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61

Monday, January 24th 2011, 6:33pm

Quoted from "nemecis;379994"

Just because they're ranged they don't somehow need less PA. PA allows you to negate target's defenses.

What Scouts should lack, is not offense, but defense. Which is why they get 1/2 the dodge from Dex that Rogues do under my suggestion, and why they get less Defense from Stam.


Agreed with this, they already have the benefit of being range. It's ridiculous how some scout can get up to 100k + hp. Rogues and war supposed to get more hp/defense from the stam stats.
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62

Tuesday, January 25th 2011, 5:20am

Quoted from "nemecis;379952"

Traps and other skills that "make no sense to be based on MH damage" ... Does it make any sense that a trap's damage (as of now) is based of Pdam or Mdam? I mean, the trap is not part of the player, it's a seperate entity, thus any damage it does should not be affected in any way by the player, merely TP investment.
I was under the impression that as it stands, traps for rogue/mages scale off the users physical attack. I was suggesting that this practice continue and maybe be extended to other class combinations. Perhaps I am mistaken in my understanding of how rogue/mage skills work at the moment >_>.

Quoted from "nemecis;379952"

As for preserving Diversity - there still would be diversity. There are 48 combos, this suggestion aims at making each combo competative and welcome in a group. As it stands this game flaunts diversity while rendering it useless.

Stream lining stats and creating more engaging content would allow all 48 builds an opportunity to shine, and skills could then be propperly balanced, thus the uniqueness of each build would come through.

Players still have the opportunity to stat, aggregate, and refine gear as they see fit. The only uniqueness being removed are those barriers to balance that are so often over looked and make "simply rebalancing skills" a noble but impractical pursuit.
Yes, I see what you are saying, and I admit that it is so far the best solution i have heard.

nemecis

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63

Tuesday, January 25th 2011, 10:44am

I'm not sure what the R/M traps scale off of (and i have a high level one myself, just never paid much attention to them). I do know they are not %dps based, thus the damage does not scale well.

This is the problem with value (#) based skills in ROM, they scale poorly with gear/levels. There's a reason so many buffs were changed to %+# in Chapter3, to combat poor scaling. My suggestion aims to extend that "balancing" to all forms of damage.

64

Tuesday, January 25th 2011, 11:34am

R/M traps scale off physical attack. All of them do except the root trap. Which is actually good. Though they can miss, im not sure if high wisdom has to do with them missing, ive only accounted seeing them miss versus higher level opponents a few times. So it isnt held back by anything in its shear power from what Ive seen. So the skill level and the physical attack power is what the traps solely scale on.
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nemecis

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65

Tuesday, January 25th 2011, 12:52pm

If they scale off PA, then the only change is the removal of the P in my suggestion. They could still scale off of Attack. (although I'd question how well they scale, but that belongs more in the "balance skills" section, which I've omitted as I feel it's a different discussion entirely)

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66

Thursday, January 27th 2011, 5:27am

Stickied!:cool:

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67

Thursday, January 27th 2011, 5:34am

Sticky! Heck, just /sign the thing and send it off to RW!

nemecis

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68

Thursday, January 27th 2011, 4:46pm

wow stickied? thanks Sirius.

I siriusly hope even some of this finds it's way to the devs.

69

Saturday, February 5th 2011, 4:41am

Everything you said was exactly what needs to be done. It would balance pvp, make other classes endgame viable, i.e. Warden, Mage, and to some extent Warrior.

Also about the Str gives Pacc/perrty is a great idea. Would be benefit for knights, Because right now knights have no reason to stack str at all. And adding pacc would make warriors viable in pvp, whereas now any rouge with 8k + dex can dodge every single hit.

As a w/r with 70k hp 50k pdef 50k patk 12k pdmg 60%+ crit rate i should be viable in pvp, But against s/xx and r/xx im totally useless.

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70

Saturday, February 5th 2011, 5:02am

Quoted from "SNeekey;384879"

Everything you said was exactly what needs to be done. It would balance pvp, make other classes endgame viable, i.e. Warden, Mage, and to some extent Warrior.

Also about the Str gives Pacc/perrty is a great idea. Would be benefit for knights, Because right now knights have no reason to stack str at all. And adding pacc would make warriors viable in pvp, whereas now any rouge with 8k + dex can dodge every single hit.

As a w/r with 70k hp 50k pdef 50k patk 12k pdmg 60%+ crit rate i should be viable in pvp, But against s/xx and r/xx im totally useless.


Because RoM was my first full in-depth MMO, I thought this system was a good idea. However, after playing Aion for some extent of time..Gladiators (aka Warriors) are so OP because they can actually hit leather users.

Warriors would hit so hard that it's ridiculous. The only hope Assassin (Rogue) has is if they get lucky and stun lock said Gladiator.

If Warrior actually can land a hit on leather, they are done. No way to really get around it without changing everything. *shrug*
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Exstalfior - Same as above.
62 Scout / 46 Warrior
Osha

Archer's Glory - Standing still will increases your physical damage by +1% every 5 seconds for 60 seconds. (Buff resets each time you are moved.)
[img][/img]

71

Wednesday, February 16th 2011, 9:51pm

Count me as one of those players disaffected with the game that has left for a month + due almost entirely to CONTENT. I last had a 62P/62M stacked entirely for heals, and was constantly annoyed that 1-h wands were useless (even the Arena set combo is lame for adding the wand). Yet I did it any way so I could keep my nifty shield for survivability.

More to the point of this post, I left because the game was boring. Grind DoD for mentos. Buy a ridiculously huge RT/KT stat. Repeat. Yawn. That isn't keeping my attention for long.

