More power balances? Silences? Burn spread? Speaking from experience where you continually nerfed and rambo turned everything every 5 minutes, it's an off put to think it would happen a 2nd time round...
Honestly was kinda hoping you would stick with what you already knew, just with adding HD quality etc...AI effects are fine as well, but you really don't need to add more extra powers for the player side as it's going to cause much of the same issues.
Otherwise it's looking great, but I would seriously suggest re-thinking about adding more player related powers...tinker with the mobs all you like.
A great quote from Winston Churchill seems appropriate: "Perfection is the enemy of progress".
...Strifing toward perfection (provided the creator realises there is no such thing) is one of the finest qualities a creator can possess.
It clearly gives Sanjian a drive to think of and add, what I would say, are refreshing combat mechanics that are suitable for a game that prioritises both PvE and PvP equally and I think that should be encouraged or for at least people to have an open mind on the subject.
I don't have to mention...or perhaps I do to those of you who are mindlessly addicted to "the banter", on how aids the Mir discussions on discord are about the state of balance and the usual advantages the Wizard class obtain on ALL SERVERS, that, in a quick summary, aren't populated enough, have mass farming as a priority and have very little counterplay at the end line of the owner's content and item creation.
Without going much into mechanics such as silence and blind, silence would be a very welcomed addition to certain monster's capabilities and AI but if we're talking about class specific skills with this added features or new skills then obviously there needs to be an anaylsis on what makes a good mage in PvP and what is required of other classes to counter their power. Anyway...
With all that said, additional mechanics such as these is a very healthy discussion point in a game that is largely untested in terms of serious mechanics due to low populated playerbase (don't mention china numbers, other games they play dwarf it).
i am toying with the idea of a level cap (max level) which will then move the player on to an endgame set of progression which is quite interesting to me.
ZumaGuardian 2000xp level 40
killing it at level 20 will get you -80% exp for the zumaguardian, but killing it at 38-42 will net 100% exp value. this stop people power grinding higher level mobs for boosting.
groups are now given a mean average based on the level of the players in the group and who is in range at the time of the kill. meaning if your level 50 and your in a group with 3 level 10's you group level is 20 (50 + 10 + 10 + 10 = 80 % 4 = 20) so killing level 40 mobs like the example above would net -80% exp.
the group would be better off being boosted in say BC where you would all get 100% exp value from mobs. untill the group level rises and more areas become viable.
It's not that additional mechanics are not welcome, it's that he already has them. He already went through this once, so will have a relatively good idea of the balance of the current powers/changes...but to get to that stage, he had an entire server running and ninja changed them all the time, making the ability to pick kits etc almost impossible. Whilst it was annoying to play, that would have created a good foundation at this point.
Usually it's not such a big issue, but he has crafting...it was time consuming, and once you reached a certain point he ninja'd the stats because it wasn't tested enough. Ultimately it was what led to a lot of people leaving, we kept getting to milestones and he took away all the advantages we put work into.
Adding more will create the same problem...BETA testing as we all know, is not good enough...no one tests anything that doesn't benefit them in live, so although the current ones might work fine, the new ones will go through continual changes and might even effect the older ones, leaving nothing safe from changes that could drastically bend you over the time wasting barrel in crafting again.
Levels caps don't work either. Another mistake that people regularly make is they forget that certain dungeons etc didn't exist on the launch of the official servers.
Hard locking people removes their sense of progression and people quickly get bored.
Sounds like a good stab at BETA testing to me, which most if not all server's should be regarded as. You seem to have a cemented stand on upon release here are the rules and don't ever think about devauling my work (regardless of the server's health and lack of player acquisition)
Sounds like a good stab at BETA testing to me, which most if not all server's should be regarded as. You seem to have a cemented stand on upon release here are the rules and don't ever think about devauling my work (regardless of the server's health and lack of player acquisition)
Just try and keep an open mind on this, I'm tired of the same conclusion that most Mir server's go through, support other ideas and let them shine, please...
this is unfortunatly true for all servers, which is why i test and test again, but with only my opinion to go by its abit biased...Level caps to one side, adding more of these effects like Blinds and Silence is another whole host of balancing that won't be achieved in any beta. Lack of quality testing from beta testing has also been proven on multiple occasions, not just on this server.
