New ideas for alterations of races and classes

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Thu Dec 08, 2016 7:44 am

Thi wrote:
NiteHawk wrote:I dont think the fizzle reduction is something that would be too OP. 15% would be 15% of whatever they give, not 15% fizzle. So if the cap for example is 5%, you add 15% to that and its 4.25% now. It would benefit more while leveling esp when the fizzle rates are higher. I think the mana pool would be more useful tbh for spell casters.

Lings I am interested in too but we can always reduce the speed. It might be too much but we'll see.



The whole spell resist things make sense but if thats the case and its raised a bit then it needs to be lowered overall to copmenstate (i.e. so 20% is like 18%). It's already like 75% resists with a gnome and thats pretty up there. I wouldn't mind the shift changing a little more per race though in this scenario (i.e. 20% still is 75%, and then scaling it lower as we go.)

Ooo given this I'd think the fizzle reduction would be very well placed.

For links you're saying you're more into the original idea or the increased dodge rate based on a trigger?


I think the trigger is a bit complicated overall. I get the idea but it feels more like a class skill rather then a race skisll. I meant the combat speed boost, but it doesn't have to be a large boost, and can be changed to half a second, etc etc if its too much.

Half a second for example would often always allow a ling to go first but not be too powerful.

If its 8 seconds as it is a regular person would get

A regular person in 1 minute can get in 30 attacks.

A bonus of .5 in 1 minute can get 32 attacks in. The biggest advantage is even if they mess up a little they should be able to stay attacking first in all rounds.

Thi
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Re: New ideas for alterations of races and classes

Postby Thi » Thu Dec 08, 2016 8:03 am

NiteHawk wrote:
Thi wrote:
NiteHawk wrote:I dont think the fizzle reduction is something that would be too OP. 15% would be 15% of whatever they give, not 15% fizzle. So if the cap for example is 5%, you add 15% to that and its 4.25% now. It would benefit more while leveling esp when the fizzle rates are higher. I think the mana pool would be more useful tbh for spell casters.

Lings I am interested in too but we can always reduce the speed. It might be too much but we'll see.



The whole spell resist things make sense but if thats the case and its raised a bit then it needs to be lowered overall to copmenstate (i.e. so 20% is like 18%). It's already like 75% resists with a gnome and thats pretty up there. I wouldn't mind the shift changing a little more per race though in this scenario (i.e. 20% still is 75%, and then scaling it lower as we go.)

Ooo given this I'd think the fizzle reduction would be very well placed.

For links you're saying you're more into the original idea or the increased dodge rate based on a trigger?


I think the trigger is a bit complicated overall. I get the idea but it feels more like a class skill rather then a race skisll. I meant the combat speed boost, but it doesn't have to be a large boost, and can be changed to half a second, etc etc if its too much.

Half a second for example would often always allow a ling to go first but not be too powerful.

If its 8 seconds as it is a regular person would get

A regular person in 1 minute can get in 30 attacks.

A bonus of .5 in 1 minute can get 32 attacks in. The biggest advantage is even if they mess up a little they should be able to stay attacking first in all rounds.

I like the idea :)

I see you're doing a lot of "data gathering" and discussing broad changes all around, if I may suggest something, you might wanna make a stick post with the consensus of incoming changes, lock it so people don't use it as a discussion point, but can find the items that you're more or so inclined to implement, if they're concerned they can go back to the original threads and discuss them.
Thi
You can find me online on Lightning.

Rodeo
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Re: New ideas for alterations of races and classes

Postby Rodeo » Thu Dec 08, 2016 1:27 pm

Thi wrote:
killa wrote:You BACKSTAB Sinner with your emerald knife and miss!
You BACKSTAB Sinner with your emerald knife and miss!
From Sinner: lul
From Sinner: i am still in lvl 1 equipment

life of a half orc slayer against a level 9er

I lol'd


Lul Killa just sucks. I beat you against div with sage. Can't wait till sinner is 25 then I am gonna melee you to death with a elf priest.

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Re: New ideas for alterations of races and classes

Postby killa » Thu Dec 08, 2016 5:47 pm

Rodeo wrote:
Thi wrote:
killa wrote:You BACKSTAB Sinner with your emerald knife and miss!
You BACKSTAB Sinner with your emerald knife and miss!
From Sinner: lul
From Sinner: i am still in lvl 1 equipment

life of a half orc slayer against a level 9er

I lol'd


Lul Killa just sucks. I beat you against div with sage. Can't wait till sinner is 25 then I am gonna melee you to death with a elf priest.


scary, your 4/14 kd shows me youre soft like butta :lol:

Rodeo
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Re: New ideas for alterations of races and classes

Postby Rodeo » Thu Dec 08, 2016 5:59 pm

Sorry bro can't be as active as other players. I have grown up some. :p

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Re: New ideas for alterations of races and classes

Postby killa » Thu Dec 08, 2016 6:18 pm

Rodeo wrote:Sorry bro can't be as active as other players. I have grown up some. :p


I quit anyway I'm going to go do grown up shit, tired of the way I'm treated

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Thu Dec 08, 2016 6:25 pm

Don't do it Killa! You've had some good ideas and I appreciate your PKing presence.
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Re: New ideas for alterations of races and classes

Postby Rodeo » Thu Dec 08, 2016 7:25 pm

Adios

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NiteHawk
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Re: New ideas for alterations of races and classes

Postby NiteHawk » Fri Dec 09, 2016 7:09 pm

What I am proposing to change here based on initial statement, comments and what I feel myself.

