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Feedback to get this publish on the road

Discussion in 'UHall' started by Shakkara, Apr 8, 2013.

  1. Shakkara

    Shakkara Slightly Crazed
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    Here we go again. Overall the publish has many good things, but it also has some very bad things that needs adjusting or scrapping. Here's a simple and easy proposal. Just do these things, and then the publish is ready to ship, in my opinion.

    Refinements

    * Scrapped completely

    Explanation: The HCI and DCI caps are there for a reason, and we have all seen what happens when it is possible to get just 5% extra HCI (Gargoyles). The system as a whole is highly exploitable, not just on the DCI end but IN PARTICULAR SO on the resistances end (see all the other feedback I wrote about this topic) which makes many high-end PVE encounters trivial. The obtaining and applying of refinement materials is not a fun and exciting crafting system by itself either.

    Mage Armor

    * The Mage Armor property does just that, make the armor medable and no longer hinders stealth.
    * Armor with Mage Armor grants full LMC and Stamina Protection, just as any other item of its type, exactly like it should.

    Explanation: You were worried that mages would run around with refinements? Worry no more, refinements are gone! All armor types are now a valid choice thanks to Mage Armor! Want to be a sneaky rogue running around in studded armor? Thanks to Mage Armor you can! Mage in Platemail? Possible too! The big trade-off is of course the high imbue cost, 130 points per piece, which is extremely expensive. But for 130 points, you'd better get something good in return... Why make a horrible system out of Mage Armor that messes up existing items and invalidates many character builds when the solution is so simple?

    Balanced Weapon Property

    * Can parry/evade just as normal

    Explanation: When I pay for a property with imbue points, I expect it to give me a bonus for the points I paid for it. I do not expect that there are additional hidden costs because the property invalidates other properties on the item. If a property has a bonus, but also a severe hidden malus, then why do I have to pay points for it in the first place?

    Divine Fury

    * DCI Penalty removed

    Explanation: This skill has been nerfed so many times that it is time to give it something back. The DCI penalty already makes people unwilling to use this skill in PVP, and many don't use it in PVM for the same reason. It would be nice to take a look at chivalry in general in a later publish and maybe give Divine Fury another role.

    Materials

    * The resistances will be changed as follows:

    • Dull Copper:
      • Updated Physical Resist to 10
      • Updated Fire Resist to 4
    • Shadow:
      • Updated Physical Resist to 4
      • Updated Fire Resist to 2
      • Updated Energy Resist to 8
    • Copper:
      • Updated Physical Resist to 2
      • Updated Fire Resist to 2
      • Updated Energy Resist to 2
      • Updated Poison Resist to 8
    • Bronze:
      • Updated Physical Resist to 3
      • Updated Cold Resist to 7
      • Updated Energy Resist to 2
      • Updated Poison Resist to 2
    • Golden:
      • Updated Physical Resist to 2
      • Updated Fire Resist to 2
      • Updated Cold Resist to 3
      • Updated Energy Resist to 4
    • Agapite:
      • Updated Physical Resist to 2
      • Updated Fire Resist to 8
      • Updated Cold Resist to 2
      • Updated Energy Resist to 2
      • Updated Poison Resist to 2
    • Verite:
      • Updated Physical Resist to 4
      • Updated Fire Resist to 4
      • Updated Cold Resist to 3
      • Updated Energy Resist to 1
      • Updated Poison Resist to 4
    • Valorite:
      • Updated Physical Resist to 5
      • Updated Cold Resist to 4
      • Updated Energy Resist to 4
      • Updated Poison Resist to 4
    Explanation: Who does ever use any material other than Verite or Valorite for their armor? Why not make all materials valuable, else there is no reason to have them in the game at all, right? For that reason, I set the resistance totals of all 'common' materials below gold to 14. Gold is set to 11, just like Oak. The rarer Agapite gets +1 to make it equal to verite. Valorite is left the same as it has the major drawback of having no fire resist.

