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    Senior Member Waug's Avatar
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    First off, thanks for implementing this made endgame already much smoother.

    Quote Originally Posted by asommers View Post
    + New super-Elite sets give more Armor depending upon class.
    It's not clear to me where & how much armor has been added, although it seems like in the wrong place. Because I proposed -

    Quote Originally Posted by Waug View Post
    2> 2h special elites eg. Arzac blaster should make set with DEREX for speed boost ONLY just like the speed bonus we get from 4 piece DEREX set. Then those 3 piece Derex/intex/strex should make set with Warband ring but this time differently -
    Warband + Derex 3 piece set - + 30 armor
    Warband + intex set 3 piece set - + 50 armor
    Warband + Strex set 3 piece set - + 70 armor
    If this is not possible then derex/intex/strex set bonus should get such bonus variations & warband would provide +30 armor to all.
    More armor to 3piece Intex set and even more armor to Srex 3 piece sets because 3 pc STR and INT sets are not still viable and need more boosting BUT it was not for 4pc sets int set already have much armor, need slight nerf in it TBH. Although I'll still advocate for str set getting bit more armor to actually be able to tank.

    TOP OF THAT.
    *) 2h weapons don't make set, eg arzac blaster doesn't make set with derex so it does not get the added health boost that 4 piece sets are getting. It should make set or simply provide the boost.

    Quote Originally Posted by iceQueen69 View Post
    I think the most recent damage nerf/hp increase helped towards balancing classes in a 1v1 setting, but in ctf mages are tanky enough to constaintly chain rev. Fights seem almost never ending. Can anything be done here?

    edit: like make res start on cd when you respawn mb?
    There are some holes, and those holes should be filled, it's not suppose to work for 1-1 only. As I mentioned above, at current situation mages have high armor and should be lowered for sure. I'll use points, not to make it lengthy -

    1) At current situation INTEX 4 piece set armor is high and should be lowered [ I'd say -30 to -40 from total ]
    2) Intex armor provide 25% hit for example, what's the point of such hit on INT set, Should be nerf more than half from every piece so that total hi% should not be more than 150 even bit less which is more than 200 if I'm not wrong. Same goes for STR set but nerf should be low here because then their viability would be a bigger question for now.
    3) After nerfing HIt, dodge, hp regen etc it's time for Mana, without touching low level, it should be again nerfed from ALL endgame special elites.

    Quote Originally Posted by KingFu View Post
    Agree 100%. Individually mages don't seem too ridiculous, but in numbers it becomes overwhelming. Armor and especially dodge should be lowered in favor of a minor damage boost. A buffed int mage shouldn't have 625-655 armor and 30 dodge. Either heal or health pools should also be re-worked since heal only replenishes a small fraction of your health pool now. I'd say add a noticeable heal boost to Intex wand set so it doesn't mess with lower levels since their health pools didn't change, or just lower health/mana pools a tad in general.
    Although intex piece have more dodge than magor after overall dodge nerfing from stats and has more armor & dodge should be lowered, it should NOT be the case that heal should actually replenishes a small fraction, the health pool itself bigger now, having such high heal actually create superiority from other classes. Adding further damage is not fair either because at luckiest point drain already has the highest damage than anything else at average it's still quite high.

    Quote Originally Posted by KingFu View Post
    The two big skills that need reworking with mage are mana shield and res. Mana shield should have its armor buff stripped, since +40 at rank 9 almost acts as a second BoV. Also, perhaps I'm asking for a bit much here, but MS should also get an absorption cap. That way shield can be broken by any class, and in the event of blast missing/being dodges it isn't game over. The absorption cap would basically limit MS to only absorb a set number of damage before popping. So it would last either the 12 seconds, or until x amount of damage is absorbed. The damage value would increase the higher the skill is ranked. As for res, I agree that it needs to have a change to its cooldown. 6.5 seconds is way too fast, and I've never seen a game allow mages to use their revive skill so frequently. I think the cd should be at least twice that, and as you said should start its cd once a mage is revived. CtF has basically become whoever can spam res more. I think other classes could use a few tweaks such as str bear becoming more tanky (not dodgy), but mage is easily the one that requires the most work right now. Int mage basically plays like a pally right now.
    The suggestion looking good but then I don't think they would like to work on such basic thing and alter that, rather as I suggested above mana should be nerfed from all endgame set because other classes don't get the benefit of high mana at all, but mage do exploit it all. Nerfing mana should solve the issue to a great extent with other issues. IKR with that lowered ms some mages exploiting tree, hide till ms again and on 3vs3 it would be another pain, I didn't suggest to lower ms cooldown

    Quote Originally Posted by KingFu View Post
    One big issue I have though is hit, especially for anything below endgame. I think the attributes were perfectly balanced before with how they gave hit as a base stat. Now, it's way too low. My level 55 enchanted staff mage has 83 hit%! What was the point in lowering dodge if at many levels a lower hit is going to give the same result or skills missing due to luck? It's counter intuitive. Meanwhile, my 80 mage has a staggering 210+ hit%, which is laughably high. Hit should be high enough to where I can confidently land a majority of my skills, but low enough to where skills like hell scream and blind shot can actually have an impact. Between my 55 and my 80, they're at two different ends of the spectrum and neither seems practical. For this I'd say un-nerf hit and change the attribute values back so that each class (mainly anything int) actually has a chance to land their skills. It was way better previously. If there's really a need to add some sort of containment to hit though, implement a hit cap. I know 100 is technically the "cap," but I mean put in a hard cap that hit can't rise past. 100 for bears, 125 for mages, 150 for birds, or something to that extent. I think there would be better solutions such as tinkering with the stats and coming up with appropriate values that would scale properly across different levels based on stat investment and removing hit boosts from gear entirely, but I think a hit cap would be a much quicker fix. At the very least I think hit should revert back to the way it was before though.
    As I said early endgame int & str sets have high hit% added in it, which shouldn't be the case, but it's true that all attribute points (str-dex-int) giving close result at hit % which should not be either. For endgame nerfing hit from endgame pieces can do the trick FOR NOW and for lower level, the result should be as earlier that's true.
    Last edited by Waug; 01-10-2017 at 09:45 AM.

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