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trewyn | Fri 19-Oct-07 04:50 PM |
Member since 04th Jan 2005
269 posts
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#19548, "So who besides me thinks game balance is a laughable joke?"
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You might as well change the name of the game to Mage Wars cause that's what it's become.
First of all, let me point out that I just witnessed a transmuter out melee a RANGER in the WILDS. Doing mangles and massacres three times a round, on top of demolishing spells, holding them still, and then unspeakable damaging disruptions, and to top it off, they were NOT alone. All the while the three that were fighting them did hits and mauls. Explain to me how that's balanced?
But mages are weaker at the low levels and they reap the rewards of their work in the later ranks!
No they aren't. An invoker can kill you with wall of fire from level 16 to 23 or so without much scare. I got beat by transmuters pretty regularly from 23 and up. So what you have is a melee class getting out melee'd by a mage, and THEN the mage gets protections and then you don't have a hope in hell of doing ANY damage to them at all.
Where do characters spend the majority of their life? At the hero ranks, and at that level is where it should be balanced. You HAVE to gang people now because that's the only way you can deal enough damage to kill anyone. It's sad. This used to be a fun game at hero. I'm beginning to remember why I quit playing.
And it doesn't matter what kind of mage you are. Conjurers with angels, elementals, aura, barrier, shield can rip through anyone. Invokers ABS + shields are unstoppable. Transmuters are unstoppable without another transmuter. At least the shapeshifters aren't the uber-ridiculously powerful zoo they were when I was Trewyn. They aren't far from that though.
So to combat this situation the imms have increased the amount of damage warriors do. Which screws ANYONE without damage reduction. Flurries can do 600 points of damage. And don't tell me they don't do that often. I haven't been hit for one that did less than 300 in a LONG time except by head hunters with one sword. I had one dish out 600 points of damage through aura and protection and possibly even shield I can't remember. If I didn't have those protections it would have killed me outright from full health. It DID kill me anyways. I went from 100 hp less than full to 26 hp. Dagger spec bleeding can cause over 100 hps of bleeding per round for 6-8 rounds. At least the leader of battle can cause that much. That's a LOT of damage. I remember the gripe-fest people made when that bug caused impale damage to deal a demolish every round when I was trewyn. Oh how I understand that now.
Another thing that irritates me are the "you can't beat me" situations. If you can't beat someone 100% of the time in a certain situation, then that is NOT balanced. Balanced is you win around half the time, and in a positive situation, you win better than half, but not more than three fourths. It's a GAME, not Real Life, not even an imitation of real life and it should be balanced at all levels, not the power swing system in place now.
The game was fun back when an unspeakable damage was only possible from a backstab or the occasional ambush or when you broke heartseeker the unbreakable dagger in someone's chest. I can't say all the changes have been bad, the game is definately different and unique. But in my humble opinion, it was a lot more fun in the second and third ages. I prefer less of the easter egg hunt and more of the run and gun bash splash blood, whoops I died get some basic gear and get back with it attitude that was in place then.
I'm just curious if I'm the ONLY one that feels ABS is ####. I would LOVE to hear an Imm's opinion on this.
To combat this if you feel it's NECESSARY to keep ABS, then I suggest some simple changes.
Make it so melee classes get a BIGGER boost to HP, 1-2 per level. Then make it so giant classes get an additional 1-5 hp per level, regardless of class. Make it so that the average player has 1000 hp at hero and a high HP class having 2000 hp. And then you can add something like fast healing II for warriors but call it something catchy.
On top of this, have the number of unspeaks possible drop or make it so they can't cast the spells so fast. As it stands, most ranger spells except for entangle can be cast once for two of every mage class spells. Make it so fights last more than 8 rounds.
Another way to combat this is make spells fail just like skills, or not so often. That to me would balance the game out a LOT. Make it possible to simply miss with that fireball, or that lightning bolt and wall of fire at least.
Give shield to rangers like they used to have. OR just give it to the animists. They get screwed on the combat and their mage spells hardly make up for it. It easily fits within the role play.
OR Give warriors some way to stop spell casting other than dagger specs. Maybe have evasion work for spells. You duck behind your tower shield and absorb the blast from XXX's fireball.
So now that I'm done venting and being frustrated, I want to hear some other opinions on what ever about Game Balance.
