%. And change channie targetting to projectile-esque.

Also delete fear, make fade-shirts a rank 4+ bonus, change the heal ratio of tinfuls and delete all ko'bal masters :)

Shimu
Posts: 184
Joined: Sun May 01, 2016 6:56 pm
Location: Ko'bal Keep

Re: Changes and balance

Post by Shimu » Mon Mar 27, 2017 1:31 pm

Mangler wrote:And lower the SP cost and damage for spikes/zing/fireball by about 25%. And change channie targetting to projectile-esque.

Also delete fear, make fade-shirts a rank 4+ bonus, change the heal ratio of tinfuls and delete Rig and Krul :)
fixed

Elysia
Posts: 8144
Joined: Sun Feb 15, 2015 1:29 pm

Re: Changes and balance

Post by Elysia » Mon Mar 27, 2017 1:47 pm

Shzrei wrote:If you had access to code
Considering it's been 1 year and 3 months since a stone to mend lances/flails was asked for, I'm of the opinion that we can pretty much rule out big coding changes, including on the topic at hand.

Landon
Posts: 226
Joined: Wed Feb 18, 2015 2:27 pm

Re: Changes and balance

Post by Landon » Mon Mar 27, 2017 4:19 pm

Shzrei wrote:it only takes one combo player or one abs player to get on the berk person and that ass is grass (plus I like having attack).
That's part of the risk for substantially more damage and is why most people don't pull the trigger until the last second. At least fades can change targets and have fear, so you aren't completely screwed if more than 1 person get on you. Plus fireworks.

The main thing that I got from the weapon balance thread was that weapons are really hard to balance because of master postures. I wouldn't complain if they were gone, but weapon damage was upped across the board to mimic master damage. More damage is a good thing with eq so easy to get and the skill level being much higher.

That said. Things seem fairly well balanced now. Would it be nice if a few things were fixed? Sure, but most of those are probably coding problems, so NWIH.

Paigey
Posts: 350
Joined: Wed Dec 16, 2015 9:37 pm

Re: Changes and balance

Post by Paigey » Mon Mar 27, 2017 10:00 pm

I'd make my own mud, but I got no skills, and I wouldn't have any players either!

-My personal change to postures would be - (1) can only change posture once per tick (2) damage bonus is full on offensive, half at normal, and not present on defensive.
-I would personally cripple moblead. Master mobs would only be acquired from a "barracks" type situation - no more stacking, everyone always loses questpoints when their mob dies. We can talk about moving mobs in certain zones once players can't control them.
-Berserk was never intended to be "attack" practice based. It was an accident that has continued to play out. We never actually saw what it was supposed to be ie. a much lower percentage associated with level.
-The current fade sneak flee in which a fade can depart a room with no hint of the direction they have fled has always been ridiculous.
-There is no reason at all for inky cloaks and fade shirts to contagion humans who loot them. It is a continued insult to human players that we can't even loot the most bonused players in the game without being punished. Hell, make them no take. Its good enough for human rank 8s.
-Give anyone who will practice track "autotrack". We need more chasing and finding each other.
-Could live with an adjustment to weave damage or potentially an adjustment of seasonal weather.
-Make backstab h.target spam cost moves.

Rig
Posts: 2293
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Changes and balance

Post by Rig » Tue Mar 28, 2017 12:18 pm

Paigey wrote:-Make backstab h.target spam cost moves.
To be fair, rogues are crippled as it is! And honestly getting stabbed anymore is your fault more than anything!

Iskveri
Posts: 53
Joined: Sat Oct 17, 2015 2:55 pm

Re: Changes and balance

Post by Iskveri » Tue Mar 28, 2017 9:49 pm

Paigey wrote:I'd make my own mud, but I got no skills, and I wouldn't have any players either!

-My personal change to postures would be - (1) can only change posture once per tick (2) damage bonus is full on offensive, half at normal, and not present on defensive.
-I would personally cripple moblead. Master mobs would only be acquired from a "barracks" type situation - no more stacking, everyone always loses questpoints when their mob dies. We can talk about moving mobs in certain zones once players can't control them.
-Berserk was never intended to be "attack" practice based. It was an accident that has continued to play out. We never actually saw what it was supposed to be ie. a much lower percentage associated with level.
-The current fade sneak flee in which a fade can depart a room with no hint of the direction they have fled has always been ridiculous.
-There is no reason at all for inky cloaks and fade shirts to contagion humans who loot them. It is a continued insult to human players that we can't even loot the most bonused players in the game without being punished. Hell, make them no take. Its good enough for human rank 8s.
-Give anyone who will practice track "autotrack". We need more chasing and finding each other.
-Could live with an adjustment to weave damage or potentially an adjustment of seasonal weather.
-Make backstab h.target spam cost moves.
I vote you for Grand Poobah! Well, except the autotrack thing. I'd bring back bleeding for beaten foes that anyone with track could read, but not flat out autotrack.
Rig wrote:
Paigey wrote:-Make backstab h.target spam cost moves.
To be fair, rogues are crippled as it is! And honestly getting stabbed anymore is your fault more than anything!
Well, human/seanchan rogues... are. One change I'd make is remove the ridiculous move costs up north that were enacted to kill the rogue class now you can't do all the ridiculous things you could with it that facilitated nerfing them in the first place. Since we no longer have a thousand rogues up north rolling stabs on engaged people, charging them 10 moves a room in the Blight is stupid.

Rig
Posts: 2293
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Changes and balance

Post by Rig » Wed Mar 29, 2017 12:32 am

Ehhhhh. I get what you're saying, but people who aren't lazy ass rogues should have enough vials to be dism for a bit!
Source: am lazy ass rogue

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