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Patch Sunday.

Posted: 15 Mar 2021 02:07
by Carnak

Code: Select all

Greetings Folks,

I have today finalized this series of planned updates for melee white
hits and specials with an alteration to how weapon hit affects your
specials.

There are still issues for melee users which needs attending, such
as balancing knives and unarmed combat. I also have my work cut out
for me when it comes to balancing weapons, one-handed and two-handed
alike, and verifying that there is an even distribution among each
type. Alas, these changes will have to wait just a little longer,
for it is now time to fully focus on bringing the caster system up
to date!

There are a number of changes required in the spellcasting system,
which are likely to be released in smaller batches. Luckily, we
already have the melee system in place, upon which we can base
these numerous changes to reach a satisfying balance.

Best regards,
Carnak

Re: Patch Sunday.

Posted: 22 Mar 2021 18:51
by Thalric
These changes to the spellcasting system...
Is that just a matter of how effective spells are?

Re: Patch Sunday.

Posted: 23 Mar 2021 03:42
by Arman
"Just a matter of how effective they are". Yes, essentially.

But it is also essentially a recode of the magic system. Now I am not 100% across everything Carnak is rolling out this weekend, but overall the changes to the magic system are going to involve:

* changes in how spell success is calculated
* changes in how damage is calculated
* changing mana cost from a static value to a dynamic value dependent on the combat aid of the spell
* changes to how mana regeneration works

All this is going to change how effective spells are, certainly. It is also going to change what will be sustainable spellcasting outcomes... which i think will overall be a positive outcome for spellcasters.

Following the rollout all magic guilds will need to reviewed and tweaked. So this weekend won't be the last of the changes for spellcasters by any stretch.

Re: Patch Sunday.

Posted: 23 Mar 2021 09:59
by Thalric
When changes happen, will we get an explanation around the math of those?

Also, will some later changes go into the obvious differences in magic/melee layman guilds?
It looks as if everyone and their mother is rushing from the melee layman guilds, except those who give evasion...
The damage versions don't seem to be much use, compared to one that grants haste or some such.