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Occams Razor says this thread is done,
Zulghinlour,
21-Oct-07 08:49 PM, #49
RE: So who besides me thinks game balance is a laughabl...,
DurNominator,
21-Oct-07 01:08 PM, #38
Some recent players and their stats prove you wrong.,
Lyristeon,
21-Oct-07 07:24 AM, #30
Yeah but, geez...,
Theerkla,
21-Oct-07 08:14 AM, #34
RE: Some recent players and their stats prove you wrong...,
trewyn,
21-Oct-07 01:04 PM, #37
RE: Some recent players and their stats prove you wrong...,
Lyristeon,
21-Oct-07 04:23 PM, #43
Grapevine says Q is nep aka overpowered, nerf plz nt,
snowlauncher,
21-Oct-07 05:10 PM, #46
RE: Grapevine says Q is nep aka overpowered, nerf plz n...,
Lyristeon,
21-Oct-07 06:15 PM, #47
RE: Some recent players and their stats prove you wrong...,
Daevryn,
21-Oct-07 04:28 PM, #45
RE: Some recent players and their stats prove you wrong...,
Valguarnera,
21-Oct-07 07:03 PM, #48
And similar stats for top magi are? nt,
DurNominator,
21-Oct-07 01:09 PM, #39
RE: And similar stats for top magi are? nt,
Lyristeon,
21-Oct-07 04:06 PM, #42
Super prepped.,
Cerunnir,
20-Oct-07 10:41 AM, #15
Their preps are generally harder to get than sleeks,
Dervish,
21-Oct-07 03:48 AM, #28
Not I!,
Valguarnera,
20-Oct-07 10:17 AM, #13
RE: Not I!,
Isildur,
20-Oct-07 03:14 PM, #17
Present characters only.,
Valguarnera,
20-Oct-07 03:25 PM, #18
Do you have an all-time deadliest list?,
Lightmage,
21-Oct-07 03:07 PM, #40
this is strange, and what I think are some good ideas,
Odrirg,
20-Oct-07 10:03 AM, #12
RE: this is strange, and what I think are some good ide...,
Daevryn,
20-Oct-07 10:20 AM, #14
RE: this is strange, and what I think are some good ide...,
_Magus_,
20-Oct-07 12:00 PM, #16
RE: this is strange, and what I think are some good ide...,
Daevryn,
20-Oct-07 11:50 PM, #23
RE: this is strange, and what I think are some good ide...,
Zulghinlour,
21-Oct-07 12:03 AM, #26
RE: this is strange, and what I think are some good ide...,
Odrirg,
20-Oct-07 04:34 PM, #19
You're thinking about this in a very limited fashion,
A2,
20-Oct-07 06:17 PM, #20
Yeah, on that note:,
Daevryn,
20-Oct-07 11:53 PM, #24
I should note,
incognito,
20-Oct-07 09:16 AM, #9
RE: So who besides me thinks game balance is a laughabl...,
incognito,
20-Oct-07 09:04 AM, #8
Short version:,
Daevryn,
19-Oct-07 10:38 PM, #4
I dunno...,
trewyn,
19-Oct-07 10:55 PM, #6
Not that I agree with the OP,
Theerkla,
20-Oct-07 09:53 AM, #10
RE: Not that I agree with the OP,
Daevryn,
20-Oct-07 10:01 AM, #11
Yeah, but with mael + META BOOSTED EVADE...,
Xenoroyal,
20-Oct-07 10:30 PM, #21
RE: Yeah, but with mael + META BOOSTED EVADE...,
Daevryn,
20-Oct-07 11:45 PM, #22
RE: Yeah, but with mael + META BOOSTED EVADE...,
Xenoroyal,
21-Oct-07 01:39 AM, #27
RE: Yeah, but with mael + META BOOSTED EVADE...,
Valguarnera,
21-Oct-07 07:36 AM, #31
Is this from someone that looked at and knows the code?,
Theerkla,
21-Oct-07 08:10 AM, #33
Yes.,
Sebeok,
21-Oct-07 10:07 AM, #35
You know, that really was an honest question,
Theerkla,
21-Oct-07 11:08 AM, #36
Hey Mr. Black and White,
trewyn,
21-Oct-07 03:44 PM, #41
RE: Hey Mr. Black and White,
Daevryn,
21-Oct-07 04:25 PM, #44
Lvl difference vs. neuro save..,
TheDude,
21-Oct-07 04:00 AM, #29
RE: Lvl difference vs. neuro save..,
Valguarnera,
21-Oct-07 07:40 AM, #32
On this vein from what I've seen as both the muter and ...,
Drag0nSt0rm,
20-Oct-07 11:54 PM, #25
As someone who plays a lot of different classes,
A2,
19-Oct-07 06:41 PM, #2
RE: As someone who plays a lot of different classes,
Daevryn,
19-Oct-07 10:30 PM, #3
I'm gonna go ahead and bite on this one.,
Kadsuane,
19-Oct-07 05:55 PM, #1
RE: I'm gonna go ahead and bite on this one.,
trewyn,
19-Oct-07 10:46 PM, #5
RE: I'm gonna go ahead and bite on this one.,
Daevryn,
20-Oct-07 12:05 AM, #7
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Zulghinlour | Sun 21-Oct-07 08:48 PM |
Member since 04th Mar 2003
9792 posts
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#19612, "Occams Razor says this thread is done"
In response to Reply #0
Edited on Sun 21-Oct-07 08:49 PM
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http://en.wikipedia.org/wiki/Occams_Razor
It is apparent by all the text, that: 1. There is no reason to change the name of the mud to Mage Wars 2. Mages aren't as deadly as you seem to think they are 3. You can't even keep your arguments straight (Mages can roll at low levels vs. Mages are easy to tool at low levels) 4. Since I started reading this thread it has felt like a troll with little value.
All that being said...it is now locked. Find something else to bitch about, instead of your inability to kill mages, and the ease with which they kill you. So long, and thanks for all the fish!
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DurNominator | Sun 21-Oct-07 01:08 PM |
Member since 08th Nov 2004
2018 posts
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#19597, "RE: So who besides me thinks game balance is a laughabl..."
In response to Reply #0
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I'll point you to following log: http://www.qhcf.net/cforum/logs/vpost.pl?92424
The thing is, neuros that do MASSACRE-MANGLE or even ***DEMOLISH***? That's scary as hell, neuro is even without that. How come it does so much damage for them?
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Lyristeon | Sun 21-Oct-07 07:24 AM |
Member since 02nd Jan 2004
1282 posts
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#19588, "Some recent players and their stats prove you wrong."
In response to Reply #0
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Can a vet make three players who aren't as skilled as him look silly? Sure! But, guess what, those vets just don't play mages. Let's take a look at who I found over the last three months in the PBF that prove non-mage classes can do a fair job of killing mages.
Teutonium - 44 mage kills, 45 mage deaths. Warrior.
Jutunn - 54 mage kills, 18 mage deaths. Bard.
Yazhmog - 21 mage kills, 0 mage deaths. Orc.
Begelrut - 51 mage kills, 1 mage death. Warrior.
Brinkmun - 80 mage kills, 28 mage deaths. Warrior
Queliryon - 27 mage kills, 1 mage death. Warrior.
