Assassin Dual Wield Bonus
Re: Assassin Dual Wield Bonus
It kinda seems people don't understand that for someone to fix a problem they need to know what is broken. Specifics, not just vague ramblings. Keep the logs from battles you have at the very least, that might shine some light on it in a way you can't actually put into words yourself. You can change the amount of text the client logs in the Options section, so that way you'll always have it.
Re: Assassin Dual Wield Bonus
Yeh, it hard to help with any kind of problem if you are vague (trust me - vagueness is my speciality). The more details you can give the better.
Disclaimer: Any ideas I come up with may not even meet my approval. I am just posting an idea based on the topic I have just read.
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Re: Assassin Dual Wield Bonus
Something that might help without a huge nerf would be upping the fizzle chance on certain big healing spells. This way you might only connect with 3 or even 2 on a bad round.
Another thing might be more dot spells (so they waste heals) and even a class or 2 getting a silence skill or spell that lasted a few seconds.
Seems like lots could be done but yea data and more testing is probably needed.
Another thing might be more dot spells (so they waste heals) and even a class or 2 getting a silence skill or spell that lasted a few seconds.
Seems like lots could be done but yea data and more testing is probably needed.
Re: Assassin Dual Wield Bonus
Lateralus wrote:Something that might help without a huge nerf would be upping the fizzle chance on certain big healing spells. This way you might only connect with 3 or even 2 on a bad round.
Another thing might be more dot spells (so they waste heals) and even a class or 2 getting a silence skill or spell that lasted a few seconds.
Seems like lots could be done but yea data and more testing is probably needed.
I disagree with this. It makes the spell feel weak.
If you want 3 heals per round successful, or 2 even on a bad round, then the average healing should be around 250-300 per round, not fizzle. You will make the player feel more special if they heal every round rather then chance fizzle. Plus if you up it that high theres a high chance of full fizzle rounds. People would be so flustered.

Again once I get the server stable we will balance healing spells though. Or maybe in between fixing it.
Re: Assassin Dual Wield Bonus
NiteHawk wrote:Lateralus wrote:Something that might help without a huge nerf would be upping the fizzle chance on certain big healing spells. This way you might only connect with 3 or even 2 on a bad round.
Another thing might be more dot spells (so they waste heals) and even a class or 2 getting a silence skill or spell that lasted a few seconds.
Seems like lots could be done but yea data and more testing is probably needed.
I disagree with this. It makes the spell feel weak.
If you want 3 heals per round successful, or 2 even on a bad round, then the average healing should be around 250-300 per round, not fizzle. You will make the player feel more special if they heal every round rather then chance fizzle. Plus if you up it that high theres a high chance of full fizzle rounds. People would be so flustered.
Again once I get the server stable we will balance healing spells though. Or maybe in between fixing it.
I agree with NH on this. However, I want to ask a REAL important question that hopefully YOU know the answers to. What is "INSERT CLASSES" FANTASY? Before changes are made back and forth and back and forth it's a good idea to know what you want EACH class to do, their role, etc. Otherwise we end up with class imbalance like everyone making monks *coughs*

I think Lat is right though, a silence or some kind of DoT spell(cough necros, bard, whoever else) would be great. That being said, it shouldn't feel PUNISHING to play a certain class either for not having a dot or whatever. That's where the class fantasy and role specifics come to mind. I've seen MUDs that are extremely convoluted and it takes away from the fun. Part of the charm this game has, which RoK also had, is it's simplicity to understand and just naturally fun mechanics.
You don't want to end up with a game where you HAVE to counter this/that to be viable, or attack their head once and left arm twice to disable! Keep it simple but make -smart- balance decisions. You might also consider not having certain counters to things so that it can HELP define a role. For instance, only Necros can get DoTs which would give them a way to combat healers, which would make them more desirable than SORCS which have more dmg burst but LESS control.
Just my 2c.

Re: Assassin Dual Wield Bonus
Since the wipe I have been watchin assassin's and now slayers play the game but instead of giving them a backstab bonus for an extra dagger we take away the ability to backstab while using two daggers but instead give them 2 extra stamina and a Hit rate increase so they could be more of a squishy dps in parties. Could also make them class specific daggers that can't be used with shields so they gain 2 stam.
When I think of a assassin with 2 daggers trying to kill me I don't think of him trying to stab me to kill me hut slashing me quickly so I will bleed out. On the flip side you can still get equipment to be used for backstab situations like pking and Moshes. Just a idea another game I played used and I thought was a neat feature.
When I think of a assassin with 2 daggers trying to kill me I don't think of him trying to stab me to kill me hut slashing me quickly so I will bleed out. On the flip side you can still get equipment to be used for backstab situations like pking and Moshes. Just a idea another game I played used and I thought was a neat feature.
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