View Full Version : Jewellery and how it affects the game
Adrian
04-21-2014, 03:29 PM
Hi Everyone,
We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions :biggrin: ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.
Thank you!
xayne
04-21-2014, 03:49 PM
Add jewelry to dragon drops or nerf the items already in game. You really have to do something about it.
Add random bonus rings and amulet drops to regular mobs that have the potential to be just as good as items already in game. You could even make lucky boxes as a cash incentive for you if you went that route. They would sell like hot cakes initially.
Perhaps make the bonuses from jewelry not affected by fulminating or cold blood?
Rising_Cold
04-21-2014, 04:07 PM
There is not enough jewelry in generall so the difference between boss jewelry players
and ordinary jewelry players is huge
players with jewelry dont even have to be good at their class,
they just have to make sure they wont get knocked
so they can win every fight
(Id love to give great examples, but I have no ammy's/rings to show the difference)
Id like to see the current jewelry nerfed damage wise, preferably by a better armor calculation system
AND
more jewelry to obtain for more possibility / fill up the gap between boss jewelry players and non-boss
schachteana
04-21-2014, 04:29 PM
hi,
the problem, generally, is that most damage/armor-calculations are being done absolutely.
For example, let's take some random lvl 60 barbarian and some random lvl 60 marksman in consideration.
Fighting a buffed enemy, the barb will maybe deal ~700 damage, while the marks only does ~150, which is, of course, normal.
Once you equip those two characters with a dragon amulet (+50 absolute damage, increased by dmg buffs like berserk afterwards), the barb will probably deal ~782 dmg now, while the archer gains an immense dmg boost and suddenly deals ~220.
By just equipping one, very rare, item (amu), the archer's damage is increased by ~46%. Especially in duels, this is extremely unfair, giving the enemy without boss jewlery no chance to win, if both players are equally talented.
In the given example, the barbarian's damage is only increased by ~12%.
Many say, just like in the post below this one, it would be best to just take jewlery dmg out of calculation and add it in the very end, so that the dmg by a dragon ammy will always only be 50.
I though think this does not solve anything - 50 damage plus is still way too much in situations where you'd usually only deal < 200.
The problem I am adressing also applies for armor calculation.
(carefully) Changing armor calculation. Absolute armor calculation leads to inbalance since low-dmg players like lvl 45ers or poorly equipped lvl 60 hunters will do very little damage while highly equipped marksmen and barbarians are able to deal immense amounts of damage. I personally think, this will change quite a lot, and balancing might be easier then.
(short example: attacker 1 does 1000 damage, attacker 2 does 180 damage (on an enemy without armor).
Let the defender be a mage with 250 armor points which absorbes 150 damage. attacker 1 will deal 850 damage, attacker 2 will deal 30 damage (!).
+ 1 armor point corresponds ~ 0.5 - 0.6 dmg reduction
Now let's say 250 armor points would decrease the incoming damage by 15% instead: attacker 1 will still deal 850 damage while attacker 2 deals 144 damage. Wouldn't this be better?!
+ 1 armor point corresponds ~ 0.05 - 0.06 % dmg reduction)
link (http://www.championsofregnum.com/forum/showpost.php?p=1781385&postcount=4)
If you don't want to work too much, I think re-adjusting dragon amulets would be enough. I do not see such a big problem about boss rings, the difference between them and quest jewlerey is not big.
Are you (if ever) also going to change the already existing amulets/jewlery stuff? I hope so.
Finally, could you please change the lvl of Daen Rha, Evendim and Thorkul to 60? Characters at lvl 60 still do not drop anything of these.
Happy easter
ps. having some items with very high value, like in the current situation, is a good thing for every mmorpg
pieceofmeat
04-21-2014, 04:55 PM
Just fix the dps calculation to add jewellery damage after any other modifiers.
This will of course be a small nerf to all dps classes or builds, but its essential to keep shit balanced now and in the future.
Create more mid range stuff, that appeals to both dps and other classes.
Balance each significant type of jewellery if you have a 250 hp +50 dmg amulet then there should be a small and medium version as well which is easier to obtain. etc etc
Now you can add droppables, premium and boss jewellery as you please.
OP gear works as incentive to get better equipment for sure, but if its unobtainable for players in one way or an other it can be one more reason to look into better balanced games instead.
Vincent_Valentine7
04-21-2014, 05:37 PM
change the way the armor system works now,back in the day boss gear was not so op as it is now....screenshot lvl 60 knight with warmaster armor thats Very bad to fire 2 daen rings and tenax amulet nerf something
GrimNightfall
04-21-2014, 05:58 PM
Boss jewelry should not be influenced by percent based buffs (berserk, recharged, cold blood, bless weapon etc).
Amulets need to become droppable again, as it is only a select few players have an unfair advantage as the item is way too overpowered and currently unobtainable.
There has been a suggestion for War Master jewelry, where you buy an amulet with either hp or mana for a set amount of WMC. It also comes with an empty socket for gems you also buy from the WM shop which include damage, attack speed, cast speed, armor bonus and such. These can be sold at the new lamai WM npc.
Make all quest jewelry obtainable in every realm.
These 4 suggestions seem to be the most popular, so I'm just gonna leave them here.
errei
04-21-2014, 08:17 PM
as ppl already said, boss jewelry`s (or only amulets) damage should not get multiplicated by buffs...
It could be changed for class atribute, like instead of 50 fire/ice/lighting damage it could be 50 str/int/dex. However this would demand some changes because the damage is different between subclasses.
About rings, personaly it would be nice if Thorkuls damage ring (Power smite ring) had elemental damage, instead of blunt. And this same ring should not have mana boost, it is disbalanced. The mana bonus could be switched with the hit chance or concentration bonus, from the other Thorkul ring (ring of the earth?).
In terms of dropping the jewelry, the current system definetly needs changes.
4 things are definetly necessary:
-All players involved should have the same drop chance. No, the update that was suposed to fix this did not work. We still see that only knights, conjurers and (in dragons) barbarians drop. the other classes dont have a chance.