Jichii - 44 mage kills, 16 mage deaths. Bard.
Dyrin - 13 mage kills, 6 mage deaths. Warrior.
Ktaar - 32 mage kills, 2 mage deaths. Assassin.
Iia - 36 mage kills, 11 mage deaths. Druid
Drezen - 19 mage kills, 3 mage deaths. Warrior.
Hunsobo - 44 mage kills, 7 mage deaths. Warrior.
Dizrug - 14 mage kills, 2 mage deaths. Warrior
Alarith - 22 mage kills, 2 mage deaths. Assassin.
This just tells me that you haven't achieved this level of knowledge and skill, not that anything is overpowered.
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Theerkla | Sun 21-Oct-07 08:14 AM |
Member since 04th Mar 2003
1055 posts
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#19592, "Yeah but, geez..."
In response to Reply #30
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There's logs on dio's of transmuters kicking much backside. They have to be overpowered despite what the numbers say.
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trewyn | Sun 21-Oct-07 01:03 PM |
Member since 04th Jan 2005
269 posts
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#19596, "RE: Some recent players and their stats prove you wrong..."
In response to Reply #30
Edited on Sun 21-Oct-07 01:04 PM
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Teutonium - 44 mage kills, 45 mage deaths. Warrior. Villager Jutunn - 54 mage kills, 18 mage deaths. Bard. Cheap Bard. Yazhmog - 21 mage kills, 0 mage deaths. Orc. Don't know this one Begelrut - 51 mage kills, 1 mage death. Warrior. Villager Brinkmun - 80 mage kills, 28 mage deaths. Warrior Villager Queliryon - 27 mage kills, 1 mage death. Warrior. Don't know this one, prolly a villager Jichii - 44 mage kills, 16 mage deaths. Bard. Villager Dyrin - 13 mage kills, 6 mage deaths. Warrior. This is a good ratio Ktaar - 32 mage kills, 2 mage deaths. Assassin. Equipped to kill mages, even unscratchable ones with one assassinate Iia - 36 mage kills, 11 mage deaths. Druid Priests are supposed to be bad ass, they deserve it. Notice the number of deaths though Drezen - 19 mage kills, 3 mage deaths. Warrior.
Hunsobo - 44 mage kills, 7 mage deaths. Warrior. Super Power Players with full sets of elite gear not included. Dizrug - 14 mage kills, 2 mage deaths. Warrior Don't know this one either Alarith - 22 mage kills, 2 mage deaths. Assassin. Never heard of this one This just tells me that you haven't achieved this level of knowledge and skill, not that anything is overpowered.
Let's do a count-8 Warriors, 2 Assassin, 1 priest, 2 Bards, 0 Thieves, 0 Rangers and no accounting for what happened after level 41. How come there aren't any rangers on that list? Also at least four were villagers who have been equiped to better stop mages. Spellbane's a #####.
I'm sorry, I fail to see your actual point. Killing mages at level 11-30 is NOT hard if you have a good set of gear or know how to bash.
Got that list for APs? How about Rangers? How about rangers WITHOUT scrolls and or bearcharge?
This brings me to another argument. If ONLY the elite veteran players can do it, is it REALLY balanced?
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Lyristeon | Sun 21-Oct-07 04:23 PM |
Member since 02nd Jan 2004
1282 posts
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#19603, "RE: Some recent players and their stats prove you wrong..."
In response to Reply #37
Edited on Sun 21-Oct-07 04:23 PM
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>Teutonium - 44 mage kills, 45 mage deaths. Warrior. >Villager >Jutunn - 54 mage kills, 18 mage deaths. Bard. >Cheap Bard. >Yazhmog - 21 mage kills, 0 mage deaths. Orc. >Don't know this one >Begelrut - 51 mage kills, 1 mage death. Warrior. >Villager >Brinkmun - 80 mage kills, 28 mage deaths. Warrior >Villager >Queliryon - 27 mage kills, 1 mage death. Warrior. >Don't know this one, prolly a villager
Search is overpowered on the PBF. Elven warrior in Fortress.
>Jichii - 44 mage kills, 16 mage deaths. Bard. >Villager >Dyrin - 13 mage kills, 6 mage deaths. Warrior. >This is a good ratio >Ktaar - 32 mage kills, 2 mage deaths. Assassin. >Equipped to kill mages, even unscratchable ones with one >assassinate >Iia - 36 mage kills, 11 mage deaths. Druid >Priests are supposed to be bad ass, they deserve it. Notice >the number of deaths though >Drezen - 19 mage kills, 3 mage deaths. Warrior. > >Hunsobo - 44 mage kills, 7 mage deaths. Warrior. >Super Power Players with full sets of elite gear not >included.
Maybe that mage is a super power player with elite gear...does that make it different for you or are you now supporting what I originally stated?
>Dizrug - 14 mage kills, 2 mage deaths. Warrior >Don't know this one either >Alarith - 22 mage kills, 2 mage deaths. Assassin. >Never heard of this one >This just tells me that you haven't achieved this level of >knowledge and skill, not that anything is overpowered. > > >Let's do a count-8 Warriors, 2 Assassin, 1 priest, 2 Bards, 0 >Thieves, 0 Rangers and no accounting for what happened after >level 41. How come there aren't any rangers on that list? Also >at least four were villagers who have been equiped to better >stop mages. Spellbane's a #####.
This list could get much larger, I just did a very quick and brief search of the last three months of players who have a PBF. Anybody can do it. If you had done it, you would realize that your post is kind of ridiculous. Spellbane is not all you think it is. Try playing a villager before you claim they are all that. But, just for giggles, here are some rangers that I know of off the top of my head that weren't villagers who seemed to have some solid game knowledge.
