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#1 |
Join Date: Jul 2005
Posts: 25
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![]() I think this is a very touchy issue atm for us ShadowKnights. Our lifetaps need to heal as much HP as atleast one hit from a regular enemy I think ShadowKnights need an Lifetap over time. Something that last for 5 ticks and heals 50-100 per tick. Power consumption is key so that it can useful it needs to be very effecient. This type of spell fits into our SK persona. It should also stack with our current dots. Please post feedback on these ideas.
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 158
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- Lifetaps can be and are resisted, and when balanced against heals that must be taken into account. If the devs look to a 30% resist rate for our taps, then our taps should represent 30% more healing then the balanced heal against. As it is never resisted. Resist rates vary by mob/resistant types, but should equal out to an average. The Tap should represent an even keel with the heal given the chance of respective average mob resisting the tap. This allows for situations where the representnig balanced against heal will be better in a high resist mob to the spells use of elements (for arguements sake disease, posion are elements when in terms of EQ2 casters), alternatively a tap could be better in the case of a target whos very weak against that same resist element and coudl represent a better then normal tap ratio. also allowing partial resists allows for a slightly lower tap agianst its balanced heal as it will be more likely to do some healing as oppossed to an all or none situation. - Lifetaps are self only. This is the single biggest reason why taps should be doing more healing then their balanced heals. Heals can be cast upon any grp member, or some even any raid member. The more diverse the heals use, the less it should stack up against the respective balanced tap in over all heal numbers. An SK can only heal himself with a lifetap, he cannot share any benefits with those around him, he cannot heal a member in need, thus due to its respective single use only, it must be very good at what it does to be of any use. It will also only be of extended use when it is used in a self heal situation. - Lifetaps are DPS. This is the serious weight to consider against its respective balanced heal. Lifetaps unlike heals do cause direct damage agianst their foe(s). Thus SK with a lifetap heals constitues direct damage to his foe, vs a heal which has no effect. When balancing DPS against your respective classes lifetaps fullfill a duo role, thus become extremely problematic to balance. You want them to be useful heals, but are we willing to get this at the cost of damage from other abilities? How about recast? if its too long its worthless in a heal or DPS roll. If its too fast it offsets its heals in lieu of DPS. Lifetaps can also be used when your full health, thus becomnig mopre useful then a heal that can only really be used to cause the regain of lost health. When damage is critcal, an SK can deal it out with lifetaps irregardless of their health situation.
All of the above three major points must be considered before one can then look beyond to what our taps should be. I think we need two, and very high low resist slow recast tap, and a very fast recast lower numbered tasp with a higher resist rate. One must remember, its always about balance, not fair, not equal, balance. A scale does not need the same omount of items on each side to have balance, it just muct acheive balance thru equal mass. I am very interested to see what the devs have come up with. Message Edited by Exmortis_MT on 07-18-2005 08:56 AM
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Exxmortis |
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#3 |
Join Date: Dec 2004
Posts: 49
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![]() Another thing that has to be taken into account are our wards and group buffs. They both have life taps in them and can be casted on other team members also. IMO out life taps should have a 2 damage to 1 hp heal ratio The ideal of a DOT life tap is interesting and could use the same ratio of 2:1 like coil line that hit for 90 damage 4 times there for it would heal you 45hp 4 times I myself would like stronger lifetaps but on the other hand I do not want to give up my DPS to be able to heal myself better. |
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 186
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Good post Exmortis.
