Dex Healing, Mobs, and Events/Areas

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anarchy
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Re: Dex Healing, Mobs, and Events/Areas

Post by anarchy »

I wonder is there a way where a monster can check a player's dex. if dex >=220 then attack mortal strike, if dex <=219 then attack normal? was curious about that. it would balance a lot of things out. me personally i'd rather just host different levels of events. make a gate that does a stat check, and if they are over 220 then they can't join, but if you go naked you stay naked lol no banks in the waiting area. i know that means more work for the staff. :( grrr there has to be a way to balance this without infringing on a player's game style. hm...

imo theses are things that need to be changed

first imps are waaaay to powerful, and players should only be allowed to have 3 out at a time, in fact no one should have more than 6 pet slots.

druids with trees up really are powerful, and i believe that the time for the trees should be shortened by half.

House slots: personally i think that the items collected in house's and everything gives way too much lag. imo i believe no one should have more than 3 house's. would keep lag down a little bit; every little bit helps.

bees gives you way too much gold, to really balance things out with the economy. i believe wax/honey prices should be 150 gp ea. would keep the economy running a little better. plus, you'd see prices on things drop; making things more affordable for the new players.

Re layers. imo anything more than 3 of them is too powerful.

weapon leveling. imo way too powerful; i believe we should get rid of it, as no one should be running around with 60 leeches with vampiric embrace.

charger of the fallen 0 slot should be removed or added to +1 to pet slot.

gold should be capped at 30 million as it's unbalanced to new players who just started.

all in all i believe that events would be a lot easier if we were all cloned with the same stats. by getting rid of the re layers and pet slots and access gold/house's etc... everyone will be equal. yes i know theses changes would hurt me proly more than anyone else in the game, but i'm willing to sacrifice for the good of the shard.
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+Veritas
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Re: Dex Healing, Mobs, and Events/Areas

Post by +Veritas »

Personally...I agree with the Imp pets and the Druid Trees point, maybe...MAYBE the bee keeping point as well. However, I do not believe that the rest are big issues. In fact...it sounds borderline troll-ish ;). If not, then I respect your opinion and I respectfully disagree as well.

I am thinking more along the lines of staff being able to enable a setting in a defined event area (not the entire shard), that overrides the current healing mechanics.

For example: Lets say the PVP area in Britain gets this setting enabled and the healing mechanics are modified to the diminishing returns setting. Players with 220+ dex still get an obvious edge over those with lower dex, but it is more reasonable than 2 players slugging it out until the end of time, while each one insta-heals in half a second. Once the first 100% full heal occurs, then the next is 95%, then 90, then 85% of max heal...so on and so forth. Eventually, the battle will shift from players standing next to each other macro healing and clicking their Enemy of One + Consecrate Weapon + Primary/Secondary Weapon ability attack routine, to shifting to tactics and evading the other player until one dies...while the healing cooloff works itself down over time. This may be oversimplifying the battle, but at least it makes things more dramatic and sporting. Outside of the PVP arena, in event areas or new content areas, the healing advantage is still there but then the player is more vulnerable...hence all mobs are more of a threat...which makes it easier for myself to make an area with mobs that are more evenly balanced as far as expectations are concerned. This makes fewer one hit wonder mobs and mortal strikers that I am forced to fall back on in order to "challenge" the older players, but retroactively make the newer areas nearly impossible for players who don't have access to multiple re-layers/220+ dex levels/400+ HP levels.

+V
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Cygnus
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Re: Dex Healing, Mobs, and Events/Areas

Post by Cygnus »

Not saing my thoughts are any better than anyone else's just want to give another perspective to some of the issues already stated. I have a difernet style of glameplay so my thougths are geared to that.
first imps are waaaay to powerful
Agree! I can go on about dogs and ferrets being able to utterly destroy a Para balron but I won't.
Re layers. imo anything more than 3 of them is too powerful.
IMO, anything that is not clothing shouldn't be made to be clothing. Plus, if there were no more relayers, the over 220 dex thing wouldn't be an issue. I can see a skilled craftsman reworking a Legacy of the Archmage into a shirt or leggings but not a Titan's Hammer into a quiver or a sash.
weapon leveling. imo way too powerful; i believe we should get rid of it,
Disagree! Leveling a weapon is a hard earned reward. +10 leveling deeds aren't, that should be gotten rid of. How many level 100 weapons would there be if someone had to fight their way through the last 30 levels. There would be several but a player wouldn't be "wearing" 4 or 5 of them I bet.
charger of the fallen 0 slot should be removed or added to +1 to pet slot.
Again, disagree. This again is another reward, this time for loyalty and longevity. It is earned, not bought.
bees gives you way too much gold,
Agree. Although I have taken advantage of it I never understood why the harvest should be so rewarding. This is one of the major contributers to the out of balance ecomony.
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Re: Dex Healing, Mobs, and Events/Areas