-Warzone bosses (Evendim, Daen Rha and Thorkul) should be lvl 60. Or at least make the boss items dropable for any lvls (Remove the usual loot, but keep the items dropable). The problem was that people abused of the loots for Realm Tasks, right?
-Dragons should drop amulets again. They do not need to be a common drop. It can be a rare shit, but without them Dragon raids just isnt much of an attraction. And it would be good to drop good items, which some few players have and you wont have any chance of having it in future.
-Dragons should drop 3 items per raid again, as well as Daen Rha, Thorkul and Evendim should drop 2 items per kill again. The update which was supposed to fix the dropping class imbalance made the bosses drop only 1 item per kill. 1 drop per kill is unfair, and make bosses even more ignored, in small servers as Haven. Im sure that it wont be bad to bring back the old drop rate (2/3 drops per kill).
Slartibartfast
04-21-2014, 08:29 PM
No one mentioned that there ain't no boss jewlery for mages, only for physical dmg dealers?
_Kharbon_
04-21-2014, 09:09 PM
Jewellery. It does have a great potential, but it's not really developed in regnum. At the moment, there are tons of useless ones, few decent ones, and two OP ones.
I would love to see more jewellery added. Attack speed, cast speed, mana, hp, movement speed, perhaps even rings/amulets granting unique spells to the character.
At the moment, most jewellery can be obtained from quests. I feel we need dropable ones. However, the chances of dropping them should be similar to epic/legendary gear.
Add some basic jewellery to merchants (or specialized NPC's).
A great addition (suggested before by others) would be having blank slots in rings and amulets, where the current gems could be used.
Regards
Hayir
04-21-2014, 09:41 PM
remove it, jewelry problem solved.
Add +80 Health rings to Ignis as there are in Alsius and Syrtis. Mage specific jewelry should be nice idea too. Actually there is a mage boss amulet - Evendim Amulet. If i remember good it was like 250 HP, 10 Int.
+10000 ring and amulet bonuses to be excluded from spell bonus calculations. It will be good for us to have more light about how things actually work. The order of how spells apply, how damage modifiers apply, how armour system actually work and so on.
I bet alot of this stuff is broken beyond any repair, but noyone is willing to fight the spaghetti monster and debug and reverse the logic around it. Then to rewrite and make things better.
-Aniara-
04-22-2014, 08:35 AM
1. Add some new cool stuff that's positioned somewhere between quest and boss jewelry.
Preferable in a way that makes ppl roam the WZ, the biggest and funniest instance in game! Mayhaps like this:
http://www.championsofregnum.com/forum/showthread.php?t=100654&highlight=super+mob
2. Make dragon drop Amu again (old or as good) and new weps!
PS I think that having a very rare but droppeble item as the number one op gear is very good for the game. It makes ppl interested in the dragon raids and makes ppl buy boxes both as a way to compete against the boss jewelry users and as a means to buy em tiny shiny things from lucky droppers.
PSS At least the rings can be bought in Alsius, they cost a fortune but it can be done if you really set for it.
Best regards
/A
time-to-die
04-22-2014, 09:19 AM
Players with Boss jewelry have way better dmg then the ones who doesnt have them..
remove it, jewelry problem solved.
Shwish
04-22-2014, 09:39 AM
The issue with mages is not the lack of jewellery options, but the fact that all damage spells have fixed damages based on the amount of power points spent on them. To make it worse, these fixed damage values remained the same after the level cap was raised. Therefore todays mage's damage output is equal to that of a level 50 mage from 4 years ago whereas every other class benefitted from a raise in stats and gear values.
Mages need a way to increase the damage of their spells and unfortunately that's not in the games mechanics and cannot be solved by simply slapping cast speed onto jewellery.
Fix armor calculation
Reduce damage boost provided by spells
Reduce bonus damages provided by items (not only jewelry)
Make items having bonus _and_ malus (ie. +15 dmg -1% attack speed)
Introduce more jewelry items
Allows _everyone_ to drop with equal chance
Jewelry items should have enough variants to be useful for any class
Mages: level 60 scaling, items are mostly damage-based, useless for them
Hunters: base damages are too low
Even with many "OP" items, one may hit a buffed knight for nothing
Barbarians have op damages, jewelry doesn't change much
Don't forget once you'll nerf one item or spell, another one will be called OP
Dely_renigo
04-22-2014, 12:31 PM
Boss jewelery... the biggest game imbalance (PvP, RvR... whatever). Remove it and add new.. droppable rings, amulets from normal mobs.
It's Easy to Fix.
Could someone link the topic on the Spanish forum and NGD's response to that topic? It is important to see what transpired there to know if it is worthwhile participating here.
I guess it is this thread:
http://www.championsofregnum.com/forum/showthread.php?t=102310
Kimahri_Ronso
04-22-2014, 03:28 PM
Boss jewelery... the biggest game imbalance (PvP, RvR... whatever). Remove it and add new..
Players with Boss jewelry have way better dmg then the ones who doesnt have them..
remove it, jewelry problem solved.
Yeah, remove all boss jewellery and you will remove all former players along with them from the game.
I'm pretty sure if NGD remove or even modify/nerf old dragon amus and wz boss rings, many, if not all the players who has them will quit :P
Instead of this ^^ :
-Make it possible amus being dropped again by dragons.
-Add new amus and rings that can be dropped by mobs as many above have suggested it ^^
-fix armor calculations, also have been suggested by others ^^
- make wz bosses lvl 60 at last ffs!
Hayir
04-22-2014, 03:33 PM
Yeah, remove all boss jewellery and you will remove all former players along with them from the game.
I'm pretty sure if NGD remove or even modify/nerf old dragon amus and wz boss rings, many, if not all the players who has them will quit :P
Instead of this ^^ :
-Make it possible amus being dropped again by dragons.
-Add new amus and rings that can be dropped by mobs as many above have suggested it ^^
-fix armor calculations, also have been suggested by others ^^
- make wz bosses lvl 60 at last ffs!
Those players who are all about boss jewelry are useless anyway.
Kimahri_Ronso
04-22-2014, 03:36 PM
Those players who are all about boss jewelry are useless anyway.