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#5 |
Loremaster
Join Date: Nov 2004
Posts: 648
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We are already going to lose dps, its been decided by Sony, numerous threads on it. As for wards, I think I can count on one had the amount of times my ward has lifetaped .... They just don't last long enough. As for our single group buff line, if I remember right its a 5pct chance for a lifetap, which maybe covers half a hit (if fighting a solo mob). Lifetaps need a MAJOR upgrade, personaly I feel that direct lifetaps have to actually make a difference in a fight, Meaning if you cast it it actually will heal damage for a couple hits, plus I would say non-direct have to have a double in chance to proc and what it heals. V/R Blackoath
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Blackoath Uglyone 80 Shadow Knight of Chaos Phang 80 Swashbuckler of Chaos You EVER going to fix SKs Sony? |
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#6 |
Loremaster
Join Date: Nov 2004
Posts: 158
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![]() I truely hope SKs Lifetaps become its defining ability. Message Edited by Exmortis_MT on 07-18-2005 12:32 PM Message Edited by Exmortis_MT on 07-18-2005 12:42 PM
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 850
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![]() Yes, Lifetaps must be 1:1 ratio. But its not enough, the resist factor needs to be reduced as well. Cuz we use lifetap to heal ourselves. To rival paladin heals, we need to have those two changes. Paladin heal NEVER get resisted.. FYI.. I play lvl 70 SK in EQ1 since its launch and its lifetap IS 1:1 ratio AND has -200 to magic modifier (Extremely hard to resist) and we are VERY satisfied with it cuz we feel that our lifetaps are well balanced against paladin heals.. We have spears (pure dd spells) just for dps while we use lifetap mostly for heals and some extra burst dps. Lifetaps in EQ1 is pretty much mana hog but it is supposed to be that way tho.. I cast spear all the time but I don't cast lifetap all the time as it pops cuz of mana cost but I cast lifetap alot to buy cleric time for its complete heal to hits before I get killed. LIfetap saves my neck sooo many times that I cannot count. Against hard mobs, I lifetap alot to augment healer's healing power to extend my life better to absorb damage cuz I get no form of /disc defense (at least before DON came out). I can't even DEPEND on [expletive ninja'd by Faarbot] EQ2 lifetap to save my life at all, it gets resisted too many times and the heal power of it is sooo darn weak. I stopped using that spell months ago. I found out that warding served me better than lifetap can offer to buy time for healer to heal me or to augment with healer's healing power. Plus Warding is never get resisted... That is something I can rely more than lifetap ever can offer.. Plus Warding can absorb MORE HP damage than lifetap can.. Ward >>> LIfetap. |
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#8 |
Join Date: Dec 2004
Posts: 178
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![]() DD Life Taps need to be a 1:1 ratio, its to hard to balance dps vs healing any other way specialy in the light of the fact that our DPS will be dropped which will effect the out come of anything less then a 1:1 ratio drasticly. As for DoT Life Taps that also needs to be looked at. According to the new system, fights are supposed to last longer, the mobs will do less spike damage but will hit more often. So Life Taps will have to be looked at not just as a ratio, but duration. DoT ticks in EQL lasted about 6 secs a Tick, for the most part now its 4 secs a Tick and on avg of 4 Ticks, with a few having different timers still. Right now our DoTs don't pull their weight in Power Usage vs Damage Output above even the SK standard of power hogging. If we are to look into Dots having a Life Tap Effect, we should be looking into their Duration and Power Cost. DoTs were always supposed to be more effecient then DDs, their down fall was that it was over time and not a instant. So it became more of a Tatical Issue of DoTs being better via damage over time vs power cost over DDs. DDs had the advantage of Damage/Healing being on demand as needed per situation. If Dots are to be effective, based on 4 sec tick, they need to last at least 6 to 8 ticks. In a high power kill group, can always switch back to DD for effectivness. Life Taps will be a very Tricky area for EQ to play with to balance it vs other class's. I know to me, I have always thought the SK as a very tough tank but not the toughest, our power lay in crippling our enemies and out lasting them through attrition of our Life Taps. |
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 158
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![]() good points tho, turning out to be a good thread. Message Edited by Exmortis_MT on 07-19-2005 06:01 AM
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Exxmortis |
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 158
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The biggest issue facinf SOE in all class cvases is everyone shares a different view of thweir said class, and beleives they are right. no matter what. Well this is a game, in a make beleive world, with make beleive characters. Well some peopel need ot realize its SOE doing all the making and if we dont beleive we can walk. The revamp will change the game drasticially, and I for one herald its coming as the savior, right now EQ2 is just good, the revamp will be the deciding factor on how long i play. EQ2s mechanics are so badly flawed, and all we have is a mish mash of loose ideas and tests from beta. YOu cannot expect a few thousnd to test a game as complex and deep as EQ2, I expected this, and knew they would be doing this when i started. It is a known MMO fact, forst 6 to 8 months is paid beta.
