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Evilina
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Post by Evilina »

1. dodge sucks and needs tweaking, combine this fact with gates and the double hit bug and you have insta dt rooms.

2. Gates are to damn uber, their numbers need to be downed as well as a downing of murash, easar, agelmar, hammar, and the caem captain who stacks with gates. If the high end eq is an issue then remove it, these uber patties detract from pk rather than add to it, there is no reason a healthy person cant kill a crit one who is not fleeing at any and all of these areas mentioned.

3. double hit bug needs to be addressed and soon, it just old.
Targh
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Post by Targh »

I agree with what evilina says, when full dodge can get bashed near on 100% by a combo user its a bit rediculous
Evilina
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Post by Evilina »

I would also like to mention the stupidity of nochan rooms, remove them, make them half dmg rooms or lets imp some nobash, nocharge, nostab, nomelee rooms to balance the concept.
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Galnor
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Post by Galnor »

Strange. Chase seems to think channelers are overpowered. Who to believe?!
Trysstianna
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Post by Trysstianna »

i opt for a lot less random steddings inside cities...
Skreem
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Post by Skreem »

I dont like getting bashed by a channie with a clay especially when Im in full dodge kit trinks too. Channies were hard to beat before the pimped out weaves.
Alder
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Post by Alder »

Yes. The issue of channelers wielding such weapons was brought up before. Strength should not be a way around wielding a weapon that would otherwise be too heavy for you to use.
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Fogel
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Post by Fogel »

I tweaked the weapons downwards on a lot of gate mobs, they shouldn't be as good at hitting through defense (and doing a bit less damage when they do).
Chase
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Post by Chase »

First off, channelers:
In sheer strength they are far superior to any other char. If you have someone who is somewhat competant at pk or channelers, they can have their way with anyone. For example, I recently made a channeler for the first time. In 5 days time, I had collected over 200qps and about 800wps. My kill to death ratio was also huge. This is considering that at one point, I was fighting 5 solo humans inside FD and I killed two and send 2 more running crit. Purely rediculous. No channels should absolutely be in the mud too. If channelers can go into Agelmar or Murash and be almost totally safe vs a melee char, then why cant others be pretty safe from channeling? You cant say the city head is safe, because 2 weaves can be run in under a round, which is like 40hps. And usually people would only go there if they were under those hps.

To fix channelers I suggest:
1) Make it harder for channelers to use bashing weapons. Especially weapons that can bash combo (50%+) and/or dodge. Specifically, remove the str weave bypass to wield heavy weapons.
2) Make immolate weaker. This weave is insane. Needless to say it destroys hps in 1 bash. Two can be run on a bashed char if you time it right. Thats like 150 hps.
3) Make it so you cant time create fire twice between a round. Make it a round plus one for create fire.

Dodgers:
Not really much to say here. Dodgers need some help, but they also need some looking at in other areas. DB needs to actually work. However, being able to spam shield block to negate a basher in a fight shouldn't happen. Another thing is bashing with dodge. Its gotten to where if you are a combo user, you pretty much cant touch a dodge basher. For example, with a combo heron user I tried to fight Evilina. His weapon is a little worse than heron, but he was using dodge with only 122 db (approx). He won bash off literally 100% 11/11 for bashes. This could also be in a bash-off category, but I decided to put it here.

To fix:
1) Alter combat system to give dodge a boost and smooth out curve. Smooth it out as in make it so that a dodge set is either really good, or really bad.
2) Shield block needs to have some lag on it, especially after it has been used once to block.
3) Make weapon weight affect dodge more than regular carried weight. Ie, a 17 lb weapon lowers db more than a 17 lb pack.

Abs:
Lets throw abs a bone. Abs percent needs to be upped somewhat. The abs weapons are fine, but lets make it so you can get higher abs than the current max abs percent. Just add in some new eq with higher percent than the current. Abs should hit 70 percent or so..

Finally, bows:
Is it really necessary for bows to stop timers? You can fire a shot right before you get bashed. Then the shot will hit to mess up the bash for the next round of bashes. You shouldnt be able to fire bows as you are getting bashed, and you should have to wait longer for it to fire, imo. Maybe bows should actually be held instead of worn and still be able to be shot??