I only said my opinion, it's up to NGD to decide anyway, now, can we get back to the thread again please? :P
Pery3000
04-22-2014, 03:56 PM
Hunters: base damages are too low
Says the hunter who does 1k crits on me lel.
First step is to fix Armor system. You can only see the imbalance of boss gear on archers anyway. Barb dmg is already op, same with a knarb. I agree boss gear is Op especially when my marks is buffed with Wep Bless, owth so on... pewpewpewpew
Pery3000
04-22-2014, 03:59 PM
No one mentioned that there ain't no boss jewlery for mages, only for physical dmg dealers?
Errr.. Power smite rings .. 175 mana wtf are you blind.
Dely_renigo
04-22-2014, 05:07 PM
Yeah, remove all boss jewellery and you will remove all former players along with them from the game.
I'm pretty sure if NGD remove or even modify/nerf old dragon amus and wz boss rings, many, if not all the players who has them will quit :P
It seems that u don't care about better game for newcomers. Im sure that more ppl have already left CoR because this kind of gear still exist and it's impossible to get it by normal way.
But yea... I have another solution... give boss jewellery to all players... its simply... create quest for all... for example kill 10x Thorkul or Tenax.
I think that true player won't leave this game after remove jewellery. CoR has lost more players by previous changes. Regnum will be much better if all players will have the same chance to get epic item.
Sry for my bad english.
Hollow-Ichigo
04-22-2014, 05:16 PM
IMO boss jewellery needs more elemental damage.
Rising_Cold
04-22-2014, 08:25 PM
Errr.. Power smite rings .. 175 mana wtf are you blind.
also 30(?) blunt.. so its still made for normal hits/archers/warriors damage, sorry only eve ammy seems to be the most handy for mages
even tho int doesnt help with damage at all, were dex and strength (other ammy's) do
..actually when a barb uses eve ammy he still gets (almost) same boost as when a mage uses the ammy..
whereas when a mage uses thorky ammy.. ye strength not really usefull
Also removing it isnt an option.. its rare gear thats fun to have
giving it to everyone is even more stupid, they'll have to buff up health next coz every1 is doing 1k normals
Hollow-Ichigo
04-22-2014, 09:59 PM
Best sell my amu now then, before it becomes 10 fire damage. Bitching on the forum does help lel
Shwish
04-23-2014, 07:53 AM
Yeah, remove all boss jewellery and you will remove all former players along with them from the game.
I'm pretty sure if NGD remove or even modify/nerf old dragon amus and wz boss rings, many, if not all the players who has them will quit :P
News flash: Hundreds (if not more) people have quit already due to this imbalance. Its a sign of bad game design.
Sure a handful of players will be pissed off because they lose their blatantly unfair advantage over other players but the amount of people who will be happy with this will far outnumber that. Hell I might even play this game again if boss jewellery is removed.
But yea... I have another solution... give boss jewellery to all players... its simply... create quest for all... for example kill 10x Thorkul or Tenax.
They might as well delete both mage classes if a change like this goes live without any compensation.
Raindance
04-23-2014, 10:26 AM
Yeah, remove all boss jewellery and you will remove all former players along with them from the game.
I'm pretty sure if NGD remove or even modify/nerf old dragon amus and wz boss rings, many, if not all the players who has them will quit :P
now, can we get back to the thread again please? :P
You make it very hard to do that.
Loque
04-23-2014, 11:01 AM
I'd rather 20 old players with boss jewels quit than 50 new players because of the former.
Boss jewels need a complete overhaul and old ones need to go/get modified drastically.
1) Remove old jewels, yes all of them.
2) Make new items with lesser impact on game concentrating more of the players survival abilities rather than damage.
3) On the contrary of making them more common, I will say make it more rare, make them drop like once in 3 months or something, so only 1 in 30 can have it unlike current scenario where 15/30 have it.
4) Fix that duping thing if it actually exists (serious issue)
5) Be more active in punishing such activities and not go lenient just because they have played the game for 99 years.
Whether you fix armour calculations or not, whether you fix class balance or not, boss jewels need to be fixed as an immediate concern.
Pery3000
04-23-2014, 02:30 PM
also 30(?) blunt.. so its still made for normal hits/archers/warriors damage, sorry only eve ammy seems to be the most handy for mages
s
So you telling me 10 Intel is better than 175 mana.. Only good thing about eve ammy is the extra hp. Which still won't matter cause you still will get 2 hit by a barb. Also Complaining about 34 blunt dmg when it still gives you 175 mana. I lel evrytyme.
schachteana
04-23-2014, 02:50 PM
So you telling me 10 Intel is better than 175 mana.. Only good thing about eve ammy is the extra hp. Which still won't matter cause you still will get 2 hit by a barb. Also Complaining about 34 blunt dmg when it still gives you 175 mana. I lel evrytyme.
10 intelligence equals 90 mana. I do not think an amulet with 250 HP and 90 mana is all too bad for a mage.
you still will get 2 hit by a barb
maybe you should learn to play your class then. You cannot expect this game to be so easy that you do not have to do anything anymore. Conjurers have got the second highest defense ingame and are able to stand quite a lot of dmg. 250 extra HP is plenty enough bonus.
Sadly, there are only few good items, dropped by bosses. 90% of all boss drops are crap. (srsly, weapons for lvl 50? Or a ring with some HC and concentration? Even quest rings are better than that.)
sry for ot
Pery3000
04-23-2014, 02:58 PM
10 intelligence equals 90 mana. I do not think an amulet with 250 HP and 90 mana is all too bad for a mage.
maybe you should learn to play your class then. You cannot expect this game to be so easy that you do not have to do anything anymore. Conjurers have got the second highest defense ingame and are able to stand quite a lot of dmg. 250 extra HP is plenty enough bonus.
Sadly, there are only few good items, dropped by bosses. 90% of all boss drops are crap. (srsly, weapons for lvl 50? Or a ring with some HC and concentration? Even quest rings are better than that.)
sry for ot
1. I never said anything about it being bad. 2. I enjoyed more mana on my conj/lock. Since I already had thorky ammy. 3. I already know how to play that class, River Wind owned before Ngd came out with this email crap. 4. I never said anything about this game being easy or wanting it to be easy. Its already easy. 5. One ms/kick conj is dead. 6. Who said anything about weps.