Nreisshe - 87 mage kills, 1 mage death. Ranger Derasori - You will have to see for yourself if the PBF comes out. Ranger Krynna - 31 mage kills, 6 mage deaths. Ranger > >I'm sorry, I fail to see your actual point. Killing mages at >level 11-30 is NOT hard if you have a good set of gear or know >how to bash. > >Got that list for APs? How about Rangers? How about rangers >WITHOUT scrolls and or bearcharge? And, how about all of the stats for mages who killed without using all of their spells and skills and how about all of the immortals who kill without using slay and all of the bunnies that don't use their lucky feet? > >This brings me to another argument. If ONLY the elite veteran >players can do it, is it REALLY balanced?
Yes, it is balanced because the numbers for mages are just as equal. And I am sure if you reread everything you posted and take out all the ifs ands and buts of this thread, you will see that the balance is as good as it has ever been.
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snowlauncher | Sun 21-Oct-07 05:10 PM |
Member since 10th Sep 2007
16 posts
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#19607, "Grapevine says Q is nep aka overpowered, nerf plz nt"
In response to Reply #43
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Lyristeon | Sun 21-Oct-07 06:15 PM |
Member since 02nd Jan 2004
1282 posts
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#19610, "RE: Grapevine says Q is nep aka overpowered, nerf plz n..."
In response to Reply #46
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I will give Nep the benefit of the doubt and say that he is a vet whether he played Q or not.
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DurNominator | Sun 21-Oct-07 01:09 PM |
Member since 08th Nov 2004
2018 posts
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#19598, "And similar stats for top magi are? nt"
In response to Reply #30
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Lyristeon | Sun 21-Oct-07 04:06 PM |
Member since 02nd Jan 2004
1282 posts
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#19602, "RE: And similar stats for top magi are? nt"
In response to Reply #39
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There are plenty of them in the PBF as well.
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Dervish | Sun 21-Oct-07 03:48 AM |
Member since 11th Oct 2003
617 posts
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#19586, "Their preps are generally harder to get than sleeks"
In response to Reply #15
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Lightmage | Sun 21-Oct-07 03:07 PM |
Member since 04th Mar 2003
319 posts
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#19599, "Do you have an all-time deadliest list?"
In response to Reply #18
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Most PKs etc? Or best record. It would be interesting to see the numbers through the years. Hope is the worst of evils, for it prolongs the torment of man.
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Odrirg | Sat 20-Oct-07 10:03 AM |
Member since 16th Oct 2004
431 posts
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#19567, "this is strange, and what I think are some good ideas"
In response to Reply #0
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while I probably more agree than disagree with the premise of the post, I disagree with many of the points you used in your post to get to that premise.
the last one, stopping spellcasting.
mace specs have cranial.
axe specs have pincer.
all specs can choose the drive-lag legecy (although relying on this for perma lag, I hear, is a BIG mistake)
anyway, the main reason I agree with your main premise, is the whole a/b/s thing.
I really dislike it. for a number of reasons, I'll outline two of them.
one, either a mage class is balanced without a/b/s, then because a/b/s is so much of an insane boost to dam redux, any mage class balanced without it is overpowered with it. Or...a mage class is balanced for a/b/s. Then, by the same token, they are way way underpowered without it.
if the first case is true, I believe a/b/s is far too prevalent, and should be more limited. if the second case is true, I believe a/b/s is far too limited, and should be easier to find.
a second reason, is that I don't buy that the whole argument the imms have given in the past for the existance of abs is the optimal solution.
one thing I've heard often in the past,was that there should be some sort of benefit to those people who explore, who actually read room descs, and can pick out details. so a/b/s is also so that area creators can feel like people are looking at their work, which isn't a bad idea.
neither the "benefit for exploration" or "benefit for actually looking at the author's work" are bad ideas.
what is a bad idea, is a benefit that only effects mages (and trap/poison thieves to some extend), and has the pwer/availability so messed up (in my opinion).
I think a better solution, would be to have secret items that can be eaten, or worn, or invoked, or quaffed, or whatever, that would give a timed, tangible benefit to one or more skills/spells or class of skills/spells.
the coding basis for this is actually already there, kinda.
imagine, a wearable amulet of living fire that gives invokers/ap's stronger fire spells that lives and dies quickly, so doesn't last forever
a rune a warrior can attach to his shoulders that makes flurry/drum more likely to hit 8/5 hits that drains of power over uses or time.
a special book that exists in both this plane and the negative material plane that can sometimes make people get poisoned when a necro using this book casts crimson scourge on them, but use destroys it's connection between planes over time.
an amulet that can store communes for 10 hours (think the WOT terangreals that could store the power...called wells). the pally/shaman/healer prays up to 5 communes into the amulet. Then, if in the net 10 hours he is worldbound he can invoke the amulet and get Lilo output from the amulet (last in, last out, is lilo).
some gnomish inventor has created magical/mechanical gloves that increase finger strength for a fraction of a second, but only works a few times before breaking. Allows disarm protection 2 times, or allows an assassin a boosted chance that strangle will work 5 times.
the options are endless. and, I don't see a problem with moving these around like a/b/s does when they need to change positions when things get too well known.
and, this gives warriors/ranger/assassins/shaman/etc a reason to explore too. instead of it just 95% being a mage thing to fine a/b/s now.
the current a/b/s system is also I believe the main reason why mages are more often considered overpowered, because of the reason above, and also indirectly.
because the a/b/s system is the only really major way the game rewards game knowledge and exploration, the veterancs, when they want to play a pk badass, nearly always pick mages, because they know that a/b/s offers such a HUGE advantage.
why not share the exploration benefit love a bit? if every class can benefit from exploration like mages can now, then veterans will have more class options to choose from when they want to use their years of exploration knowledge to create a badass.
