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View Full Version : My idea on how combat changes should of been changed


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>

snipes
04-15-2005, 05:45 PM
<DIV>Good ideas  my add to that would be</DIV> <DIV> </DIV> <DIV>1) agi is supposed to be the defining stat for a scout. Right now all it gives is power and chance to hit which is about worthless. To me logic would dictate that high agi would give a better chance to hit( which it does to an extent) but also hit a "soft spot" of the mob causing more dmg. Basically make agi factor into scout dmg.</DIV> <DIV> </DIV> <DIV>2) When one class is invulnerable fix them instead of nerfing almost every other class in the game.</DIV> <DIV> </DIV> <DIV>3) a wizard/priest class carries a dagger / staffs etc which are hard objects that in logic can parry hits so why take this away. I could see maybe putting a parry cap on classes, even tieing it into agi ( high hand eye coordination, reflexes, etc.) but  making it pretty worthless shouldn't happen.</DIV> <DIV> </DIV> <DIV>4) how about some scout fixes. It seems like every patch skips the scout class or nerfs them. As an Assassin I am constantly dissappointed in my dmg. Assassins were supposed to be pure dmg with little utility ( escape is about it). Yet time and time again we find our dps dropping, our avoidance getting nerfed, and our key defining stat being almost worthless. ( this just doesn't go for Assassins all scout classes need worked on since many factors effect them all and not just one).</DIV> <DIV> </DIV> <DIV>Daedan</DIV>