Redblade wrote: ↑07 Mar 2021 21:27
I'll go ahead and disagree on this being a good change
The change, as some of us heralded, completely reverted balance. I play quite a few chars, some even won the lottery with this change, being able to defeat enemies several levels above their size (while wearing only a bit of armour). Others however got totally sunk, to the borderline of play-ability. If any of the immortals even wants to hear concrete facts of my own personal testing, feel free to mail me. I don't really feel like debating them on forums
If you have the time, and are so inclined, please send your analysis and input to me, so I can better estimate the effects of the changes we have applied. Much appreciated.
Thalric wrote: ↑07 Mar 2021 17:03
This is stupid.
I hear of people doing more damage with white hits than with specials.
I see places being cleared in no time at all.
If this isn't changed, then a team with 1 good tanks and a bunch of 2-weapon fighters are able to clear all XP grounds in the realms in an hour or two.
Then how about all the other people.
Are we all supposed to just stand around waiting for stuff to spawn? Or is the idea to make all XP go away so we (finally, would some maybe say) begin attacking each other for lack of other options..?
Indeed, the increased damage may come with effects, such as XP areas running out, and we have a few different solutions to potentially solving these issues.
I have heard from a few that they feel that white hits are doing more damage than specials. Though, due to several factors, this can be considered both true, and untrue. If you have a special scaling from the same stats as white hits, and having reached the maximum experience for your guild, (and a few other variables). If your special has the strongest combative value that an occupational guild is allowed to have, then they should be doing the same damage.
It all depends on character circumstances, special variables and guild composition.
Kvator wrote: ↑07 Mar 2021 22:10
I kind of like the general direction in which the game is shifting with this change (xp being faster but way riskier, tanks and utility guilds are back in favor -> all in all this may change xping into something a bit more exciting than the scrip-fest we are all used to*), but atm I have problem with the fact that this change boosted things that were already OP (haste, goblins, teleports) so there is prolly a loooot to work on in terms of balance.
* or we just need to refine our scripts lol
I am glad that you like the way we are going. On the note of overpowered aspects of the game. If you have any detailed information on what effects you find imbalanced then you can send me a mail so that I can take note things that players find problematic.
Due to the inherent nature of haste, it should not be unbalanced as is, but there are indeed a number of things we need to fix for the game to reach a desirable balance.
Silon wrote: ↑07 Mar 2021 23:00
Ok, I just want to say with this change, I'm seeing fighters tank better than me, I'm seeing do more damage than my spells with *white hits* and everyone had to downgrade to new areas so there's little to kill. On top of there being next to nothing to kill efficiently, things seem to be dying too fast, I had to stop in between rooms to heal constantly because one white hit will take a chunk out of my health if it hits and I'm well past supreme con. Even with sup pro parry, sup pro defense, defensive spells, and high con and dex, I'm still outclassed. The initial damage increase was far too large, a little over double shouldn't have been the first thing to implemented in my opinion.
If I was any bigger than I was now my white hits would probably be more useful than my spells, not that I'm getting many white hits, I understand you're trying to close the gap between fighters and casters, but this is a bit much and too major. If you were to make casters weaker than they are now, a lot wouldn't stand a chance in this cruel cruel world. If anyone replies to this, I don't want to hear anything about "well casters were overpowered for so long."No player or game developer should be wanting imbalance in their games. They should always be looking to improve(I know wizards wouldn't say something like that, it's more directed as other players).
The spell system, at its core, assumes that white hits are as they are now. This is how the caster guilds in the game have been balanced. There are however a number of issues in the caster system which need to be altered aswell, which will allow for caster and melee to reach a comparable state.
We have ways of counteracting some of the effects of the damage increase on white hits, if areas are killed too fast or if the game is far too dangerous.
The player input which we receive from the community is imperative for us to create a good game. To be able to reach a desirable balance, we may at times, be required to release impactful changes and tweak them to reach a state which players and wizard alike find acceptable.