Post by NewPlayer241 »

anarchy wrote:first imps are waaaay to powerful, and players should only be allowed to have 3 out at a time, in fact no one should have more than 6 pet slots.
I tend to agree that they are powerful. Perhaps their damage needs to be 100% rather then 200%, but keep the 5 out at a time ability so players who have ointed up 5 don't feel cheated. Imps will still be superior in the fact that they don't lose stats when they die.
anarchy wrote:druids with trees up really are powerful, and i believe that the time for the trees should be shortened by half.
I think the issue here is that trees near instantly boost mana/life to 100%, if it was +25 hp/mana/stam per second it would be more reasonable, while still being quite powerful.
anarchy wrote:House slots: personally i think that the items collected in house's and everything gives way too much lag. imo i believe no one should have more than 3 house's. would keep lag down a little bit; every little bit helps.
These really don't affect as much as you think they would. They primarily affect save time since that's when the database is backed up and that's pretty quick as is. As long as they aren't being render on the screen your fighting on they shouldn't be lagging you. Also they don't affect player power, so not sure why it's in this thread.
anarchy wrote:bees gives you way too much gold, to really balance things out with the economy. i believe wax/honey prices should be 150 gp ea. would keep the economy running a little better. plus, you'd see prices on things drop; making things more affordable for the new players.
There is a reason everyone on the shard doesn't have 20 hives, and that's because while they do generate lots of gold, they are also a huge time sink, and a time sink every day. The reason I don't manage bees is I'd much rather be fighting monsters for the same amount of gold in the time that it would take to maintain the bee-hive. Considering balrons give 5k a pop on the server I don't think the amount of gold generated by the time commitment to bees is an issue.
anarchy wrote:Re layers. imo anything more than 3 of them is too powerful.
The current insane power from relayers comes from there not being a dex cap. Other things such as damage increase, swing speed, defense chance increase and hit chance increase are all capped which results in relayers primarily adding to HP since everything else is capped to prevent brokenness with excessive relayers.
anarchy wrote:weapon leveling. imo way too powerful; i believe we should get rid of it, as no one should be running around with 60 leeches with vampiric embrace.
Weapon leveling isn't near as powerful as some players make it out to be. You cited that a player can obtain 60% leeches and have vampiric embrace as well. Breath of the Dead which is a doom artifact has 100% leech life, 25% hit harm and works with vampiric embrace. The main advantage to weapon leveling is making that 100% leech life weapon have a 60% lightning chance as well, which I don't think is to game breaking to add an extra 20-30 damage a hit when some monsters have 10k+ HP.
anarchy wrote:charger of the fallen 0 slot should be removed or added to +1 to pet slot.
Outside of PVP I don't see how this affects players balance. Generally in PvM combat you don't need mounted speed, this falls more under a convince rather then a balance issue.
anarchy wrote:gold should be capped at 30 million as it's unbalanced to new players who just started.
I'm not quite sure I understand this one at all. If this was implimented players would amass other wealth through other commodities such as ointments and elven notes. A gold cap wouldn't do anything at all for the in game economy other then create inconveniences that are easily circumvented.
anarchy wrote:all in all i believe that events would be a lot easier if we were all cloned with the same stats. by getting rid of the re layers and pet slots and access gold/house's etc... everyone will be equal. yes i know theses changes would hurt me proly more than anyone else in the game, but i'm willing to sacrifice for the good of the shard.
I think you have a decent idea here, but are perhaps going to the extreme with it. I think a good middle ground would be an event where you could only wear GM issued armor, but still be able to bring your own weapon. Besides, I think it'd be pretty awesome to see the full shard dressed up in uniform sets of platemail and cloaks or something for an event. In any case though I don't think this is very feasible for the GMs to moderate, it would have to go largely on the honor system in the event, or have harsh enough penalties to deter players trying to cheat around it.
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Re: Dex Healing, Mobs, and Events/Areas

Post by MKaros »

The only thing that seems to me like it would be hard to balance around is the ability for players to go from 0-100% HP in a second or two regardless of health. I see no need to change anything else.

