Imri
04-15-2005, 04:29 PM
<DIV>Well I do think combat may need some tweaking, but it isn't really all that unbalanced INO.</DIV> <DIV> </DIV> <DIV>Here is a simple change I would of done.</DIV> <DIV> </DIV> <DIV>Cap avoidance instead of put a penalty on it.</DIV> <DIV> </DIV> <DIV>For instance cap heavy armor at 75%, medium at 90%, light at 95% and VL at 99% or something along that lines. </DIV> <DIV> </DIV> <DIV>Leave parry as is. Some classes are relying on it for soloability, and the one class that really uses it could care less about the change to it. Altering it only messes with a large quantity of buffs across all classes that can only lead ot many bugs.</DIV> <DIV> </DIV> <DIV>Leave to hit chances as is. As it stands white and higher mobs still hit me plenty hard, but at least I can hit them back. From the sounds of it, the current change is goign to drive people into a level grind. On top of that high end raids can be rediculously tough to begin with even wih an uber buffed guardian. If no one can hit the raid mob because it's level is +6 over the level 50s then the point of doing raids at end game dwindles extremely.</DIV> <DIV> </DIV> <DIV>Make all classes do normal melee damage the same. After all if my templar has just as much strength and weapon skill, why shouldn't his normal attacks hit just as hard. </DIV> <DIV> </DIV> <DIV>Don't balance one factor of the game without working all other parts of the game at the same time. If you do one, then the other, the original changes were balanced against the unbalanced part of the game, which will lead to more imbalancing.</DIV> <DIV> </DIV> <DIV>/endrant</DIV>