    • Spined:
      • Updated Physical Resist to 9
      • Updated Fire Resist to 1
      • Updated Cold Resist to 1
    • Horned:
      • Updated Physical Resist to 2
      • Updated Fire Resist to 5
      • Updated Cold Resist to 3
      • Updated Energy Resist to 3
      • Updated Poison Resist to 3
    • Barbed:
      • Updated Physical Resist to 3
      • Updated Fire Resist to 2
      • Updated Cold Resist to 3
      • Updated Energy Resist to 5
      • Updated Poison Resist to 3
    Explanation: Spined now has 11 armor just like Gold and Oak. Horned is made equal to Barbed to give both equal value.

    • Red:
      • Updated Physical Resist to 3
      • Updated Fire Resist to 10
      • Updated Cold Resist to -3
      • Updated Energy Resist to 3
      • Updated Poison Resist to 3
    • Yellow:
      • Updated Physical Resist to -3
      • Updated Fire Resist to 3
      • Updated Cold Resist to 3
      • Updated Energy Resist to 3
      • Updated Poison Resist to 3
      • Luck updated to +50
    • Black:
      • Updated Physical Resist to 10
      • Updated Fire Resist to 3
      • Updated Cold Resist to 3
      • Updated Energy Resist to -3
      • Updated Poison Resist to 3
    • Green:
      • Updated Physical Resist to 3
      • Updated Fire Resist to -3
      • Updated Cold Resist to 3
      • Updated Energy Resist to 3
      • Updated Poison Resist to 10
    • White
      • Updated Physical Resist to -3
      • Updated Fire Resist to 3
      • Updated Cold Resist to 10
      • Updated Energy Resist to 3
      • Updated Poison Resist to 3
    • Blue
      • Updated Physical Resist to 3
      • Updated Fire Resist to 3
      • Updated Cold Resist to 3
      • Updated Energy Resist to 10
      • Updated Poison Resist to -3
    Explanation: Want to make dragon armor viable? At least start by giving it decent resists. Set them to 16 just like Verite. Yellow has 9, less than any other material, but gets 50 luck to compensate.
     
  2. Lore Denin (GL)

    Stratics Veteran

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    I'd take this with the current publish without refinement over the current publish and refinement as it stands in a minute.

    I'd knit pick and suggest making two handed balanced weapons parry/evade function like one-handed weapons.

    And scale the Divine Fury negative DCI (-15-0) using skill and karma similiar to other effects rather then just remove it.

    But if those didn't happen I wouldn't complain either.

    -Lore's Player

    PS: This isn't to say I am against refinement, only that they remain unbalancing in pvp.
     
  3. Shakkara

    Shakkara Slightly Crazed
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    I'm not against refinements per se either, I just think there are many balance issues with the current implementation (I really don't like how its influence bleeds into other systems too), so it is better to just remove it alltogether, get the publish out, sleep over it some more, and then maybe try again in a future publish in a different form.
     
    #3 Shakkara, Apr 8, 2013
    Last edited: Apr 8, 2013
  4. Goldberg-Chessy

    Goldberg-Chessy Crazed Zealot
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    I think that adding balanced to 2 handers is more then enough and I like the weight distribution. Adding the ability to parry/evade would be way out of whack as far as pvp is concerned imo.

    A disarm/ai spamming hatchet chugger with parry/evade would be just plain motarded.

    The 10 second Disarm cooldown is a step in the right direction but still way too short of a cooldown imo. 15 seconds would be perfect.

    I just dont understand why they decide to finally correct disarm spam but put in a cooldown that after everything else is factored in equals damn near the same amount of time between disarms :(
     
  5. Cetric

    Cetric Grand Inquisitor
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    The only things I see as flaws i feel i'd be nitpicking to ask for changes.

    Overall i'm pleased and ready to go, though I agree that the balanced 2-handed weaps shouldn't lose parry ability, but i also don't believe many will use them with parry... so who knows