Global Damage Changes

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Ckrik
Wizard
Posts: 223
Joined: 05 Mar 2015 03:18

Global Damage Changes

Post by Ckrik » 13 Nov 2022 06:35

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Greetings citizens of the donut!

The AoB team, after months of deliberation, has decided to make a
couple of relatively big changes to the world that you will notice
after the next Armageddon.

THE CHANGES
-----------
- The overall damage AND heal output will be reduced for everyone.
(Both players and NPCs)
- Evade, stoneskin, and stun abilities will become somewhat less
effective.

WHY ARE WE DOING THIS
---------------------
You might now find yourself thinking: What?!? More nerfs?!? Well.
Yes and no. This will definitely feel like a nerf for some, but it
will also feel like a very welcome boost to others who badly need
it.

First of all. We, and I know many of you players agree, feel that
the pace of combat is simply too quick. While some grinding areas
definitely became harder after the white hits change, the change
also meant that players, especially in team, can plow through our
best grinders like the NPCs are made of paper. The increased pace
of grinding means players grow quicker and that our grinding areas
are cleaned out quicker, and this was never the intention with
the original change, and we believe we need to dial things down
a little. Slowing down combat of course also makes PVP slower, and
may allow us to later re-introduce some of the movement-hindering
abilities that have been disabled (partly due the speed of combat)
for quite some time now.

Secondly, as most of you also know, we've gone from a game that
pre white hits change was all about DPS (damage per second), to a
game where heal and/or evade are the most coveted abilities. If
you got a good evade, stoneskin, or especially heal, you can basically
tank anything forever. And if you don't have any of these abilities,
you're at a pretty big disadvantage. This means that people tend to
flock to guilds that provide these abilities, and that guilds who
don't have these abilities feel weak and unappealing in comparison.
We want a game where there is no specific guild or ability that is
clearly superior to another, and we want all guilds to be relevant.
While you healers and evaders may not love this change, we do hope
that you understand our reasoning here, and that the end goal is
not to make your life miserable, but rather to make players and
guilds who don't have heal/evade more relevant.

OUR REASONING IN MORE DETAIL
----------------------------
When Carnak fixed the imbalance between special attacks and normal
mudlib hits, he increased total damage output dramatically as a
consequence of the change. However, the amount of health for all
living things stayed the same, which in effect hastened the pace of
combat greatly. Prior to his departure from the game, Carnak had
floated the idea of increasing the amount of health for everyone to
slow things down a bit. While increasing the health pool would lengthen
combat times, it would also mean that various effects such as poisons,
herb heals and falls that we've accumulated over the past couple
decades would need adjustments. Hence, we decided that reducing total
damage output globally would be the better path forward to achieve the
same objective of restoring combat pacing to feel closer to what it
was before Carnak's fix.

Simultaneously, as I had hinted at months ago, we discovered that
some defensive specials and offensive specials were scaling to stats at
different rates. In other words, your damage specials and damage spells
were underperforming the equivalent evade, stuns and stone skins.
While it is probably not noticeable at low stat levels, the combat aid
difference is worth around half of what a layman guild would provide at
the stat levels that some of our myth level players are sporting.
Correcting this problem in isolation would have made many top hunting
grounds more difficult than necessary so we delayed addressing the issue
until we reached a consensus on what to do about the first issue
mentioned above in this note.

Both changes will be fully effected upon the refreshing of the world.
Please be on the watch for potential problems and report problems to
myself (Ckrik) and Zizuph if you encounter any.


Ckrik, Arch of Balance
Zizuph, Arch of Balance Team
Cherek, Keeper

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