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Daevryn | Sat 20-Oct-07 10:20 AM |
Member since 13th Feb 2007
11117 posts
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#19569, "RE: this is strange, and what I think are some good ide..."
In response to Reply #12
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>all specs can choose the drive-lag legecy (although relying on >this for perma lag, I hear, is a BIG mistake)
As a warrior, bash is the only ability available that can lag your opponent indefinitely. (That is, always has a chance to be doable again before they get a command.)
>I really dislike it. for a number of reasons, I'll outline two >of them. > >one, either a mage class is balanced without a/b/s, then >because a/b/s is so much of an insane boost to dam redux, any >mage class balanced without it is overpowered with it. Or...a >mage class is balanced for a/b/s. Then, by the same token, >they are way way underpowered without it.
Or, they're balanced to have it sometimes, and not have it sometimes.
>a second reason, is that I don't buy that the whole argument >the imms have given in the past for the existance of abs is >the optimal solution.
What you describe is a reason; it's not the only reason. You're too black and white.
Something else to consider is that other classes often benefit from other kind of gear more than, say, an invoker does. Cool mace? Well, either my mace warrior or my invoker could wield it, but which one's probably getting more mileage out of it? In similar vein, for many different builds of warriors I can make arguments for gearing for damage, hitroll, hit points, saves, str, dex, even armor quality, etc... pretty much anything but mana. Mage gearing is typically much more limited in the number of different things that are a good idea, so in a sense, A/B/S helps equal out their exploring value.
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_Magus_ | Sat 20-Oct-07 12:00 PM |
Member since 05th Dec 2006
430 posts
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#19571, "RE: this is strange, and what I think are some good ide..."
In response to Reply #14
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>>one, either a mage class is balanced without a/b/s, then >>because a/b/s is so much of an insane boost to dam redux, any >>mage class balanced without it is overpowered with it. Or...a >>mage class is balanced for a/b/s. Then, by the same token, >>they are way way underpowered without it.
>Or, they're balanced to have it sometimes, and not have it sometimes.
Huh? If A/S/B are readily available to a character, they are going to use them in pretty much every fight they get into. The only fights I can think of where they wouldn't, would be surprise attacks from characters they cannot see coming.
I see it pretty black and white, too. You either have A/S/B or you don't. When you have it, you're superbly survivable, even under some seriously bad odds. Or you don't have it, and you pretty much don't stand a chance. I can't remember a recent fight I've been in with a/s/b and felt like I couldn't win, or at the very least, get away alive. Then I've been on the flip side of that coin, and felt, why even bother fighting this mage when I'm hitting them with an offense form that normally does DEMISH for regular hits, but its now doing mauls/decimates?
Do you think the current system is perfect or something? Did you design it and just don't want to admit it has its (serious) flaws?
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Odrirg | Sat 20-Oct-07 04:34 PM |
Member since 16th Oct 2004
431 posts
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#19574, "RE: this is strange, and what I think are some good ide..."
In response to Reply #14
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> Mage gearing is typically much more >limited in the number of different things that are a good >idea, so in a sense, A/B/S helps equal out their exploring >value. >
ok, I might buy this argument. if the benefit derived was somewhat equivalent in any way.
besides one or two HIGHLY limited items, there are no pieces of gear or weapons that would by themsleves change that 3 person fight for a solo warrior from a guaranteed corpse run to a You 3 can't kill me without help or even a I PWN YOU ALL. Barrier alone can do that, let alone adding in as.
sure, there are sets of eq that can do that for melee classes. all higly limited, so only a few melee characters at all will have enough of these pieces at the same time to turn them into juggernauts. sometimes none will have enough of them.
but, for mages, once you find YOUR barrier....you can always get it. it might be had, it might take help, but it will always be there.
that's like every warrior having a specific location for strange bracers, in my opinion. there is a reason why things like strange bracers or that mask that lets you see hidden, or the cloak that saves you from pk, or the shin guards that make you immune to trip, or the amulets that heal you.....there are reasons those things are limited.
in a very real sense, a/b/s isn't limited.
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Daevryn | Sat 20-Oct-07 11:53 PM |
Member since 13th Feb 2007
11117 posts
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#19580, "Yeah, on that note:"
In response to Reply #20
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Being that aura and shield are out there for everyone, for the most part, when we talk about mages and wands we're really talking about barrier.
Most of the time when I kill someone, doubling the amount of damage they could absorb wouldn't save their life. Barrier isn't even enough DR to do that.
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incognito | Sat 20-Oct-07 09:16 AM |
Member since 04th Mar 2003
4495 posts
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#19563, "I should note"
In response to Reply #0
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It was my character Victoria that people were saying was overpowered and needed ganking etc.
Guess who killed me? One solo character. Not a mage. Not a gang.
How? By using proper tactics instead of focussing on damage.
Sounds to me as if you are a ranger. In which case, a clean pk record up to level 37 is nothing remarkable at all, since lots of characters will die outright to your ambush.
Quite possibly an animist. If so, you have a great toolkit for killing transmuters. But you are not going to do it without fleeing a few times if they started the fight. Wasps alone will do wonders for you, but primordial vengeance is also good.
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incognito | Sat 20-Oct-07 09:04 AM |
Member since 04th Mar 2003
4495 posts
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#19562, "RE: So who besides me thinks game balance is a laughabl..."
In response to Reply #0
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I'd like to see barrier and haste removed and deathblow toned down, with ragers getting to choose an extra legacy each (including non-warriors).
Barrier enables people to kill without skill. If it stays in, I'd like to see it add a round of lag to every skill or spell used by the barriered character.
That said, I've won every fight against magi with my current non mage character, despite them having more raw power.