I have only played past 50 a P|M and only as a heal only class (I ignore virtually all dmg skills with my TP alloocation) so I only know about that class set play type. I do know that Priests get shafted if choosing wands (not as high heal bonus, barely any mdmg / attk, no speed casting boost) so most of the Original Posters suggestions regarding gear ring in all the right ways for me. I like the idea that P/M using 2h staff should be able to cast slower but hit harder (for dmg) and I Like the idea that wands should cast faster but lighter for dmg (may be also lighter for heals? ... i'm not sure).

Widen the scope of content, improve the quality of the code (to make it more stable with larger number of players) and introduce 18 man instances that actually (as the OP said) involve specific tasks for small group break downs.

But the summary of my thoughts on game balance is that the problem is one of content..... not class or skills (when thinking strictly of PvE). I might take a look at RoM again if content changes from DoD on up. Essentially the Devs threw whatever crap they could together to push out something with out any real thought to makign it fun to play. WA is the worst offender (seriously? a single big room with only bosses? Talk about a let down when I first ran it).

You can do all the class, skill, gear, and stat balance you want, but if the developers churn out lazy sloppy content, it just isn't fun to play and people will leave (even more than they already are).

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72

Wednesday, February 16th 2011, 10:01pm

omg its Luther,

And now with the RT wand out its definately not a disadvantage using a wand in fact id say its better with Shadoj wand and Blood Barrier
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73

Monday, February 21st 2011, 1:58am

... You know,

I bet Nem is secretly a member of FA/RW and he just puts awsome stuff up like this to get real feed back!!!:p

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74

Monday, February 21st 2011, 2:07am

yea and he banned himself too to make the community miss him!

...*misses Nem*
Firex - Active..kinda.
62 Scout / 56 Warrior
Exstalfior - Same as above.
62 Scout / 46 Warrior
Osha

Archer's Glory - Standing still will increases your physical damage by +1% every 5 seconds for 60 seconds. (Buff resets each time you are moved.)
[img][/img]

75

Monday, February 21st 2011, 5:01am

can someone answer me plz

which is better:

warrior-mage

warrior-priest

warrior-scout
or
warrior-rogue

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76

Monday, February 21st 2011, 5:09am

Quoted from "dan113322;390987"

can someone answer me plz

which is better:

warrior-mage

warrior-priest

warrior-scout
or
warrior-rogue


Wrong thread to ask, but currently Warrior/Rogue.
Firex - Active..kinda.
62 Scout / 56 Warrior
Exstalfior - Same as above.
62 Scout / 46 Warrior
Osha

Archer's Glory - Standing still will increases your physical damage by +1% every 5 seconds for 60 seconds. (Buff resets each time you are moved.)
[img][/img]

nemecis

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77

Monday, February 21st 2011, 11:06pm

I think you could ask any member of the FA/RW team and they'd laugh at the notion I work for them.

Keep thread on topic please. It's actually been well received on US and EU forums, and I'm not anxious to get another worth while thread locked.

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78

Tuesday, February 22nd 2011, 3:52am

Welcome back nem. Wasn't sure if you were gone for good or not. Here's to hoping you can yet save the world.

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79

Tuesday, June 7th 2011, 3:25am

Nem first I gotta say I love your ideas and think you hit the nail on the head with many things
I really like what you did with stats although this wouldn't fix everything it would fix quite a bit.
Now in my mind I would like to think every class has an power(the term energy would be the best but energy is already used by rogue's) bar of sorts so warriors have energy, as well as RAGE. They use power as well as rage with their attacks but certain attacks just use power type thing and are very useful for when you are building rage. A similar system would apply for scout's and rogue's, all classes would retain their individual focus/rage/energy builds as well as using power.
Now I have to agree with the part where you said that their is no selective magic or physical attack power, just attack power. This works because currently in pvp mages are overpowered in a sense because they almost always hit for their max damage because NOBODY stacks wisdom except priests and therefore has no magic defense. However I would like to keep the difference between magic and physical damage, the issue for hybrid builds isn't usually damage it's physical or magic attack power and not being able to stack the stats.
Wisdom would add to power and power regeneration but not affect rage, focus and energy(Also adds to mana and mana regen) and everything it does in your general stat guide.

Distancing Mechanic
Now here's another mechanic to bring to the table ranged mechanics(applies to any ranged attacks, scouts, mages, druids and priests primarily). I'll use scout's as an example, say they extend the range on shot and wind arrows to 250 when you are using a bow. You can attack at a range of 250 but your chance to miss doubles and your chance to crit is closely related to your accuracy, and damage is reduced by say 20 percent? But at a range of say 150 your accuracy is normal and damage is normal. An example could be that you hit for 20k with wind arrows at a range of 150 with an 80 percent chance to hit and a 50 percent crit rate. At a range of 250 your wind arrows hit for 16k and they have a 60 percent chance to miss and the crit chance is now 40 percent, this applies to all ranged attacks and aoe's including bosses. This stops people from seeing scout's as being super OP in siege and such because they are cutting warrior's down before they get within a range of 150 as an example. This would allow melee range classes the ability to kill scout's and mages and make pvp a more fair system for all classes.
This also gives a serious edge to boss battles and instances because rogue's as an example are supposed to be burst dps that weave's in and out of combat. A rogue could run into the range of 50 shred the boss a bit and run back out to a range of 150 to recover their power and energy faster as an example. This brings new strategy and fun to boss fights and class mechanics.

80

Friday, July 15th 2011, 3:11am

Simply, wowwwwwwwwwwwwwww

Dude, make your own game ! cuz its amazing, there is not a single moment where i thought '' nahh he doesnt know what he's saying '' or '' wtf is he talking about ? ''

Gratz
Just came back on a whole new toon :D
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