I mean if part of your "game style" is "I can't survive without restoring my entire HP pool in 2 seconds" then you're in trouble anyway. As it stands now, though, there are some areas where this is almost required for some players.

You don't have to completely destroy how bandages work to balance things out. The only thing it'd take to not have to use 1-hit wonder critters and things that MS every attack is a short delay between bandage uses. That's it, problem solved.
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anarchy
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Re: Dex Healing, Mobs, and Events/Areas

Post by anarchy »

sorry +V woke up wrong :S thought you meant all in general about the insta-heal (had to re-read the original message).
**i think i stirred up the pot more than you did +V* :Þ

here's something to think about.

finally you get rid of insta-heal for events, and you make an event circling around low to medium players (300 max hps), and suddenly Anarchy shows up with 664 hps with bless. so you'll have to nerf that, and so where does nerfing stop? ok cool you change the stat cap for events to let's say 300 hps. Then suddenly Anarchy shows up with a bow that does 100% life leech with vampiric embrace and curse weapon. not only that but he uses either double shot with armor peircing arrows, or whirl wind with halberd. bam insta-heal. so what's going to happen next? remove items from the game? i'm not trying to be argumentative about things.

oh yeah houses do create lag. ever try to kill the vampire near umbra or run by someone's house. i get ques loading messages all the time on the side of the screen. why is this in the thread. we were talking about changes.:S

bees i have a script that reads the gumps and make appropriate pots and will also extract the honey/wax i'm actually doing it right now on a split screen. also have one that creates potion kegs and fills them then places it in a stronger box <----seeing it's not resource gathering i do this while i sleep.

leveling a weapon is uber powerful. see above. i have both a breath of the dead yumi and a breath of the dead halberd. also, there are other weapons that leveling would be insanely powerful. Titan hammers are one, bone crushers, serpents fang and the other one like it. you'd be surprised what some people can do. wrath of god is my favorite weapon (blaze of death), and does insanely amount of damage (can't calculate due to screen being all red with numbers). 400 points can add 2 abilities at 50%.

ah well. i'm just not one for changes.
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Re: Dex Healing, Mobs, and Events/Areas

Post by NewPlayer241 »

anarchy wrote:sorry +V woke up wrong :S thought you meant all in general about the insta-heal (had to re-read the original message).
**i think i stirred up the pot more than you did +V* :Þ

here's something to think about.

finally you get rid of insta-heal for events, and you make an event circling around low to medium players (300 max hps), and suddenly Anarchy shows up with 664 hps with bless. so you'll have to nerf that, and so where does nerfing stop? ok cool you change the stat cap for events to let's say 300 hps. Then suddenly Anarchy shows up with a bow that does 100% life leech with vampiric embrace and curse weapon. not only that but he uses either double shot with armor peircing arrows, or whirl wind with halberd. bam insta-heal. so what's going to happen next? remove items from the game? i'm not trying to be argumentative about things.

oh yeah houses do create lag. ever try to kill the vampire near umbra or run by someone's house. i get ques loading messages all the time on the side of the screen. why is this in the thread. we were talking about changes.:S

bees i have a script that reads the gumps and make appropriate pots and will also extract the honey/wax i'm actually doing it right now on a split screen. also have one that creates potion kegs and fills them then places it in a stronger box <----seeing it's not resource gathering i do this while i sleep.

leveling a weapon is uber powerful. see above. i have both a breath of the dead yumi and a breath of the dead halberd. also, there are other weapons that leveling would be insanely powerful. Titan hammers are one, bone crushers, serpents fang and the other one like it. you'd be surprised what some people can do. wrath of god is my favorite weapon (blaze of death), and does insanely amount of damage (can't calculate due to screen being all red with numbers). 400 points can add 2 abilities at 50%.

ah well. i'm just not one for changes.
I'm not quite sure I understand, in your original post you seemed quite for change, now you are saying you are against changes? This seems like a flip-flopping of positions, can you clarify? Also if there are all those other creative work-arounds to instant heal why are you so against it going?
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