Rising_Cold
04-23-2014, 03:10 PM
So you telling me 10 Intel is better than 175 mana.. Only good thing about eve ammy is the extra hp. Which still won't matter cause you still will get 2 hit by a barb. Also Complaining about 34 blunt dmg when it still gives you 175 mana. I lel evrytyme.
Im saying the ring is made for archers and warriors and mages could use the mana
out of all rings and ammys from boss mobs the only one made for mages that other classes could use is eve ammy
and you're defending that shit? bloody barbs
Pery3000
04-23-2014, 03:17 PM
Im saying the ring is made for archers and warriors and mages could use the mana
out of all rings and ammys from boss mobs the only one made for mages that other classes could use is eve ammy
and you're defending that shit? bloody barbs
What am I defending exactly?
Also Eve's crap ring gives 175 mana. Ngd could have made it so that all crap rings give mana but no.
Back on topic.. Nerf boss gear.
Hollow-Ichigo
04-23-2014, 03:40 PM
Or just allowed hunters to use boss jewellery. They are weak and need the damage.
Kimahri_Ronso
04-23-2014, 04:59 PM
It seems that u don't care about better game for newcomers. Im sure that more ppl have already left CoR because this kind of gear still exist and it's impossible to get it by normal way.
Do you think I'd be posting here if I didn't mind?
I do care, even if it isn't that obvious.
TBH, I don't think anyone has ever left CoR just because X had a dragon amu and Y didn't. What more obvious IMO is that most of the so called 'newcomers' don't even reach lv 30 because the lack of quests and the endless and boring grinding. Player retention needs to be changed as well....
Not to mention that everyone can get lvl 50 with her knight / conju to camp WZ bosses and they CAN also have such gear. It's all about will and steadfastness of purpose.
Sure a handful of players will be pissed off because they lose their blatantly unfair advantage over other players but the amount of people who will be happy with this will far outnumber that.
If we call boss gear OP it might be unfair yeah, but as I already said it above, everyone has the chance to get it ^^
Boss jewels need a complete overhaul and old ones need to go/get modified drastically.
1) Remove old jewels, yes all of them.
Removing won't happen, just telling.
I still know someone who has gauntlets with +4 const.
They might modify them yeah, they will do something about them... if there's enough whining here they surely will :D.
Hayir
04-23-2014, 05:33 PM
If we call boss gear OP it might be unfair yeah, but as I already said it above, everyone has the chance to get it ^^
Everyone having the chance to get it doesn't make it any less OP. Also not everyone has a chance to get it, dragon amu is not dropable anymore.
NGD once added by accident jewelry dropable by normal mobs removed it again, those were even as good as boss jewelry iirc. Many people optained and used them. Why shouldn't they be able to do that with boss jewelry and remove it as well?
wind_spirit
04-23-2014, 05:46 PM
hi,
or create 1 ring
dmg : 5-10 fire + 5-10 elec + 5-10 ice
and 1 amulet +25 elem dmg ( depend realm )
and all can be obtain by quest.
all are better than existing rings, but under than boss rings.
bye
Wind Spirit
Dely_renigo
04-23-2014, 05:51 PM
If we call boss gear OP it might be unfair yeah, but as I already said it above, everyone has the chance to get it ^^
So boss jewellery quest for all players is OK for you? Or...
errei
04-23-2014, 06:04 PM
Im saying the ring is made for archers and warriors and mages could use the mana
this is only true considering PS ring... (which mana bonus should be switched with Ring of the Earth concentration or HC bonus, btw). The other mana boss ring this game has (eve mana ring) is not directly good for archers and warriors, as damage or AS rings becomes more useful.
tbh i dont get exactly how should a boss jewelry be directed to mages if not directly by mana... cast speed? bah! :(
Kimahri_Ronso
04-23-2014, 06:28 PM
Everyone having the chance to get it doesn't make it any less OP. Also not everyone has a chance to get it, dragon amu is not dropable anymore.
NGD once added by accident jewelry dropable by normal mobs removed it again, those were even as good as boss jewelry iirc. Many people optained and used them. Why shouldn't they be able to do that with boss jewelry and remove it as well?
I didn't say they aren't able, I just said IMO they won't. Big difference.
Also, don't you think they're asking us now about things like this because they will make it dropable again? Cuz I do. Soon, but not very soon.
fotomay
04-24-2014, 05:14 AM
all boss level jewellery should be time-limited.
if possible, disclose all combat formulas so that a proper assessment of the combat balance can be made before further adjustments. otherwise, you will end up chasing shadows.
learntoplay
04-25-2014, 06:13 AM
I think it's a great idea to either lower the amount of damage on boss jewellery or give quest jewels that are near the damage of boss jewels.
Rings with 25 physical damage, or amulets with 30 elemental damage as part of a quest chain (high level quest, maybe to kill a certain amount of players or earn a certain amount of rps) would be a great addition and even out the damage difference between players.
Enitharmon
04-25-2014, 09:14 AM
I don't really see boss jewellery as the core of the issue here. The problem is out of whack damage, which is a combination of ridiculous buff-stacking, weapons and jewellery. Nerfing just boss jewellery won't do much to fix the problem.
What is needed is to compress the upper range of damage, as more and more dmg enhancers are stacked it should give diminishing returns. Just as AS%, CS% and other stats work already.
I've heard NGD tried to introduce such a feature on Amun some time ago, but the community cried too much about their reduced damage, so it was abandoned.
I believe the message from this thread and others is a loud admission from the community that they were dead wrong, and it's time just to reintroduce this damage compression.
(Anyway just get this over and done with fast plz, so you can turn your attention to more important stuff, like reintroducing TDM (http://www.championsofregnum.com/forum/showthread.php?t=101438)...) :huh:
Awrath
04-25-2014, 11:09 AM
The core issue here is the game mechanics. The solution will not be simple, and I doubt NGD will do it properly (because "10 year old code").