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Exxmortis |
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#11 |
General
Join Date: Nov 2004
Posts: 245
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Has there been any hinting at when these combat changes are going into effect? I'm getting tired of waiting for them and hearing how much they are going to change things. It's hard to really toss ideas around on how life taps should be when we don't know the real net effect of the changes.
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 648
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![]() Not sure I agree with MT on wards being one of our best spells. As it stands now our wards take maybe 2 or 3 hits and are gone. Against a tough group/epic mob they really only last a single hit. For this reason the secondary effects like lifetap have really no use due to the unlikely hood that it will actually proc before ward disabates and an very low pct chance on proc number, think its 5pct off the top of my head. I personaly think I can count on one hand the number of times my ward has actually proced. To be honest I usally just use it as part of my aggro generation cycle. V/R Blackoath
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Blackoath Uglyone 80 Shadow Knight of Chaos Phang 80 Swashbuckler of Chaos You EVER going to fix SKs Sony? |
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#13 |
Join Date: Dec 2004
Posts: 178
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![]() Wards are a issue all by itself. The problem is the effect they have and they way wards presently work, the effect and ward don't work together. In order for the effect to work, one of two things need to happen. One the wards need to be WAY BIGGER, but this could lead to a nasty imbalance with the incoming revamp. Two, Wards need to be a little bigger but stretch its effect over time. So instead of having a 600 pt ward stop 600 pts of mitigated damage right out. The ward only stops 40% of the incoming Mitigated Damage till all 600 pts are used up. Which as the effect of softening blows incoming which gives healers a easier time on healing and stretches the Ward out long enough that any effect it has, will have a much better chance of being of actualy use to the class it lands on.
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#14 |
Loremaster
Join Date: Nov 2004
Posts: 158
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Exxmortis |
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 158
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I dont even care about the proc, its 601 temp hp every 20secs, on whom ever in my grp needs it, just wish i could cast it raid wide, then SKS have an extra use, 601hp every 20secs for MT, for the entire darathar fight? priceless. Message Edited by Exmortis_MT on 07-19-2005 12:53 PM
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 297
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![]() Im not a shadowkngiht but im gona amke one if they fix the lifetaps. I have worked outa formula that provides a balanced formula for hp healing and damage differance from paladin and shadowknight. If a SK has a 300 hp life tap (300 damage / 300 heal) for 100 power with a 14 second reuse timer and 1 second casting time, it can be cast every 15 seconds. Give paladin's 225 hp heal for 40 power, 2 second casting time with 5 second recast time, and give paladin a 150 nuke for 20 power with a 1 sec casting time and 14 second reuse time(maby add a small stun). When added together, that is 450 healing, and 150 damage, for the same 100 power. Lifetaps need to be unresistable for this balance to work. These numbers arnt exact, but they would scale according to level. Toodles! |
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#17 |
Loremaster
Join Date: Jan 2005
Posts: 423
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I saw a dev say somewhere that Wards were being fixed. Specifically, one thing mentioned was they would ward the mitigated damage where now they mitigate the full blow, which will make them absorb much more damage than before. With wards warding unmitigated damage much more is spilling over now than will be after the revamp. There was something else being done to improve wards, but I can't remember what it was if the dev even mentioned it. Ishnar
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#18 |
Join Date: Dec 2004
Posts: 178
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![]() Thats not enough to work along with its side effect. As long as its going to have a side effect that, that effect should match the nature of what ever spell or ability its combined with, anything else is illogical. Its like milking a bull, you wont see a dairy farmer do that often. Yes they will work better after the revamp but it will NOT work well enough for the side effect to be worth having. Many of the side effects on our spells are not on the proper one to make them work properly. Like having a 5% slow effect on our taunt that last 1.2 secs is not logical, at worst it should be on our DoT and at best it should be on Tainted Caress. The present DoT barely last long enough to make it effecitve and Tainted Caress is perfect for it. If a spell of ours is to have a side effect it needs to be put on the proper spell in a manner that is best suited for the effect to work and be useful. The very idea of putting a effect on somthing that makes it worthless is mind boggling. Hopefully, they will do more then just let our Wards just mitigate based off our AC and bring it more in line to making the Effect work along with it. If it was to work in the manner I would like it to work, it would help us not only solo and group better but would have a added roll on raids.
