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2004/12/10, 03:49, Ares: | |
Well basically since atm Slayer has no other option than to wear the heaviest armour possible to even survive a bit. Since slayers really arent suposed to be a type of char to wear so massive protective eq I suggest we give them some sort of damage reduction instead. Ofcourse the amount of damage reduction would be directly depending what eq you are wearing, like for heaviest armour (up to 16) it would just absorb 1 dmg and lets say for lighter (up to 7) it would absorb like 8 dmg and so on, aaand since my computer decided that he wount let me type any numbers anymore Ill conclude my idea :D wtf is a stickykey and why does it mess up my comp! |
2004/12/10, 03:58, Ares: | |
Some post editing option wouldnt be bad, especially after this mess :P |
2004/12/10, 04:07, Lubzar: | |
I agree that some classes (slayers, fanatics) need some way to survive without wearing heavy armour as that is not really their way of fighting. |
2004/12/18, 20:44, Kiith: | |
Tattoos, can't bloody spell it but if you simply renamed some armour items for them and gave them there own shop it would solve the problem. But seeing how slayers want detah i really cant see how that would benefit them? Surely dwarf sounding skills like 'Grudgebearer' or something that raised armour would be better.
Kiith |
2005/01/09, 14:42, Ares: | |
After all these changes I had Not so pleasant surprise playing my slayer again.
1. Total -70 to 80 malus to stats wearing heavy armour due maluses beeing doubled somehow someway compared to evaluate. 2. Lost some 6 ob due recent stat change, putting me 10 max str less than Marauder and Per for a blind monkey (raised per normal int 60% track) 3. The bash change atleast affected this char so that I prefer not to bash anymore anything no matter that I have 100% bash and about 190 ob, evry 2nd bash is like topple anyway on any mob that actually could give more than 5k exp. 4. Carrying about 120lbs max str and running out of moves constantly, nothing compared to tested Dwarf warrior marauder fanatic and cleric. 5. stat bug which for some reason sets Slayer int minimum to 38, higher than any other warrior or maybe even some not so warrior classes, quess Slayers got some education. 6. Weapon damage has been reduced while the mobs own damage+the weapon(which they before had crappy one anyway and now is more equal to bigger weapons) has been left the same, basically im getting my ass whooped to hell by anything that wields anything. 7. Happy new year :P |
2005/01/09, 15:04, Taal: | |
1. Wearing Heavy Armour should give a lot of malus. I haven't checked to verify your exact numbers tho. Armour will change further however, and one of the things there is that heavy armour will have more malus :P
However, I was thinking that we should add a skill called: Armoured Movement, or Encumbered Movement, or something like that - most easily available to the warrior-classes. This should reduce the movement maluses from wearing alot of armour/weight. 2. I have no idea about the stat changes. 3. My marauder bash seemed to work decently fine at lvl 22 with 160ish ob, although there might be some problem in the formula. I believe Morr is checking into this. 4. I can't answer this question as I do not have the exact knowledge. 5. Of course the Slayers are smart :) 6. Weapon damage has been reduced somewhat yes. It is not so much as many of you seem to complain about, but yes - the most powerful weapons have been reduced in damage. Also, all weapons (almost) have been reduced in weight. Mob damage however, WILL change - but this takes a lot of time. I played some with my marauder, and even tho it is a bit harder to kill certain mobs than before - it is not impossible, nor this big problem that you seem to be portraying. However, I might be adding one more damage or so to the Long Blades group, and possibly the Axe group. One thing that bothers me is that all you seem to notice about weapon changes are the negative sides of it, but none of you seem to bother mentioning that the weapons are indeed somewhat more balanced now. I might need some tweaking to certain weapons on this of course, but if you just whine that everything deals to little damage (compared to what you were used to) this is not very constructive really - cause some weapons actually deal MORE damage than before. Another thing that is coming - to make weapons more interesting is 'special attacks' for each weapon type or so. Hopefully this will be a change that might please people more than the balancing out that removes the overpoweredness of certain items. I am sorry that things take time to fix, but we are sadly not that many people online and working efficiently at the moment. 7 Happy new year to you too. And to everyone. I hope you keep whining so much so that one day this game will stagnate cause those that work on it tire of listening to you. - Taal |
2005/01/09, 17:49, Faust: | |
Regarding the encumbered movement skill. Another way of solving it would just be to give some races and classes this automatically to different degrees. I guess having the skill gives a you choice, but usually these kind of skills aren't a choice, they become must-have. If we keep adding more skills, I reckon we should also increase the number of pracsessions available.
Also, now that we are increasing the malus on heavy armours, maybe we should increase the base-bonuses as well. Perhaps chars were too powerful earlier, but what we really wan't to do by increasing the maluses is increase difference between non-armoured and armoured, not make chars weaker in general? I think people will allways complain if changes come that make them less powerful, and lately there has been quite a lot of that. Unfortunately this has created a short-term discrepancy between mobs and players which will be balanced in the future. |
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