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Daevryn | Fri 19-Oct-07 10:38 PM |
Member since 13th Feb 2007
11117 posts
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#19556, "Short version:"
In response to Reply #0
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Anything can beat anything, if the player is better enough.
Note that even this doesn't mean "will beat every time."
If I saw the transmuter/ranger fight you described, I'd say to myself: This ranger player is terrible, or, this transmuter player is really good, or possibly some combination of the two. If the transmuter actually got the kill without landing a super-neuro, I'd know that either the skill deficit was immense (e.g., your favorite NFL franchise vs. your favorite junior high B-string football team in tackle football) or the ranger made one or most likely several serious mistakes.
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trewyn | Fri 19-Oct-07 10:55 PM |
Member since 04th Jan 2005
269 posts
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#19558, "I dunno..."
In response to Reply #4
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I shall post the log if/when everyone is toast.
The transmuter is good though. Can't argue that. The ranger had time to act after the bioluminescence and up until the neurological disruption. I personally haven't been killed by a solo transmuter, but aside from the time I got an unspeak on my ambush, I haven't come close killing one either. I shall post that log too when that transmuter kicks the bucket.
Anyhow, I just wanted to hear people's opinions. I know the combo I picked isn't a power combo, it looked fun so I went with it. It was fun. It is fun. It's also frustrating as hell.
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Theerkla | Sat 20-Oct-07 09:53 AM |
Member since 04th Mar 2003
1055 posts
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#19565, "Not that I agree with the OP"
In response to Reply #4
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But my logs would show transmuters parry &/or avoid around 80% of the regular melee attacks tossed their way. That's about as good a defense as many a warrrior.
So the questions become - are my numbers too low a sample set to be indicative of anythong other than the vagaries of the RNG, is 80% about right in the way of defended attacks, if accurate is that a bit higher than team balance thinks it should be, or lastly, would team balance think it too low?
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Daevryn | Sat 20-Oct-07 10:01 AM |
Member since 13th Feb 2007
11117 posts
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#19566, "RE: Not that I agree with the OP"
In response to Reply #10
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Depending on the circumstances... a transmuter with a staff hasted and with their opponent slowed, it wouldn't surprise me a ton.
That being said, if the staff comes out of their hands, 100% of that tanking goes away instantly. (For example.) A warrior, especially one focused on defense in one way or another, is rarely if ever that one move away from tanking like a barn.
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Xenoroyal | Sat 20-Oct-07 10:30 PM |
Member since 05th Jun 2003
93 posts
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#19577, "Yeah, but with mael + META BOOSTED EVADE..."
In response to Reply #11
Edited on Sat 20-Oct-07 10:30 PM
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good luck removing that staff before you're stunned into helplesness.
and outmeleed.
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Daevryn | Sat 20-Oct-07 11:45 PM |
Member since 13th Feb 2007
11117 posts
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#19578, "RE: Yeah, but with mael + META BOOSTED EVADE..."
In response to Reply #21
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I can't think of a polite way to tell you that you have no idea what you're talking about.
So:
You have no idea what you're talking about.
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Xenoroyal | Sun 21-Oct-07 01:31 AM |
Member since 05th Jun 2003
93 posts
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#19584, "RE: Yeah, but with mael + META BOOSTED EVADE..."
In response to Reply #22
Edited on Sun 21-Oct-07 01:39 AM
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I dunno man
It just seems like with all the logs I see ( and to a lesser extent, personal experience), most all of the input skills get maelbility dodged or evaded.
When you only have 1 or 2 chances to -str a transmuter into dropping his staff (since they have spiderhands) before you get neuro'd into helplessness... just dosent seem like "making them drop staff through -str which most people cant output enough" seem a valid counter to the currently buffed transies.
shrug
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Theerkla | Sun 21-Oct-07 08:10 AM |
Member since 04th Mar 2003
1055 posts
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#19591, "Is this from someone that looked at and knows the code?"
In response to Reply #31
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"If you're getting frozen, save vs. paralysis is the answer."
I don't think it's ever been spelled out in black and white before, I wasn't sure if it was cf-myth or not.
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Theerkla | Sun 21-Oct-07 11:03 AM |
Member since 04th Mar 2003
1055 posts
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#19594, "You know, that really was an honest question"
In response to Reply #35
Edited on Sun 21-Oct-07 11:08 AM
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If it came out perjoratively, or evoked a negative response from you, I'm sorry. It has never been crystal clear to me that neuro is equivalent to paralysis. Maybe I'm thin skinned, &/or misinterpreting your post, but there's no need to be a jerk about it if that was what you were going for.
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trewyn | Sun 21-Oct-07 03:44 PM |
Member since 04th Jan 2005
269 posts
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#19600, "Hey Mr. Black and White"
In response to Reply #36
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Does Resist Mental help with neuro at all? Damage reduct and/or hidden help vs paralysis?
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Daevryn | Sun 21-Oct-07 04:25 PM |
Member since 13th Feb 2007
11117 posts
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#19604, "RE: Hey Mr. Black and White"
In response to Reply #41
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Without looking at the code, I'm pretty sure neuro is mental damage, so, yes, resist mental would cut that down.
That being said, if you're even seeing caps damage off of neuro, you're most likely dealing with Psyche Crush. (Read up on that one, you might or might not be able to do something about it.)
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TheDude | Sun 21-Oct-07 04:00 AM |
Member since 20th Sep 2005
285 posts
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#19587, "Lvl difference vs. neuro save.."
In response to Reply #22
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The only problem I ever had as a player of a transmuter was that if someone had a 5+ level deficit they were dead 90% of the time from perma-freeze, regardless of saves. Waaay too easy.
Any chance that level difference versus violent neuro check could be looked at or do you think it is fine?