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#19 |
General
Join Date: Jan 2005
Posts: 25
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Another thing to consider about the lifetaps, is that we HAVE to be in combat to use it. Compared to a pally, who can use it after a battle to get to full health before opening a chest (just an example), we have to stand toe-to-toe with a mob to get the health boost. So basicly, our lifetaps returns WAY to few HP to be effective, they are resisted, and can only be used in combat. I would say that qualifies for an upgrade with the revamp.
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#20 |
Join Date: Jul 2005
Posts: 25
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![]() This thread has brought up some important issues. I think that lifetaps definitely need to be 1:1 ratio it just makes logical sense. wards are well more of a manaburn then anything else atm. Besides being mitigated and increased effectiveness, wards NEED to last longer 24 seconds just doesn't cut it. In a raid situation if Icast a ward on myself to protect from an AE having a 24 second timer blows. I think SK wards should be like necro wards which last until cancelled. Good job on this thread guys keep posting feedback. |
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#21 |
Join Date: Dec 2004
Posts: 49
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![]() First off I want to thank everyone that ripped my post appart. (And I mean that!) By doing so we have in a whole came up w/ some great brainstoming on what we would like to see and balancing the effects. Life tap: I do belive that Life taps should not be 1:1 ratio but you are all right that it should not be a 2:1 also... but instead make it a random from 1:1.5 to 1:0.5 and have the mobs resistent stats vs/ disease detrimine what the ratio will be, this way the spell is unresistable and still maintain some balance. Life taps should have a medium power usage Wards: Again the wards we have now do work well but need alot of tweaking, I do agree that the ward should only take a %age of the incoming damage and that times timers should be increased. IE. ward absorbs 20% damage, (no damage limit) 5% more DPS and a 5% chance to preform a life tap accourding to above. duration could be 1 min and a power useage should be meduim-high, Then each stacked ward would yeild less of damage absorbation %age. like if a pally throws up his ward it would add only 10% more but still yeild all effects of their ward. but healer wards should be stronger than ours and their %age would always be on top Group buff: The group buff life tap should work just as the same as a normail Life Tap but the ratios should be less like 1:1 to 1:0.25 And just to rant about some of our spells that do not effect epics, have spells remove certain things from them that you do not want like stifle and knockdown to then only when encountering an epic mob. Now I await for all of you to rip me apart again and come up w/ some better ideals Just another blood thirsty Shadow Knight |
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 158
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Moorgard has already stated that part of the revamp is the removal of secondary effect vs mod resistance. Thus is you attempt to use an attack that has a stifle effect against a stifle resistantant mob, the attack will still work but the secondary effect will be ignored. Hence we get back our shield bash against epic foes...thank god we dont have enough taunts with out it.
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Exxmortis |
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#23 |
General
Join Date: Nov 2004
Posts: 408
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![]() Simply 1:1 just like EQL. I have said it once and ill say it again they need to look at the original model of the shadowknight and adjust accordingly with this new game. I really dont want to see them take another 5 years to get this class right |
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#24 |
Join Date: Dec 2004
Posts: 178
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![]() The more I think about it Life Taps are going to be tricky. Unlike a Paladin Heal, we have to face Spell Avoidance and Spell Mitigation. That is Two Negitive effects the Paladin Heals don't have to face. Which means the Life Tap will have to have a even greater effect then a Paladins Heal just to balance out Avoidance and Mitigation. On a good role we have a greater effect, on a bad roll, we have a lesser effect or no effect at all depending on how hard Spell Avoidance and Spell Mitigation kicks in. The down side for groups is that it can only be used for us unlike the Paladin Heal, or untill they come out with a group version. Would be interesting if they could come out with other forms of TAPs. Such as a Tap that Taps the mobs Power and converts it to a Heal for us. Self and Group Pure Power Taps. There is SO MUCH this game can do with the combat system they already have in place. Why I still wait around inspited of the imbalances that are going on, just so many possibilities for this game and the chance to push players more on a Tatical Base then a Grog swing weapon base. |
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 158
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This is one thread i hope SOE is reading.
