Kvator wrote:Ohh I proposed big cooldown and limited usage on "kender essentials" myselfDraugor wrote: Oh... Arman will find a wayJust look at Valars
Meh, just bring back the old weight of stones for kenders

Kvator wrote:Ohh I proposed big cooldown and limited usage on "kender essentials" myselfDraugor wrote: Oh... Arman will find a wayJust look at Valars
Then I'll turn off the sling - what's the difference?Draugor wrote:Kvator wrote:Ohh I proposed big cooldown and limited usage on "kender essentials" myselfDraugor wrote: Oh... Arman will find a wayJust look at Valars
Meh, just bring back the old weight of stones for kenders10 stones and you cant move
It's a really interesting dilemma.Amberlee wrote:*grabs popcorn and awaits the inevitable nerfs*
1 - thanks for update and this transparent approach which is kind of new quality for this game (imho lack of transparency was a big issue that lead to belief - prolly justified in some cases - that some players have advantage due to wiz info and the game being corrupted because of that)Arman wrote: Anyway I thought I'd give you an update so you knew where things stand. If you have ideas, also happy to hear them
This is a real interesting dilemma actually.Arman wrote:It's a really interesting dilemma.Amberlee wrote:*grabs popcorn and awaits the inevitable nerfs*
Most of the issues you the players have highlighted about the game largely can be associated with this formula error. White hits meaningless? This error. How relatively useless two weapon combat is? This error. Why guilds without strong special attacks like monks or rangers or kender are not competitive compared to those guilds with strong special attacks? This error. Why haste is more useful than it should be? This error.
The simple fix makes all specials weaker. And for most it is a nerf. A big nerf... we are used to our specials doing 270% more than they are supposed to. So simply 'fixing' specials isn't a palatable option for the administration seeing most players are used to a certain output of their specials.
Do we boost white hit damage to align with what specials do currently? That would address a few issues but would make tanking harder as npcs would benefit from white hit damage.
Leave as is? That doesn't sit well with me, as a lot of our balance assumptions are based on core formulas being correct. And this kinda is a big one!
Anyway, the admin are taking our time thinking on this one. We don't want to rush a solution of global proportions (well some of us don't). But we are going to have to think about what sort of solution best suits the direction we want the game to go, and what provides the best experience for the players. And I do think possible changes could be really positive for the game as a whole!
Anyway I thought I'd give you an update so you knew where things stand. If you have ideas, also happy to hear them