I have also removed all locking from the Stun Poison (cant move cant attack etc) the TDB poison itself is a damage amplifier for X amount of time and i feel the ability to stun lock mobs is OP.
I have also added some more poison types, Silence, Blind. a little inspiration from the post i saw on the pheonix server but implemented differently.
Silence will now cause all spells (non melee attacks or empowered auto attacks) a chance to miss. In PvP Spells will always have a chance to miss but in PvE they wont, unless silenced, it is possible to counter this effect but ill let players work out how.
Blind will reduce your chance to hit and only affects Melee hits and empowered autoattacks.
Can remember if i updated you on the Burn but that was given an overhaul as was Bleeding.
Burn will have X chance to pass on to other friendlies nearby both MOB and PLAYERS (that are considered friendly)
Bleeding is now a stacking mechanic, meaning the more bleeds on a target the more damage it will take from bleed, but it is also capped so you cant just stack bleeding on a boss and run away. Currently the only way for players to bleed a target is through the warrior spell Corruption (altered from Red Poison to Bleeding)
All ranged MOBS can cause bleeding on a player, dark pets could be usefull to wizards but they are not so op as before.
Level caps to one side, adding more of these effects like Blinds and Silence is another whole host of balancing that won't be achieved in any beta.
i have purposly ignored this comment as some boss mechanics i have planned will require some out of the box thinking and will need groups to work together!'Cleanse By Fire'
when i came the the thought of a level cap, my plan would be to have spells that are level based (repulsion/sd/energyrepulsor) have a base 50% success of fail if used on a target of the same level, rather than it just not work,
so 2 lvl 50 wizards could repulse each other but with only a 50% chance.
im a huge fan of LoL so i completely see your arguments.
but as the effects of the game have longer lasting effect than the 40 min game of LoL it has to have more rng.
the tao pet sacrafice is quite a nice idea but its constant, just summopn skele kill it and now you have a stronger spell, its infinate given infinite resources and a spell like that wouldnt work with a long c/d because its not decent enough to have a long c/d.
nothing wrong with ideas though and its something i could look into down the line, atm though i dont want to add new spells untill im happy with the current balance. (ill settle for an 80% community agreement)
im also looking to add special set bonus effects to new set items, just like in other mmos/rpgs
wearing:-
2/5 of the soulset would increase SFB damage by X,
5/5 changes purification form a single target cast to an aoe spell that purifies each tick.
2/4 of the summoners set increases summons pets damage by X or health by X
4/4 summonerset changes summonskele to a different type of skele with different skill sets, like a HM or even a XHM
when ever i add something i always think about how it could be abused, for example like above, player equips set, summons big skele then swops gear, a check would be done and it would just instakill the big skele as the 4/4 set bonus is no longer applicible
im also looking to add special set bonus effects to new set items, just like in other mmos/rpgs
wearing:-
2/5 of the soulset would increase SFB damage by X,
5/5 changes purification form a single target cast to an aoe spell that purifies each tick.
2/4 of the summoners set increases summons pets damage by X or health by X
4/4 summonerset changes summonskele to a different type of skele with different skill sets, like a HM or even a XHM
when ever i add something i always think about how it could be abused, for example like above, player equips set, summons big skele then swops gear, a check would be done and it would just instakill the big skele as the 4/4 set bonus is no longer applicible
the tao pet sacrafice is quite a nice idea but its constant, just summopn skele kill it and now you have a stronger spell, its infinate given infinite resources and a spell like that wouldnt work with a long c/d because its not decent enough to have a long c/d.
but as the effects of the game have longer lasting effect than the 40 min game of LoL it has to have more rng.