There are two fundamental problems when it comes to boss gear (by that I mean dragon amu + boss dmg rings). The first is the current armour system in place, fixed damage reduction needs to go. The second is the way in which percentage based damage buffs works with boss gear equipped, this also needs to change.
Introducing new jewellery may reduce some of the disparities between boss gear owners and normal gear owners, but it's a quick fix to a problem that is always going to impede future balance issues. Fix the game mechanics, see how much easier balance is then.
pieceofmeat
04-25-2014, 11:52 AM
I've heard NGD tried to introduce such a feature on Amun some time ago, but the community cried too much about their reduced damage, so it was abandoned.[/SIZE]
All i can remember was NGD adding maybe -30% mauls on us when testing the 2010 balance update.
If there been a system with diminishing returns or anything as refined as that, surely would have heard more about it.
Jewellery. Many are terrible and useless. Some are average. Few are good and fewer still are considered OP.
Those considered OP are mainly so because of damage calculations and creeping up-tick of defense/offence leading to sometimes absurd extremes. If the equations are not repaired, all will happen is that the problem just gets kicked further down the road.
There is one other issue I would like to mention. The current jewellery was only designed in a context of a max level of 50. With 60 being the new maximum, some of these pieces scaled out of proportion along with other propagating power increase issues. This then makes the equipment OP on 60's yet barely useful to levels 45-50 who would be best served by a power boost. On the other end some are so useless to the point of being absurd.
One possible solution to all this is to level cap jewellery. This allows the invention of powerful stuff for lower levels without the fear of it scaling out for higher levels. Make new jewellery appropriate for level 51 - 60. One size really cannot fit all especially in a level spread such as this game has. One serious conceptual error was trying to stretch all the equations that were balanced for 50 to somehow make it scale for level 60. A price is paid for that now.
In the end, level capping jewellery would ensure that there would be few useless pieces in the world and almost no OP ones due to scaling at least.
Actually, it could be a way to bring even lower levels into the warzone which is what I assume NGD wants.
Increasing WZ survivability through jewellery for lower levels could help.
Hi Everyone,
We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions :biggrin: ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.
Thank you!
First of all ,last 2-3 threads that you replied begined with ,"wee did this on spanish forum",that's not cool at all ,wee know there is main core of the game ,wee know that NGD is modelling the game around RA ,you NGD make same mistake again ,again and again ,there will never be a CoR in international if you continue with this mentality ,spanish and others ...
Even at some post found out from some players about what Frosk replied a few days a go in spanish forum ...
This is mirroring international ,even a old thread of mine from 2 years a go what OS are you using to play Regnum had more voters in international ,around 200 ,now fragile touch 90 voters for a international forum ...this must give you a think about what your are saying and how are you sayning ...
Anyway to be back in topic :
Boss jew were not so powerfull at the begin of the game ,as it's now ,but the basic huge impact amplifier is made by:
-legendary weapons
-cold blood
-fulminanting
But fixing armor system will fix this minuses ,maybe ....
And even worse you are modeling your balance around boss jew and not normal players ...
Vadhir
04-26-2014, 06:14 PM
Still wondering why Thorkul´s ring is the only one wit physical damage ¬¬ I would change its damage to Ice Damage, Evendim´s ring should be Lighting damage, and Daen´s one stays like it is now.
I think Thorkul´s ring is Blunt damage because it is a worm... you know, earth worm... earth... rock... bluct... NGD Logic..., then you should change Evendim´s ring damage from Ice to Slashing (because Evendim uses a Sword) and Daen´s ring damage from Fire to Piercing (because Daen uses a spear)...
I just ask for that ¬¬ Really ¬¬
GrimNightfall
04-26-2014, 07:36 PM
Still wondering why Thorkul´s ring is the only one wit physical damage ¬¬ I would change its damage to Ice Damage, Evendim´s ring should be Lighting damage, and Daen´s one stays like it is now.
I think Thorkul´s ring is Blunt damage because it is a worm... you know, earth worm... earth... rock... bluct... NGD Logic..., then you should change Evendim´s ring damage from Ice to Slashing (because Evendim uses a Sword) and Daen´s ring damage from Fire to Piercing (because Daen uses a spear)...
I just ask for that ¬¬ Really ¬¬
I think it has blunt damage due to the fact that it is a dmg ring with 175 mana.
I would honestly prefer thork rings over daen/eve rings
errei
04-26-2014, 09:29 PM
I think it has blunt damage due to the fact that it is a dmg ring with 175 mana.
I would honestly prefer thork rings over daen/eve rings
same, +1
Gnupis
04-27-2014, 10:38 AM
As some said already the main issue is not the jewelery alone but jewlery along all the new lvl60 op equipment that filled the game from lucky boxes. The situation we face today is solely an effect of NGD selling raw in-game power and it is best if we face that before trying to fix anything.
A player that buys enough xim can obtain an overall dmg bonus equal to what you get from boss amulet and rings. Compared to such players everyone else is outclassed to the point player skill doesn't matter much to the outcome of a fight. I'm not saying lucky boxes should not be sold but what we need is an overall balancing of armor and damage calculation in the game instead of isolated boosts or nerfs here and there. As things stand now bonuses like attack speed, extra hp, extra stats or evasion either matter too little compared to raw dmg bonus or there is no way to tell how useful they are. Testing out is impossibe of course, since equipment with different bonuses costs real money, so everyone is forced to go after a huge dmg bonus for a reliable build.
We have a messed patchwork of a dmg-armor system that includes the system of the game as it was first created and all the side effects of the updates that followed. What needs to be done is for the whole system to be reviewed and changed so that it gives a chance for survivability to everyone including lower levels while keeping lucky box items as useful as possible.
NGD should set for themselves what are the expected stats and power for an average player on each level and move from that point to fixing balance in the game. Once that is done it will be easy to balance both the equipment dropped by bosses and the power one can gain by buying items with real money and set everything so that it doesn't break the game, even tweak things according to tests along time.