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Drag0nSt0rm | Sat 20-Oct-07 11:54 PM |
Member since 04th Mar 2003
450 posts
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#19581, "On this vein from what I've seen as both the muter and ..."
In response to Reply #10
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From what I've seen personally the problem isn't either defensive spin, or parry. The problem is actually mallability.
As it stands now you can accelerate and take some fancy muter edges based on accelerate I don't know HOW much these help over all but I tanked pretty fiercly as Rhyendris with a staff and accelerate.
Really this all stands up pretty good, considering when you run out of movement your parry/spin goes to absolute garbage. However Malability continues to work full force and as a 24 dex race thats pretty fair number of attacks it'll cover, when you should actually in reality probably be losing the battle since your sub 0 mvs and tanking more than one person in the logs I've been seeing that everyones screaming OMG overpowered over.
So I mean if you take any intrest at all, in this brief OMG transmuters are over powered fad. Poke malability in conjuction with 0 mvs and accelerate, it really doesn't look to me like accelerate and 0mvs play any part in its strength.
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Kadsuane | Fri 19-Oct-07 05:55 PM |
Member since 04th Mar 2003
169 posts
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#19550, "I'm gonna go ahead and bite on this one."
In response to Reply #0
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>But mages are weaker at the low levels and they reap the >rewards of their work in the later ranks! > >No they aren't. An invoker can kill you with wall of fire from >level 16 to 23 or so without much scare. I got beat by >transmuters pretty regularly from 23 and up. So what you have >is a melee class getting out melee'd by a mage, and THEN the >mage gets protections and then you don't have a hope in hell >of doing ANY damage to them at all.
I will tell you this much a lot of what I see in transmuter logs where people spam overpowered is just poor choice of tactics. Do I think that perhaps some of their stuff needs looking at? Maybe.. i think spell cost is a big down side of a transmuter.. Make them use up that mana they cant do much after that.
>Where do characters spend the majority of their life? At the >hero ranks, and at that level is where it should be balanced. >You HAVE to gang people now because that's the only way you >can deal enough damage to kill anyone. It's sad. This used to >be a fun game at hero. I'm beginning to remember why I quit >playing.
In all honestly from what I am reading so far it sounds like you quit playing cause you suck and not because of the balance. I know that sounds a little harsh but eh it is what it is.
>And it doesn't matter what kind of mage you are. Conjurers >with angels, elementals, aura, barrier, shield can rip through >anyone. Invokers ABS + shields are unstoppable. Transmuters >are unstoppable without another transmuter. At least the >shapeshifters aren't the uber-ridiculously powerful zoo they >were when I was Trewyn. They aren't far from that though.
Define anyone... I've killed tons of conjurers with angels and elementals, demons and elementals, devils and elementals... with my last warrior (Bhirerzu) I pretty much pwned any mage at will. Conjurers with archons give everyone trouble but thats how they are supposed to be. And you are on crack if you think that shapeshifters are weaker now than they used to be. Shapeshifters just got a HUGE boost and they are deadlier now than they have ever been in cf.
>So to combat this situation the imms have increased the amount >of damage warriors do. Which screws ANYONE without damage >reduction. Flurries can do 600 points of damage. And don't >tell me they don't do that often. I haven't been hit for one >that did less than 300 in a LONG time except by head hunters >with one sword. I had one dish out 600 points of damage >through aura and protection and possibly even shield I can't >remember. If I didn't have those protections it would have >killed me outright from full health. It DID kill me anyways. I >went from 100 hp less than full to 26 hp. Dagger spec bleeding >can cause over 100 hps of bleeding per round for 6-8 rounds. >At least the leader of battle can cause that much. That's a >LOT of damage. I remember the gripe-fest people made when that >bug caused impale damage to deal a demolish every round when I >was trewyn. Oh how I understand that now.
So now we went from a mags are overpowerd to sword spec and dagger specs are over powered rant. Again I am begining to see a pattern in this post. Anything that kills you must be overpowered... hmmm right then. What about assassins taht can kill you without even hiting you? Rangers that can do 600 hp ambushes over powered? Shaman rot overpowered? Paladin 2hdr with 3 strikes connecting? AP with a buff unholy weapon? Necro with sleep? You see where I am going with this? Bard with fiend? My point is it at any given point on any given day there is someone or something out there that has your number thats cf thats how its designed to be. The opposite is also true when playing a specific class/race/cabal there is always someone out there that has your number.
> >Another thing that irritates me are the "you can't beat me" >situations. If you can't beat someone 100% of the time in a >certain situation, then that is NOT balanced. Balanced is you >win around half the time, and in a positive situation, you win >better than half, but not more than three fourths. It's a >GAME, not Real Life, not even an imitation of real life and it >should be balanced at all levels, not the power swing system >in place now.
I could'nt beat Cabdru with my lich a 100% of the time and I was an effin lich. Does that mean aps are overpowered? Or does that mean Nepenthe is...I'm leaning towards nep on this one. Balance isnt flipping a coin and deciding hey half the time I win half the time other guy wins.
>The game was fun back when an unspeakable damage was only >possible from a backstab or the occasional ambush or when you >broke heartseeker the unbreakable dagger in someone's chest. I >can't say all the changes have been bad, the game is >definately different and unique. But in my humble opinion, it >was a lot more fun in the second and third ages. I prefer less >of the easter egg hunt and more of the run and gun bash splash >blood, whoops I died get some basic gear and get back with it >attitude that was in place then.
Wow all I can say about this is that we probably were'nt playing the same game back then. I sure as #### remember a hella lot of unspeaks flying by my screen back then too.
>I'm just curious if I'm the ONLY one that feels ABS is ####. I >would LOVE to hear an Imm's opinion on this.
