View Full Version : Ideas to fast fix Patch damage?
silverio
November 4th, 2004, 12:25 PM
I wish to see one constructive thread where people actualy think and give ideas what to do to balance new patch and try to pinpoint what is real problems...
My ideas are as following
a.) DEATH PENALITY (DP) remove or make insignificant DP loss even at high levels. this is fast to change in formula and will make pople willing to explore new skill trees and risk live to die more .. as now DP removing is hardest after we found ourselfs with so many news to try and test....
b.) Make Dodge/parry factor more significant and that will ASAP make fight last longer and so there will be more chances for healers to heal and people to survive. What makes monsters really hard now is that they NEVER miss !!!
both of this changes look as fast to applie ( little server program formula shange) and will make people have time to adapt/test and then it wil be nice to have again skill reset so people can get skills they found usefull. too many skills are now changed and people can easy make mistakes and specilize following old skil sistem will not work so good.
rugster
November 4th, 2004, 12:30 PM
Lower xp on mobs to a few points instead of a few k xp.
Cut hps on mobs to a few points instead of the few k xp.
Make the game more like an arcade game, where you hit a mob 2-3 times kill it and move on. You get a token xp for it. I think also the diablo xp system should be used, where you get a bonus of the first mob of each type you kill, this bonus is usually enough to get people to explore.
shazzy
November 4th, 2004, 12:32 PM
Thanks Silverio for this thread! :)
My constructive 2 pence worth:
One of the biggest complaints I hear right now are that lower level mobs that are now killing a lot more people solo that weren't before arn't worth it because of the exp. Up that exp to something more reasonable and people won't complain as much. They will be quite happy killing lower mobs IF it makes it worth while for them.
Harvesting. I have finally found something that works, although granted I am only a level 76 harvester. So I'm not so worried about that. I am now making the same pulls as I was before the patch just I now have to mix and match gentle with aggressive. The changes that are coming in for harvest should make things a lot better. It is mainly focus I run out of now and just sit and rest for a lot longer.
fiach
November 4th, 2004, 12:49 PM
Got to go with the get rid of DP, I had to kill 20 Scary Goaris this morning, to get rid of DP from stupid fights that got no XP and no enjoyment, just pi$$ed me off .
bgrifter
November 4th, 2004, 12:49 PM
Honestly as a healer i'm finding the fight changes to be a huge boon. Fights are very fast, which means less of a drain on my sap pool. It also means because the mob HPs are so much lower and their damage output so much higher, I can pure heal without feeling like a drain on the group or duo. Before mobs could all but be soloed by a well equipped melee, STA heal and the occasional HP touchup made up most of the healing load.
While I have my reservations about some of the harvesting changes and their impact on crafting, I really do think Nevrax hit it out of the park with the combat changes. :)
blacke
November 4th, 2004, 12:50 PM
Fix dodge/parry, a vigorous ragu hit me 99% of the time after the patch, while before patch I dodged it 99% of the time, and I'm 81 in melee.
The fact that upping damage while decreasing mob hp was suppose to be a balance of some sort does not work. Now yo have to kill it before it can hit you, before you could run with 3-5 low/mid ragus/gingo after you and you would hardly notice it on your hp, becouse you dodged them all.
I know it's not a good example but it shows how the dodge worked then, and how borked it is now.
Please fix it so 80+ melee stand a chance of surviving 3 scowling gingo.
joffy
November 4th, 2004, 01:00 PM
I think that the damage that the mobs do is a bit extreme and it should be lowered perhaps... decrease the damage but increase the speed to get a fair balance so that healers actually have a chance to heal before the close combat peeps get slaughter by hits do 1.5k dmg to peeps with 950hp
pcheez
November 4th, 2004, 01:21 PM
My two basic complaints besides harvesting, are:
1. I dodged a roamin yubo's gattack 1 out of 7 times, it dodged my attack (CC) 2 out of 5 times. I find this umm...amusing, but quite ridicoulous, i mean we were dodging too much, true, but let us dodge at least half as much as we used to, not make it a rare happening worthy of celebration and a cake :p
2. Mob resistances are quite interesting, magic combat with a nettled kipee went as follows: (root+cold) resists cold, is rooted. (cold+cold), resists one cold, takes 140 damage from the second (should be 530 dam). (root+cold) Resists both effects. 2 enchanted fears off my glove, both resisted.(root+cold) resisted root, took 400 cold damage. (root+cold) resisted both.
Whacks me for 850 damage,i activate melee protection aura. (cold+cold) resisted both.(fear) resisted. (cold + root) resisted both. Guard interfered, and kiled it (after it resisted HIS attack 2 times).
i was using root 8 and cold 9. Bottom line, lower the resistances a wee little bit please nevrax :)
krone9
November 4th, 2004, 02:08 PM
make shields far more effective so your 'tank' can actually tank and healers can concentrate on one person.
Make taunt be more effective (so your tank doesn't spend the fight swapping between 2 mobs trying to taunt them off the spell users)
increase xp for mobs of lower lvl than yourself
increase crafter mission rewards
have a default lvl of mats in the store - so basic mats are always available until population rises enough to meet the demand.
provide the care plans for free with the extraction plans - so you can either do extraction or care without needing to spend the extra sp
add some content.
hivewasp
November 4th, 2004, 02:13 PM
Make taunt be more effective (so your tank doesn't spend the fight swapping between 2 mobs trying to taunt them off the spell users)
If the mob hits me (healer), I'm dead anyway... any add = slaughter. :(
add some content.
Yeah, now we need graveyards and coffins
maggers
November 4th, 2004, 02:20 PM
Well I dont have any problems killing level 65 - 77 mobs with my level 120 Offense Mage.
Hardly any resistances and sometimes I get even get the added bonus of 10 exp.
I think you lot are making mountains out of molehills.
I truly feel sorry for you Melee types but you all knew in your hearts that the Mages ruled this game.
Learn to live with it.. oh and please more bowing and groveling to any Mages you meet. Would show the respect you have for us.
Neverfix could you please extend more nerfs to Melee types .. their armour is far too nice, just change the graphics to dirty brown rags please.
Thanx in advance.
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Yes I know im taking the P .. but I just waded through 50 comlpaint posts where 49 where extremely funny :P
Watching a group of 8 people level 50+ get wiped out by 2 strong Kipee's last night made me wonder what will happen to all the non Mages.
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