If that makes you worry that players will stop buying boxes because the items will not be as op anymore you can simply make lucky box equips op afterwards as well. Reviewing the system and setting an "expected player power" is essential so you have control over the item balance for future changes too, and give low levels a chance to fight in the wz along the way.
kowocki
04-27-2014, 06:13 PM
I agree with ppl who say that the main problem with boss jewellery is not it's stats but how buffs affect them (recharging arrows, fulmi, offencive stance, berserk...), and yes except mana and hp from ammy boss jewellery is useless for mages.
Another topic mentioned in this thread:
How to bring lower lvls/more ppl to war?
1) adjust exp curve so you can lvl fast without grind (just quests only) till lvl 45-50. (i am already reviewing alsius quests, which are entertaining and influence players knowledge of realms topography/game mechanic/have good reward/interesting story and which are just ...crap).
2) war ready player is most likely player lvl 50-> war master quests-> suggest you are expected to do war as priority for you, at lvl 50 you have second best set of weapons and armor, you have enough power/discipline points to compete with higher lvl players.
An ALTERNATIVE solution is lvl locked jewellery from quests-> most likely % increase of hp/mana ammy, single % dm increase ring and single % protection bonus ring-> in order to make lower lvl player compete with higer lvl players he must deal sufficient damage dm and be able to take the hits from higher lvl players (not a 1 hit 1 kill 1 rp- exploited by some rp farmers who run away from equal lvl players but can farm 1 rp players till their victim rage quit).
this solution has flaws tho:
-affects grind> overpowered player towards mobs thus fast lvling, no benefits for NGD as nb will be interested by exp scrolls in the jewellery lvl gap
-the lvl at which the jewellery is obtained is questionable lvl 30? 40? when do you have enough points to build an effective spell setup? it affects every class differently too (mage class? warrior? archer?). Old "kill enemy players" were designed for lvl 50 cap thus they are now outdated.
- the scalability should be at least every 10 lvls (if not every 5 lvls), let's say the theoretical 30% dm increse for player lvl 30 will affect game play different way than 30% dm at lvl 40.
trulyem
04-28-2014, 12:49 AM
Boss jewelry has brought nothing to this game other than imbalance. My understanding is that this game is more of a realm vs realm rather than pvp game.
My thoughts are the folllowing:
1. Nerf. ADD penalty in order for boss jewelry user to take challenges and put more strategy in game play. Either of the following:
a. Deduction of XXX to Mana or HP.
b. Once equipped, CS or AS on a percentage deduction effect.
c. Once equipped, player does not regenerate HP or mana
d. Once equipped, tendency of dragging mobs to attack the user [haha]
e. Armor Penalty, and more.
2. Armor system is broken. Provide new sets of jewelry like Warmaster amulet and rings that can counter the imbalance of current boss jewelry.
-Aniara-
04-28-2014, 08:16 AM
Meh, go play chess, no random, same gear, no unbalance, ever....
RO is a wargame, if you attack under bad conditions you gonna die... aka respawn... What a loss......
At times dieing a lot to free a fort may be a valid strategy, if you don't like it don't do it.
I played for years with no bling bling, and also with full set. Yes it does matter but not more then that I lately played my marks and did not even notice I was using NO jewelry at all after 1h of intense gameplay... (Conju had it to make Winter jelly of the the insane mana, don't dare cast energy borrow at me ;o)
The only unbalance is that amu is undroppeble for the moment! Fix that and we are all fine. :harhar:
Best Regards
/A
pieceofmeat
04-28-2014, 10:50 AM
The only unbalance is that amu is undroppeble for the moment! Fix that and we are all fine. :harhar:
Thats the only part thats good with them!
Rising_Cold
04-28-2014, 12:07 PM
Thats the only part thats good with them!
except for the redicilous boost of damage you get from the ammy with marks and barb (mainly, tho hunt's cb is crazy too)
the ammy's are a good thing, they keep people playing, wanting to get their hands on that extra hp and damage
now however they have crazy damage AND impossible to get..
Im no fan of the ammy's, removing however would take away a big part of 'wanting to keep playing to get good gear'
its the only thing you cant buy from boxes afterall
the crazy damage should get fixed.. improving armor calculation would be (imo) the best way
but if thats not 'possible' then plz nerf
and then the ammy's should be dropable again
errei
04-28-2014, 03:15 PM
except for the redicilous boost of damage you get from the ammy with marks and barb (mainly, tho hunt's cb is crazy too)
the ammy's are a good thing, they keep people playing, wanting to get their hands on that extra hp and damage
now however they have crazy damage AND impossible to get..
Im no fan of the ammy's, removing however would take away a big part of 'wanting to keep playing to get good gear'
its the only thing you cant buy from boxes afterall
the crazy damage should get fixed.. improving armor calculation would be (imo) the best way
but if thats not 'possible' then plz nerf
and then the ammy's should be dropable again
Completly agree, +1.
I wish amu will be dropable again, so I come back to play and take my acc back from friend :(
Hollow-Ichigo
04-29-2014, 09:05 PM
Jewellery makes too much of a difference in war, not even gonna mention 1v1. If a hunter with jewellery comes out of camouflage, the enemy has basically no chance to fight back. I agree cold blood needs a nerf though..
All the following screenshots is damage with cold blood and just amulet (no fury rings).
Tigerious
04-29-2014, 10:32 PM
A good idea was suggested above and I still approve it as the problem comes from the jewerly addition.
Allow players to only wear one ring OR one amulet.
But I still think that even with this, the changes wont be so significant as it goes with the weapons.
Also in other side the jewerly business goes to real money involved and doesn't go in your pocked NGD (except if as a conspiracy theory, you create and log chars on purpose for this...).
DonatoRLD
05-01-2014, 08:17 PM
Learn to like the diversity!
http://i.imgur.com/8trbJoU.jpg
I'm sure you had lots of fun.
OT;
Jewellery and how it affects the game
I'd highly recommend removing boss jewelry, or making drastic changes.
While you are doing that you should also take a closer look at all the buffs barbarians are provided with, stacked with boss jewelry and legendary weapons.
http://i.imgur.com/OFvt9nQ.jpg
Base damage with a fast weapon, (collosus buffed)
And ofcourse before all that, armor calculations.
