July 22nd, 2005, 06:05 PM | #1 | |
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[DEV] Rebalancing changes - Proposition
This just in from Nevrax:
Quote:
Link to the article: http://www.ryzom.com/?page=news&id=938 |
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July 22nd, 2005, 06:16 PM | #2 |
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Re: [DEV] Rebalancing changes - Proposition
All looks good to me, but would need to be tested heavily to be sure.
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July 22nd, 2005, 06:31 PM | #3 |
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Re: [DEV] Rebalancing changes - Proposition
think it sounds good also, and we get some defence against incessent special attacks. yay!
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July 22nd, 2005, 06:37 PM | #4 |
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Re: [DEV] Rebalancing changes - Proposition
On second glance, the only thing I'm not sure about is the 20% surcharge on double casting, which is already pretty expensive. Not sure that step is necessary. I'm not much of a caster though.
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July 22nd, 2005, 06:39 PM | #5 |
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Re: [DEV] Rebalancing changes - Proposition
I for one, welcome our new jeweler overlords.
Now, seriously, seems good so far, but I'm just afraid it needs to be thoroughly tested, extensively and in detail. If affects core gameplay elements, and of course, it's a bet. But I'm sure you are all aware of that.
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July 22nd, 2005, 06:42 PM | #6 |
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Re: [DEV] Rebalancing changes - Proposition
Haha mage nerf.
And no more crit hit! That would be awesome. |
July 22nd, 2005, 06:45 PM | #7 |
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Re: [DEV] Rebalancing changes - Proposition
Not too sure about removing the divider for PvP damage. Currently if a caster 60 levels below me attacks from far away I barely have time to get to him and take him down, it's very very close. By removing the divider casters will now be even more powerful if they attack first from range.
PS. This is definitely a caster nerf. I think most of us were afraid of this, that they would nerf casters rather than fix/boost melee or ranged. |
July 22nd, 2005, 06:47 PM | #8 | |
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Re: [DEV] Rebalancing changes - Proposition
Quote:
With the extra armour and jewel protection, and the increased time to cast, not to mention their slower recharge rate and the fact a melee will now be able to smack them down more effectively (hopefully the interrupt/break spell chance may go up a bit in PvP too) I think that problem is lessened. |
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July 22nd, 2005, 06:55 PM | #9 |
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Re: [DEV] Rebalancing changes - Proposition
I'm quite pleased with this list of changes, if a little disappointed that they are nerfing magicians instead of making warriors more powerful. Ah well. I most agree with the healing 'nerf', because I find that at level 125 I can heal for 3.5k, which is only 1k less than maximum HP (if I understand correctly) and it's making me less likely to level it all the way to 250; dividing effectiveness by 2 will make it worth levelling the extra 125 levels.
Perhaps enough people will contest the mage nerf, in favour of a melee boost. Who knows |
July 22nd, 2005, 07:09 PM | #10 |
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Re: [DEV] Rebalancing changes - Proposition
To be fair, it is both a mage nerf AND a melee boost.
(I'm saying that under the belief that melee in particular will be much more resistant to both mob specials and player magic attacks, I hope this is true) Generally, I'm excited about the changes. In particular, I'm very interested in sap and stam heal being stronger than HP heal. That will turn turn all of combat upside down by itself! It may be that the +casting time and the +cost on double missiles will be too much, but that can easily be tweaked in testing. As an afflictionist, I LOVE that we no longer need to get a hit in to get XP.
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