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Exxmortis |
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#26 |
Join Date: Dec 2004
Posts: 178
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![]() Actualy I have a RPG group every sunday =) And what I say in my posts arent directed at any one expansion but at the idealism of the Sk and what it could be and possibilities, if they do in this or next expansion, its all good. I know in EQL we had tatics going on, at times FD pulling was simple and somtimes it was a 15 mins of crazyness as my group waited as I would slowly get a named past a ton of mobs. But its different here but that doesnt take away the chance for other types of tatics to from out of what we have or may have as the game grows. In EQL our life taps were around the 65% range of a heal I believe, so between our nuke and heal effect we came out better for it but weaker on a indvidual level. One of my hopes is they change some of our side effects to somthing that could make more use of it. Such as the slow effect on our taunt, put that on our DoT or Cursed Caress. But its mostly its all food for thought. Maybe they will read somthing they will like or ingore it, either way, I did what I could. =) |
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#27 |
General
Join Date: Nov 2004
Posts: 408
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In EQL they eventually gave us fast casting lifetaps that had a heavy modifier to the resist check something like -200. This had the effect of only being resisted by Creatures that were completely immune to magic (very few). Its very frustrating to me that they are repeating the very same mistakes the original development team made with the EQlive shadowknight. I know this is an entirely different game and isnt supposed to be EQlive, but you would think they would at least have an idea about what works and what doesnt with this class.
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#28 |
Join Date: Dec 2004
Posts: 178
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![]() Compared to EQL, SKs in EQ2 Tank much much better and closer to our fellow Tanks. A few more tweeks and we will be even closer yet in the revamp. But some how we seemed to have lost the Flavor of being a SK. I am not sure how the other Class's feel, but I don't feel like a SK here, just a Warrior with a few disease attacks and some goofy bird that I picked up off some drunk navy guy who needed money for more beer to make that bearded dwarf [Removed for Content] look better. How they thought giving us pets that look like the next generation of Uber Turds then on to the Killer Pigeon would add to our flavor I will never know. It would be nice that while we are in Skelly form to look like the Skellys in armor in the Bloodline and get a pet that looks like the specter dogs in Nek Castle. Lets get some armor with some spikes or nasty designs on it and etc etc Ya I know its only graphics but heck our powers don't make me feel like a SK either, our dots look goofy with a purple ball flying out to short of a duration vs its power usage and our buffs have this odd look to. Only thing that has looked cool so far is some of the procs effects with the Purple Skull. As for the actualy effect, they almost seem the same as any other power but with a different name on it. And they do nothing different from the other class's for the most part. Bah, rant off. What was supposed to be a simple response just sorta took off on its own.
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#29 |
Loremaster
Join Date: Nov 2004
Location: GROBB!
Posts: 31
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![]() It's not hard at all. Sure, Pallies are defensive and Sks are offensive tanks. So if a pally heal does, say, 400, our lifetap should do 200 damage and heal us for 200. The pally gets a better heal, we get damage and half a heal. The mob sees the heal and damage/heal as the same for purposes of aggro. Instead, our lifetaps are so woefully inadequate when compared to pally heals. Have partial lifetaps go off in case of resists. It should be a comparative value. Not necessarily equal to pallies, but close. It won't ever be the same heal (pallies get 400, we get 200 as example) but close enough that we should be a little better at healing ourselves.
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 158
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