-Aniara-
05-05-2014, 12:18 AM
[QUOTE=DonatoRLD;1794322]http://i.imgur.com/8trbJoU.jpg
"I'm sure you had lots of fun."
Ah well was chasing Relic and wouldn't tried to pass 11 reds if not for that. So it goes under "attacking under bad conditions", think i got bow'ed just after dismount so not even a chanse to cast barrier.
I am sure You had lots of fun!, nice hit!
Locks defense isn't Armour, its keeping distance. I failed and payed the price, fast taxi to cs, shit happens.
I dont play lock the easy way couse it dosent amuses me, easy wins have no value. I can try epic manuvers and die 9 times out of 10 and still have "lots of fun". Its a fantasy game! Weapons should be legendary, epic rings exist and one hits kills possible, dont nerf everything to grey slush pls.:hat:
Best regards
/A
Lebeau
05-11-2014, 12:47 AM
To be clear, I don't own any boss ammies or rings, but wish I did...
-Don't steal players' items! Unfair! Leave all amulets & rings in game. Dragon ammies should once again be able to be dropped by anyone, not limited to the current owners of such.
-Don't make some silly rule of players can only wear one boss ammy or a boss ring, but not both. Unfair! It's really ridiculous to begin with & also, it's essentially the same as stealing the items from a player, if he can't f-ing use them all.
-DO make all jewelry damage additions into post game calculation adds only. 50 + 34 + 34 = 118 extra damage maximum per attack, for ALL lvls, for ALL classes, & thus, NEVER multiplied by %-based damage boost spells like coldblood, or berserk, or fulm, or deadeye, or dirty fighting, etc. That's fair....
:lighten:
Hsekin
05-11-2014, 01:10 AM
Hi Everyone,
We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions :biggrin: ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.
Thank you!
The best solution would be starting more jewelery drops because all those who posted take the jewellery dont have it and sre problably jelous. I dont have it but i understand how the player who has it feels when he spends a whole lot of stuff to buy it and it just gets gets snached away. So the only solution will be start droping it again or negociating with the jewellery holder itself what he wants for it
Pokuru
05-18-2014, 05:12 AM
-Dragons should drop amulets again.
:fury: Why would NGD remove the amulets from the dragon drop list!! :fury:
This let other players who were lucky to be playing earlier still get to use these powerful items, which is very unfair.
This is seriously a no brainer, put the amulets back into the game for the rest of us.
And I'm just starting to play the game, this is the unfair crap that makes me quit while im still ahead.
:fury: :fury: :fury:
:fury: :fury: :fury:
Pokuru
05-18-2014, 05:35 AM
No one mentioned that there ain't no boss jewlery for mages, only for physical dmg dealers?
Well I think there are some, maybe not as useful as having a damage bonus for classes that attack constantly.
Spiritual Essence Amulet (http://regnum.wikia.com/wiki/Amulets#Spiritual_Essence_Amulet) - Dropped by Evendim - Intelligence +10 Health +250
Ring of Mighty Energy (http://regnum.wikia.com/wiki/Rings#Ring_of_Mighty_Energy) - Dropped by Evendim - Concentration +6 Mana +175
Pokuru
05-18-2014, 05:46 AM
Also going through the Spanish thread, I saw Ignis does not have these +80 health rings that are available for Syrtis and Alsisius via quests.
More unfairness.
:fury:
But being honest, I don't mind these rings specifically because I think there are some better rings to use. I just hate this unfairness.
Kimahri_Ronso
05-18-2014, 05:52 AM
:fury: Why would NGD remove the amulets from the dragon drop list!! :fury:
This let other players who were lucky to be playing earlier still get to use these powerful items, which is very unfair.
This is seriously a no brainer, put the amulets back into the game for the rest of us.
And I'm just starting to play the game, this is the unfair crap that makes me quit while im still ahead.
:fury: :fury: :fury:
They removed dragon amulet from the drop list because I think they wanna make new one with new bonus just like as they did it with armours.
They will re-add it soon.
Also going through the Spanish thread, I saw Ignis does not have these +80 health rings that are available for Syrtis and Alsisius via quests.
More unfairness.
:fury:
Seems you have picked the wrong realm just like the ones that are saying there are no jewellery for mages.
Not unfairness, I'd call it diversity :D.
Pokuru
05-18-2014, 06:40 AM
All of these quotes pertain to the dragon amulets which are no longer available. UNFAIR!
is it droppeable? if it isnt it is unfair, considering there are people with dragon amulet from old vesper, new one doesn't drop, either remove all vesp amulets from the game or allow people to keep dropping, that is my opinion
She's right tho. It is fundamentally flawed & totally UNfair of NGD to make UNavailable what others once could & did obtain & still use. Now only certain older players of CoR, the merchant-class types & a lucky other few get these items to use? BULLSHIT:warning:
So, either give everyone a chance to drop amulet, or remove amulet from the game.
Add jewelry to dragon drops or nerf the items already in game. You really have to do something about it.
Amulets need to become droppable again, as it is only a select few players have an unfair advantage as the item is way too overpowered and currently unobtainable.
-Dragons should drop amulets again. They do not need to be a common drop. It can be a rare shit, but without them Dragon raids just isnt much of an attraction. And it would be good to drop good items, which some few players have and you wont have any chance of having it in future.
2. Make dragon drop Amu again (old or as good) and new weps!
PS I think that having a very rare but droppeble item as the number one op gear is very good for the game. It makes ppl interested in the dragon raids and makes ppl buy boxes both as a way to compete against the boss jewelry users and as a means to buy em tiny shiny things from lucky droppers.
-Make it possible amus being dropped again by dragons.
The only unbalance is that amu is undroppeble for the moment! Fix that and we are all fine. :harhar:
Completly agree, +1.
I wish amu will be dropable again, so I come back to play and take my acc back from friend :(
:fury: Why would NGD remove the amulets from the dragon drop list!! :fury:
This let other players who were lucky to be playing earlier still get to use these powerful items, which is very unfair.
