True but my arguments are based off of twink levels, where not all builds include debuffs. And if I think cb could be healed off then a bear would have no chance against a mage low level.
True but my arguments are based off of twink levels, where not all builds include debuffs. And if I think cb could be healed off then a bear would have no chance against a mage low level.
I think reformations should benefit twink level if twink or endgame gets reformed. I believe so b/c, the level ranges are so much greater for twink than endgame. Just my two-cents
Last edited by WhoIsThis; 11-06-2013 at 10:04 PM.
Just to add to this, WhoisThis is dealing with concepts here. Another way to put it is, he is laying the foundation. Right now PL is broken from the foundation up. He's fixing the foundational issues with his ideas, and only from there can he, or anyone else, begin to fix the rest of the game.
Last edited by WhoIsThis; 11-07-2013 at 01:16 AM.
Swift bird with blue ring of valiant glory
Attachment 45869
Warbird with blue ring of valiant glory
Attachment 45870
Last edited by Faliziaga; 11-07-2013 at 03:10 AM. Reason: added warbird
Thanks Faliziaga - will provide some analysis later on. Busy right now.
Edit:
Grr ... it seems the number of "thanks" you can give is limited in a 24h window.
I have bear bird Mage at lvl 45,51,56,61,66,71 and rhino fox at 60 if you need any pics with any gear lemme know.
This thread is informative, and good, however, I am confused on something, please forgive me if it is a stupid question and has been already answered.
On the subject of buffs becoming percentages, I am fine with that, but if the damage part of the buff would be reduced to a percentage, wouldn't it make some problems at twinking?
Ex: Lets take low level pvp, mage versus mage. If the defensive buffs were to be percentages, then it is all right. But if the dmg was changed into % , wouldn't it be a problem?
If there is a pally, versus an int mage, the pally has less dmg, as points are into str, but higher tankiness and survivability. The int mage has good dmg, as he is int and has stronger attacks.
But if the pally and mage were to buff, they would recieve low dmg from the buffs, so the int mages dmg inflicts onto the pally, where his tankiness lowers it, and he can heal it, resulting in near full health.
The pally would get a very small dmg boost from the buff, and since pally already has significantly lower dmg than int mages, his attacks won't do much onto the int mages, and since the int mage has a high heal, he heals it away.
So wouldn't it become endless, until one of them runs out of mana? There are also other ways it can affect different classes, which I do not have the time to write for now. As I said before, please forgive me if you had already answered it in ypur posts.
All for One, and One for All!
The Brightest of Flames..cast the Darkest of Shadows..
One who knows nothing cannot understand anything..
Good questions are always welcome.
The reason why I made the damage buffs as percentages was actually to improve balance. For example, say we have a buff that improves damage by 10%.
Say we have 2 toons, a twink that has an attack that does on average, 100 damage, and an endgame toon with 500 damage. That buff will do 110 for the twink and 550 for the endgame toon. The idea behind the percentages is that they scale with level, which is not the case with a number. I will likely create a separate thread explaining this in greater detail.
Correct.
Correct. Suppose we have our 10% buff. Suppose the pally does 300 damage and the int mage 400 damage for an attack. The buff would mean that the pally now does 330 damage and the int mage does 440 damage. At the same time, let's imagine that they have an armor buff. The armor buff will give a greater buff to the pally, because they have more armor as a result of wearing str gear.
Pally vs int mage fights are usually not that long. You have to understand that if one side does enough burst damage that is high enough that the other cannot heal, the other will die. This is good because it emphasizes timing above all else, which in turn emphasizes skill. In PvP, it's not so much about doing crazy high sustained damage as much as it is about doing high burst damage. Selecting the right moves at the right time is what makes the difference.
A lot of new players I find tend to think that PvP is all button mashing. In an luck based RNG type PvP with super high dodge, there's some truth to that statement. But with less dodge, it becomes more about timing, and hitting the right skill at right time. This subject too deserves a separate thread.
At some point, I will make a series of short threads on several issues that I consider unaddressed.
Good questions are always welcome. Well thought out questions are a good thing - they may bring up something that I have overlooked. Let me know of the other scenarios that you wish to address.
Last edited by WhoIsThis; 11-09-2013 at 10:48 PM.
I'm going to re-write the equipment section this weekend so that it's shorter and a bit more relevant.
@Whoisthis: Thanks for the reply, I see things more clearly now.
All of these ideas are good, making buffs into percentages, etc.
But if these were to happen, would they work well with the recent dmg nerf? The dmg nerf, IMO, didn't make things better much, so I'm wondering if these would work well together with the dmg nerf, as I don't exactly see it being taken away soon.
All for one, and one for all.
All for One, and One for All!
The Brightest of Flames..cast the Darkest of Shadows..
One who knows nothing cannot understand anything..
str-dex bear with ring of valiance (savage scythe set)
pure str bear with ring of valiance (both with savage shield, not egg)
Last edited by stricker20000; 11-09-2013 at 04:50 AM. Reason: added pure str bear
Str mage with blue ring of valiant glory
Attachment 46026
Dex fox with blue dragon ring
Attachment 46027
Str fox with blue dragon ring
Attachment 46028
Pretty much I'm calling for the nerf to be phased out.
Yep. Essentially from a mechanics standpoint, the game would be similar to pre-angel 66, except for one aspect. Skill points would matter. A lot. Not everyone would have the same build.
Well, in the context of Pocket Legends, effective damage would be:
Damage done - armor
And in the context of PvP
(Damage done - armor) x (1 - target's dodge percentage)
That said, I do not believe that he took the time to read my suggestions, judging by the first line (as I put exactly that in my post) nor did he take my suggestion to read up on Physiologic's posts about game mechanics.
Please Sam, Delphina H2N, anyone!!!! PLEASE PLEASE PLEASE READ THIS !!!!!!!!!! I say that someone send this directly to support. This has to be implemented. If STG is not going to raise a cap, DO THIS! PLEASE!
By any chance, does anybody have a screenshot of a pure int mage with the crafted Fiery Dragon and a dragon set (any) ring?
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