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1

Monday, June 23rd 2014, 6:24am

Weapon-specific range on white damage

Just that. Seems like it belongs and would make the game more interesting. Having a range on wands would make w/m feel a bit more like a magic dealer. I know it would be a bit of an overhaul, but it would be cool if a 2H sword had a few more feet of range than a 4inch dagger.

2

Monday, June 23rd 2014, 4:30pm

playing a w/m I don't think it needs a huge increase in range. I think a ranged auto attack for mages is a good idea though.


The one thing I have noticed with w/m that I would like to see changed (and this may actually apply to all classes), if you are in range to hit it with a melee skill, you are close enough to hit it with white hits. Let me explain.

Too many times have I been on my w/m and I can hit with lightning's touch, but my white hits aren't hitting. Considering a lot of bosses are so tall you cant see the dmg easily it might take a second or two to notice you aren't close enough. Why is it that a character is close enough to use lightning's touch, and not white hit? You are using the same weapon, the range should be the same. It isn't however.

It would be an interesting dynamic if 2handed weapons had a longer white hit reach though. Even better if this would apply to skills and not just white hits. Aka, a wd/s charged chopping could do it farther than a r/wd... Also would be a nice balance for PVP since it would give an advantage to everyone but rogues pretty much.

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3

Monday, June 23rd 2014, 7:17pm

Too many times have I been on my w/m and I can hit with lightning's touch, but my white hits aren't hitting. Considering a lot of bosses are so tall you cant see the dmg easily it might take a second or two to notice you aren't close enough. Why is it that a character is close enough to use lightning's touch, and not white hit? You are using the same weapon, the range should be the same. It isn't however.

this is something that has irked me for a while, even moreso now that i've been playing a k/m and wdn/d recently...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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4

Monday, June 23rd 2014, 10:07pm

I'm all for mages / priests / druids (etc) having an auto attack from range. "Attack" being solely melee is kinda ludicrous.


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5

Tuesday, June 24th 2014, 12:58am

I think the white attack should be based on the weapon used.

ie, a mage attacking w/ a dagger would be in melee range vs. a mage using a wand or staff.

ranges:
1) dagger
2) 1-h axe
3) 1-h sword/1-h hammer
4) 2-h axe
5) 2-h hammer
6) 2-h sword
7) wand < ranged attack until opponent is close
8) 2-h staff < ranged attack until opponent is close

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6

Tuesday, June 24th 2014, 2:04am

I like this idea, maybe something similar to what autoshot is for scouts, where its not much dmg, but its a little something extra to deal continuous magic dmg while between casts.
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7

Tuesday, June 24th 2014, 2:18am

autoshot is for scouts, where its not much dmg

autoshot provides about 20-22% of a scout's dps by itself(except maybe s/wdn or s/w).

it may not hit hard, but it hits constant and often, and in between all your other skills.
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

8

Tuesday, June 24th 2014, 2:43am

gotta say, though, that this would make weapon enhancement buffs pretty deadly.. ie, wd/d -- Earth Spirit Essence: cloaks weapon in Earth energy so NORMAL ( white ) attacks can inflict Earth damage. So you get a wd/d running around w/ Nature Spirit and tagging everyone w/ ESE white hits from long range. :)) Soooooper scouts that can heal themselves.

9

Tuesday, June 24th 2014, 9:48am

Yeah gotta agree with ycavan. Currently there are a large number of classes that have extremely high dps white-hit based damage abilities, and the ONLY thing keeping them even remotely balanced in siege is that to maximize their damage they have to get in close and subject themselves to melee class's abilities and short range CC abilities. Eliminate this, and you'll see people in siege going w/m and one shotting people from range with no risk, k/m's full attacking with wands and 1 shotting people even while CC'd. White hitting is broken enough, this idea will immediately, irrevocably kill melee classes in siege. It just wouldn't be bearable =/

10

Tuesday, June 24th 2014, 8:27pm

it wont kill melee classes if:

1) ranged white attacks only apply for certain classes: Mage, Priest (maybe?), Druid, Warlock(don't know about this one). These classes don't have white hit based skills so a ranged white attack would not break the melee pvp system. Don't base it on weapon, base it on class. This also wont make w/m a ranged class, no matter what weapon they are using.

2) Range of white attacks on everyone else based on weapon size- Not saying a rogue would get 2 m attack and 2handed axe would get 15 m. A small adjustment, like 2m for dagger, 3-4 for sword 1h axe, 5-7m for 2handed weapons. a SMALL adjustment. This again wont kill melee classes. Just means rogues have to close more of a distance than a 2handed axe user.


There PVP, and white attack dependent classes don't get OP... Easy fix.


As for my suggestion, range for skills that are melee should be based on the weapons attack range. Therefore if you aren't in range for your white hits.. your other skills don't hit. So instead of arguing an increase in white hit range for those classes, I am saying a REDUCTION in normal skills based on weapon. Therefore, if you aren't hitting with Lightning weapon, you know to move closer. Instead of hitting the "non-sweet spot" where your Lightning touch hits, but your white hits don't. Should be based on weapon range (course I don't know how well this will work with RW programming skills). Might just be better to boost a small amount for white hit range to be about the same or a little better than skill range for all weapons.

11

Thursday, June 26th 2014, 7:41am

I like this feedback, all of it. Of course i think it would be best to make all classes who cam carry a given weapon be able to have the same white dmg range with that weapon, and fix the skills so as not to be exploited, thats probably too complicated to ask for. Limiting which classes get long range attacks seems like a good easier solution.