This subject has been hashed and rehashed so many times its not even funny. I would be thoroughly surprised if an imm responds to this. I think they are about as sick of responding to it as most players are hearing about it.
>To combat this if you feel it's NECESSARY to keep ABS, then I >suggest some simple changes. > >Make it so melee classes get a BIGGER boost to HP, 1-2 per >level. Then make it so giant classes get an additional 1-5 hp >per level, regardless of class. Make it so that the average >player has 1000 hp at hero and a high HP class having 2000 hp. >And then you can add something like fast healing II for >warriors but call it something catchy.
Its called equipment if you want more hps wear hp eq. Thats one of the things about cf it is completely customizable. Do you really think that giving someone like Hunsobo 2000 base hps would have made this game any more fair?
>On top of this, have the number of unspeaks possible drop or >make it so they can't cast the spells so fast. As it stands, >most ranger spells except for entangle can be cast once for >two of every mage class spells. Make it so fights last more >than 8 rounds.
I am not even sure what you are trying to say here so I won't even bothr trying to respond.
>Another way to combat this is make spells fail just like >skills, or not so often. That to me would balance the game out >a LOT. Make it possible to simply miss with that fireball, or >that lightning bolt and wall of fire at least.
Graatch has hashed and rehashed this multiple times.Go back and read up on what he said and immortal response it makes a lot of sense.
>Give shield to rangers like they used to have. OR just give it >to the animists. They get screwed on the combat and their mage >spells hardly make up for it. It easily fits within the role >play.
This is a specific change to your character, a change you think is required to make the char more competetive. Cf doesnt work like that there is shield available in game to rangers. Use it.
>OR Give warriors some way to stop spell casting other than >dagger specs. Maybe have evasion work for spells. You duck >behind your tower shield and absorb the blast from XXX's >fireball.
Warriors have multiple ways to stop casting and a lot of use it with a fair amount of success. I personally think that duration on hurl throat is completely bunk all it does it put an end to the fighting. A lot of what you are suggesting for warriors already exists in the form of battleragers. But you seem to be one of those have your cake and eat it too types. If you are so antimagic roll a rager and slap them around ive seen it done repeatedly.
>So now that I'm done venting and being frustrated, I want to >hear some other opinions on what ever about Game Balance.
A lot of what you are complaining about frustrations about your characters sucking. I've been here before MANY MANY times but instead of taking it out on the game I just admit the fact that the char im playing is not turning out the way I had hoped. You can do one of two things delete and make something else or keep trucking and hope things start rolling in your direction.
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trewyn | Fri 19-Oct-07 10:46 PM |
Member since 04th Jan 2005
269 posts
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#19557, "RE: I'm gonna go ahead and bite on this one."
In response to Reply #1
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I don't feel like quoting, but my point was that the amount of damage dealt has increased. When I first started playing, you were big mojo bad ass if you could deal a demolish in combat without a special move. Now that's pretty common. Granted that was back when you learned on gnolls west of midgaard.
Secondly, I said that at least shifters weren't as uper powerful as they were when I was trewyn, you read that backwards.
To clarify again, my gripe was the ease it is to dish out 500+ unspeaks WHILE protected and taking only mauls and hits. I find any character that can take on 3 players to be unbalanced.
Anyways, you're largely right. What frustrates me is I kicked a tremendous amount of ass as a 11-40, then at 41 hero mages started royally kicking my ass. Then I watched a couple of trannies solo groups of three which has me flipping coins on my next character after I abandon yet another hero. I was on BOTH sides of those fights at separate times I got both the benefits and the rewards.
So I can't argue with your saying I suck, which that may be a possibility. But I had a 10-0 solo record till I hit 37 and and who knows how many ganks. I DIDN'T die until I reached 37 so to me that's not sucking. And while I've only been playing again for about three months, I have already found prety much the playerbase knowledge of wands and shield items, not hard to do. I DO know how to use them. That sword spec did 600 points of damage THROUGH protections with a single flurry. And I fought him with another character and he did the exact same thing, though a 600hp flurry isn't going to kill that guy.
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Daevryn | Sat 20-Oct-07 12:05 AM |
Member since 13th Feb 2007
11117 posts
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#19559, "RE: I'm gonna go ahead and bite on this one."
In response to Reply #5
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>I don't feel like quoting, but my point was that the amount >of damage dealt has increased. When I first started playing, >you were big mojo bad ass if you could deal a demolish in >combat without a special move. Now that's pretty common. >Granted that was back when you learned on gnolls west of >midgaard.
We must have run with different crowds. Back in the day a decent giant warrior started to throw demolishes with normal hits in the teens.
>Secondly, I said that at least shifters weren't as uper >powerful as they were when I was trewyn, you read that >backwards.
>To clarify again, my gripe was the ease it is to dish out 500+ >unspeaks WHILE protected and taking only mauls and hits. I >find any character that can take on 3 players to be >unbalanced.
Three things here:
First, how's the transmuter doing that much damage? It's
A) The victim doesn't have any/much DR going
B) The victim's saves are ass
C) The fight's gone on long enough for the transmuter to sneak soften/decalcify in there (and the victim's failed saves against them; see: B)
Or more likely, all of the above.
Second, kind of going back to my above post... anyone can take on three characters if the three characters fight like idiots. I'm not saying a good transmuter might not be able to take a run at three people on a good day... but in every "OMG transmuters are tough look at one fight all these people" log I've seen posted anywhere recently... the opponents are using terrible, and I mean terrible tactics.
Third, different classes are capable of different things. A prepared high level transmuter who knows his opponents and has chosen his setup (e.g., malleability vs. corporeal hardening, etc.) intelligently is a great pick of character to fight three and survive. It also should have absolutely no chance to kill any of the three, unless, again, the three fight like retarded children who are also drunk and high.
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