EX:

XXX shoots at you

You bash XXX

Arrow flying...

Melee, etc

HIT (Messing up timing of weaves, etc)

You get bashed
Chase
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Post by Chase »

Oh also:
Combo bashing weapons. There are almost no abs and dodgers. It is all combo bashers. This is because there are too many combo bashing weapons available. Probably should be looked into.
Alder
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Post by Alder »

Shield block lags for about 3 seconds(have not timed it) after the shield is lowered.
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Felli
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Post by Felli »

If you think channelers are hard to fight against, you're obviously doing it wrong. You just have to understand how to fight them.
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Jerez
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Post by Jerez »

1. I agree about bashing channies, a channie should not be able to wield a claymore and pull 192 ob as Corbin was doing. Create fire is an sps intensive weave, no matter how many times I can cast it between rounds I cant get the kill because I will tap my sps.

2. Combo users and dodgers unless masters should not be able to bash full dodge.

3. I disagree with the downing of immolate, the weave is longer than a bash timer and its dmg compensates for a channies low hps, I have 285 hps at lvl 34 thus one bash with 3 on me is pretty much an insta kill.

4. Abs bash with top end eq is still the best set up in the game, as carnal naked wielding a clay I totally owned Aurora, she didn't stand a chance in straight up melee.

5. Let's save the down bow threads for a week or so until they are balanced and finished but I do agree about the aggravation of arrows interrupting timers and I spoke with koradin about this last night and he has come up with a few ideas to balance it.
Chase
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Post by Chase »

No way, immolate it way too good.
Chase
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Post by Chase »

So can we do something about FD patty? Its a deathtrap for humans. Like 10 humans have died there today because the fleeing from it is horrible. This may be due to mounted, but its kind of necessary especially because its the only way to bash some chars. I just tested and failed literally 8 flees in a row. Earlier I failed 3 rounds worth of flees straight. Pretty tough, just make 1n ride-able. Please!
Dariec
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re

Post by Dariec »

So I guess i'm rather 'new' to this 'new' version of the mud so I'd like to give my input on what i think is imbalanced just from my experiences these last couple days. First off though, i would like to say props, and kudos for creating such an awesome pk environment. I love it, it's face paced, and straightforward. Good job guys.

Now on to the balance issues:

Dodge is extremely out of whack. Or maybe rather I should say Bash is out of proportion. The dmg multiplier when bashed seems a bit excessive to me, though i could be mistaken so correct me if i'm wrong. I get constantly fragged through combo gear left and right without even a second guess. And my the defense bonuses are not enough to balance it out. Again, this could just be me, so correct me if wrong.
I went combo because dodge was destroyed too easily, seems maybe dodge is the better option after all.
Alder
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Post by Alder »

Combo is meant to keep you from getting hit unbashed when a reasonable number of opponents are fighting you, while still being able to take more hits than a full dodger. Since you can bash while using combo, you also get an advantage when fighting an abser because you can get first-to-engage hits while they probably will not break your defense. Once you get bashed there should definitely be a disadvantage as a combo user though.
Gestahl
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Post by Gestahl »

I don't really get the complaints about dodge, I've been playing mostly dodge characters for the past few weeks and have yet to encounter any problems. Sure, you get destroyed if a group hits you, but in any other situation you are perfectly fine.
Jerez
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Post by Jerez »

my main complaint is the db split between multiple people on you, its said not to exist but it does.
Volgar
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Post by Volgar »

dodge seems to be okay, the problem is with bash..

the two things i think could fix it is to reduce the bash damage modifier, and remove the weave damage modifier when bashed.
Jerez
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Post by Jerez »

there's not a weave dmg mod while bashed.
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Felli
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Post by Felli »

New suggestion!

As bash % goes up with short-fat people, make DB/PB go up with tall skinny people.
If anything is possible. . . Is it possible for something to be impossible?
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Fogel
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Post by Fogel »

The stats on several damage weaves have been adjusted.
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Fogel
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Post by Fogel »

The melee damage on lion etched daggers has been decreased a few points.
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Fogel
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Post by Fogel »

The usefulness of dodge bonus in melee has been buffed, and parry has been slightly nerfed.
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