Racial:
Dwarf: +1 int, +2ac.. Also will give them a 10% cooldown bonus I think.
Elemental: +2% resist, +5 more damage negated (It's set damage not percentage but yeah.)
Elf: +2% resist, 15% fizzle reduction.
Gnome: +5% resist, -1 end, -1 stat point, 10% more mana.
Goblin: +2% resist
HE: +3% resist, 10% fizzle reduction.
Ling: +1% resist, 0.5 stamina second speed bonus. (to test anyways.)
Human: 5% fizzle reduction.



Classes:
Barb: -10MR bonus, 5% less dodge rate (up by 2.5%), 10% more HP (2.5% more), +5% rage damage bonus, -1% less per rage, instead of 2%.
Druid: -8.5% dodge rate. Adjust morph to compensate for the loss.This equates to about 2AGI.
Monk: 5% dodge rate (down -2.5), however, roundhouse deals 2.5x damage now. Meditate skill.Similar to druids but self only.
Necro: +2.5% more MR Bonus. (Leech was adjusted recently, plus with the new skill you should be draining more already.)
Paladin: 5% less dodge in /protect, but 5% more MR, so will balance itself out to 10%/10%.
Ranger: +1% MR bonus
Sorc: Adjust starting attacks.
Thief: Going to add duel wield. They'll do 20% less damage then assassins in the typical case.



Maybe +1 attacks to all. I feel like it should be a good limit there. I'm still wondering how people feel about a extra attack at higher levels, aka everyone would get +5 attacks at level 25. (obv ninjas get +6). Worried about damage though but we'll see. If no one comments about it I will attempt to add this.

This is based on the information provided, feedback, and my own knowledge. Thanks.

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Folder
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Re: New ideas for alterations of races and classes

Postby Folder » Fri Dec 09, 2016 7:52 pm

NiteHawk wrote:What I am proposing to change here based on initial statement, comments and what I feel myself.

Racial:
Dwarf: +1 int, +2ac.. Also will give them a 10% cooldown bonus I think.
Elemental: +2% resist, +5 more damage negated (It's set damage not percentage but yeah.)
Elf: +2% resist, 15% fizzle reduction.
Gnome: +5% resist, -1 end, -1 stat point, 10% more mana.
Goblin: +2% resist
HE: +3% resist, 10% fizzle reduction.
Ling: +1% resist, 0.5 stamina second speed bonus. (to test anyways.)
Human: 5% fizzle reduction.

Classes:
Barb: -10MR bonus, 5% less dodge rate (up by 2.5%), 10% more HP (2.5% more), +5% rage damage bonus, -1% less per rage, instead of 2%.
Druid: -8.5% dodge rate. Adjust morph to compensate for the loss.This equates to about 2AGI.
Monk: 5% dodge rate (down -2.5), however, roundhouse deals 2.5x damage now. Meditate skill.Similar to druids but self only.
Necro: +2.5% more MR Bonus. (Leech was adjusted recently, plus with the new skill you should be draining more already.)
Paladin: 5% less dodge in /protect, but 5% more MR, so will balance itself out to 10%/10%.
Ranger: +1% MR bonus
Sorc: Adjust starting attacks.
Thief: Going to add duel wield. They'll do 20% less damage then assassins in the typical case.


Dwarf - This sounds good, I'd even consider going to 18 on int and 21 on str. No one is playing dwarves now and that's a shame. Cooldown bonus is whatever.
Elemental - These are already really strong against casters, not sure they need more damage reduction there. If anything I think they need +1 agi as they are bricks and don't have especially large HP pools.
Elf - Ok, I like the reduced fizzle and maybe people will pick them over gnome. Maybe...
Gnome - Ok well now people will pick elf over them lol. -1 end is harsh, that means 750hp and that's small. More mana is whatever, but gnomes will be getting 1 shot by some bosses and that may be an issue. Basically a 17end gnome needs a guardian and not sure we want to force that.
Goblin - Ok I guess.
HE - Same as elf, sounds fine
Ling - That's pretty huge and I don't think it's needed. This is a really dicey buff as it means they always have the round advantage in pvp, except against druids. This buff is much larger than it seems. I think lings are pretty good now but if you feel they need something maybe just an extra stat point or something minor.
Human - Ok, whatevs.

Barb - I like this, they traditionally take more magic damage but them taking more melee damage is kinda whack. They don't need to be weak to melee damage on top of magic damage.
Druid - Is this out of morph only or all the time? If All the time that's a ginormous nerf and not needed imo. If out of morph then ok, although I think they already get hit for more out of morph?
Monk - Meditate is fine I spose. I really don't think they need more damage though. The amount of damage my ninja does compared to my guard, well, there is no comparison. Less dodge, eh, I can see that maybe.
Necro - Ok
Paladin - 10% less dodge sounds pretty harsh, 5% is already noticeable. Feels overly punishing for using the 1 thing your class is designed around. Are paladins a problem right now that we feel they need nerfing? I don't feel overly strong on my guard.
Ranger- lol ok
Sorc - Not entirely sure what this means but ok!
Thief - I don't think their damage output is the problem. People don't roll a thief to pewpew, they roll it to steal. Stealing is low xp right now, and failure rate is high. Sure give them more damage I guess, but what's the point really? Make stealing their go to for leveling.

1 extra attack - blech, why? It just throws off the balance of everything and I don't really see the point. It seems like change for the sake of change. If we do this it'll mean another wave of balance for everything including monster health.
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