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View Full Version : Interesting possible balancing attempt


Calyp
06-03-2005, 10:41 PM
<DIV>It looks like in the new froglok zone Spirits of the Lost, SoE has tried to balance wizards problems with alot of mobs resisting ice comet against all the named mobs in this zone.  Most if not all of the named mobs in Spitits of the Lost totally resist devastation, and resist most poison spells back to 50% even after debuffs.  Theres plenty of adds that don't but the main named mobs all do and there is quite a few of them.</DIV> <DIV> </DIV> <DIV>Calypsi</DIV> <DIV>50 Warlock</DIV> <DIV>Faydark</DIV>

yzyh
06-03-2005, 10:58 PM
<P>the way to balance wizard/warlock is not to make them doing the exact same job but with wiz doing elemental dmg and warlock doing poison. Thats would suck. Dont make 2 class being the same thing that suck.</P> <P> </P> <P>The way to balance it is to make both good dps but sice wiz is a bit betther on utility. Give them more utility spells.</P> <DIV>What make guardian and bersrker having the same exect dps/hp/def ability.</DIV> <DIV> </DIV> <DIV>But let zerker using mace and guardiana using swords ?</DIV> <DIV> </DIV> <DIV>Thats would be BS.</DIV>

Tanatus
06-04-2005, 12:02 AM
<P>yzyh you are mistaken ...</P> <P>Warlock have even or better utility then wizard </P> <P>+ poison proc (stack 3 nihilism, toxic grasp and venomous rune and you get 20% chance)</P> <P>stun epic targets</P> <P>PBAE multiencounter root </P> <P>+life tap reactive proc</P> <P>+ power regeneration reactive proc</P>

Moghedan_Car
06-04-2005, 12:06 AM
No, that would not be BS. It would be exactly what SOE promised and exactly what a lot of people bought this game expecting.Every archetype member would be able to perform the archetype function Equally.Classes would begin to branch out to do the main archetype function, and recive a few extras not related to the main archetype function.Subclasses within the same class would be functionally identical, the only differences in the two would be fluff and added skills from other Archetypes.That is EXACTLY what we were told for months and months and months. We were fine with that. Beta started. People began to complain about all things being equal was boring. The requirement to have one archetype in the group was too restrictive. Other archetypes can do my archetype job.Somehow, we now have this mess. There are 4 roles, and exactly 4 roles, in MMO games.DAMAGE, HEALING, TANKING, SUPPORTSupport is buffing, debuffing, regen, or in any other way making the other three roles easier, faster, safer, or better.You have two options in an MMO. You can be top three class for ONE role, or you can be top 6 for TWO roles at the same time. EQ2 made everyone a support class (Often times the throw in support ability is higher than that of the SUPPORT CLASSES), so you can remove that from the listing.Mathmetically, you cannot fit everything into those three roles using the above formula. Therefore, you have to go about making some subclasses exactly the same, functionally, or you have to say that it is OK for some subclasses to be [Removed for Content].Those are, really, the only two options. Exactly which one are you advocating?<p>Message Edited by Moghedan_Carns on <span class=date_text>06-03-2005</span> <span class=time_text>04:09 PM</span>