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Gameplay | Topic subject | Damage reduction changes and tough mobs / areas | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=15063 |
15063, Damage reduction changes and tough mobs / areas
Posted by Jagaub on Wed 31-Dec-69 07:00 PM
I'll preface this by saying I haven't experienced the changes yet and am going by how I understood Nep's announcement.
The change to damage reduction and PC healing seems very harsh for mob killing, ranking and exploration. It sounds like it will increase downtime when ranking with healers or bards since their healing will only be around half as effective as before. Tough mobs will become even tougher, and areas like hell will become a bit more hellish. Even if they're still killable, increased downtime = decreased fun.
Picture an evil group going into hell comprised of a warrior, healer and invoker. Admittedly, this is a small group. Let's say the warrior takes around 30% damage due to sanctuary and shields. Without dark pact, the healer heals him for .3 * .66 * 200 for a rejuvenation, which = 36 hp per rejuv.
A hell group is not going to last long like that, or at the very least is going to be very slow going. I hope that I misunderstood Nep's post and that sanctuary from healers on another person doesn't cause healing reduction from their heals.
Come to think of it, it'll be pretty pointless in most ranking scenarios for a healer to even use sanctuary on another character, since they may as well save that mana for extra healing. Their mana / heal ratio remains the same whether or not their target has sanctuary. I hope this isn't the case.
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15065, RE: Damage reduction changes and tough mobs / areas
Posted by Daevryn on Wed 31-Dec-69 07:00 PM
Sanc is a special case.
As for the rest, we'll have to see how it shakes out. I'm sure we're not done tweaking.
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15066, RE: Damage reduction changes and tough mobs / areas
Posted by Hippy on Wed 31-Dec-69 07:00 PM
I think the big problem was with items healing. It gave someone with huge preps and no natural healing a huge advantage. However, I never looked at heals from a player as a huge problem. If there is some way to code it to where items don't heal has much but heals from a healer or bard aren't affected.
Also, I fee sorry for conda's. Those poor things will suck even more now if regen is reduced with preps. Give them full regen with preps. LET THEM BE UBER FOR ON MONTH!!!
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