This is seriously a no brainer, put the amulets back into the game for the rest of us.
And I'm just starting to play the game, this is the unfair crap that makes me quit while im still ahead.
C'mon NGD, let's show some more progress and fix this unique problem. I would be so relieved if this was resolved.
Adrian recently helped me get a GameSamba account transitioned correctly, I know yall can fix stuff. :thumb:
rossi
05-19-2014, 12:14 AM
I think ngd screwed it up with amulet stuff. If they activate amulets again with their new system there will be a bunch more than before, think about it, before it was a dragon per 1 2 days, now dragon can be killed like 10 times per day and per realm with differents groups (ra).
They cant just remove old amulets lol. Some people spent lot of money on them, for example errei, wield or ichigo, they bought it for 300-500$, yea we got some freaks in ignis. And not just money... time and nude pics are involved too.
They should make amulet obsolete with the pass of days, with updates, so most of the people will not notice.
...
Youre not going to get an amulet, never, mark my words till the rest of your miserable game life.
The_Avatar
05-19-2014, 02:32 AM
Honestly I'd love to know how many are duped vs dropped in the first place. In Syrtis I've seen 4 power smite rings now and as far as I can tell Syrtis has only killed Thorkul like 5-6 times ..ever.. I guess the worm must drop one almost ever time huh. Hunter AJ for example has gone from no rings/amu to a P-Diddy lvl of bling overnight (Not saying he is duping just that they are seeming more available). I'd love to see every existing ring/amu deleted and new ones added to the drop system, also I'd love them to be soul bound and not able to be traded/duped for cash. If they were soul bound the boss whores would have to drop on their main and not a million underpowered alts.
I can already feel the moaning and quote buttons being hit so FU all in advance.
Lebeau
05-19-2014, 06:25 AM
...Youre not going to get an amulet, never, mark my words till the rest of your miserable game life....even the very wise cannot see all ends.
Pokuru
05-19-2014, 07:33 AM
Well whats wrong with putting the amulets back. NGD could fix the damage problem this thread mentioned, but I just dont find it ok that others can make use of these items while the rest of us can't.
Or sure, introduce other amulets that are -equal or better- than these old amulets.
And lol, that pic Lebeau. That was basically my reaction.
I need my precious. :crying1:
Shwish
05-19-2014, 08:22 AM
They cant just remove old amulets lol. Some people spent lot of money on them, for example errei, wield or ichigo, they bought it for 300-500$, yea we got some freaks in ignis. And not just money... time and nude pics are involved too.
People buying amulets with real money isn't really any concern of NGD's as they have stated multiple times.
Honestly I believe the amulets need to be altered to not make them stack damage the way they do. No need to remove them from the game.
Hollow-Ichigo
05-19-2014, 08:38 AM
They cant just remove old amulets lol. Some people spent lot of money on them, for example errei, wield or ichigo, they bought it for 300-500$, yea we got some freaks in ignis. And not just money... time and nude pics are involved too.
bitch, i didnt buy a fakin amu, i swapped it for a fury ring :3
Lebeau
05-19-2014, 10:00 AM
bitch, i didnt buy a fakin amu, i swapped it for a fury ring......& "nude pics"? :3
EDIT: Proof pic below:
errei
05-19-2014, 03:39 PM
They cant just remove old amulets lol. Some people spent lot of money on them, for example errei, wield or ichigo, they bought it for 300-500$, yea we got some freaks in ignis. And not just money... time and nude pics are involved too.
I would like to make clr that this is an ultrageus lie, I never paid real money for an amu. What I really did was SELL MY ASS (which the price would be 300-500 in normal circunstances) for an amulet. Ah, and if any1 has an amu, My body is still for sale, btw.
Best,
The_Avatar
05-19-2014, 11:33 PM
What I really did was SELL MY ASS
See what you're doing to the players NGD, people are selling their broken leather ass for items that cannot be dropped anymore (apart from duped). I feel bad for those with 2 rings and amu on multiple characters ... you folks must be really torn apart.
Indoril
05-24-2014, 10:26 AM
Hi Everyone,
We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions :biggrin: ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.
Thank you!
It wasn't jewelry that sacrificed balance for cash. You already know exactly which kind of gear creates imbalance, how to get it and which classes benefit the most from it. The problem was created deliberately, and jewelry is but a part of it.
Aries202
05-25-2014, 05:57 PM
Remove everything and bring back the days where armor had no attribute bonuses, gohos pauldrons were the only armor you can have with consti bonus, and the only "op" weapon was a xymerald bow which was only obtainable by dropping not paying for it and hoping it came out in a box.
Seriously, even if you fix boss jewelery, gear is still a factor. Comparing WM gear to top tier legendary gear that you can only obtain from RNG in a box because forget about trying to drop a full set of legendary let alone a good one, is an insult. The only free decent armor is dragon, which of course you have to enchant(wohoo more xim) Don't get me wrong but this is the current state of game gear wise.
But to derail the topic less, just bring them back as a drop for dragon instances for the time being until you figure out how to work around them. The problem the game faces right now is people with amulets and rings have it, while the rest either have to buy it(with xim/real money) or suck it up and miserably read their damage log when they die.
Dumberest
05-26-2014, 03:27 PM
about time adrian that ngd finally started addressing this issue,players have been waiting far too long for this.
easy solution is,remove them totally or make them easily obtainable and i stress the word easily here.that requires no changes to the game other than making some compensation to the mage class armor values.
no offence to you ngd,but you break more than you fix when you make changes.better to leave the maths alone.im still trying to work out why when i equip my +3 evade item i dont get 3 more after years of playing.
-Aniara-
05-27-2014, 09:58 PM
[QUOTE=Dumberest;1798381]about time adrian...
Still no. Can as well start nerfin legendary items say remove em all.
The rings are not extremly op either, Amu is but its the games top item and as such should be great.
Rings are not impossible to get, it takes time and devotion or luck but is possible and a fun task in it self.
Amu need be droppeble is all. (add some new dragon rings too, and those dang dragon weps, must catch em all!)
Best regards
/A
Wi3ld
05-28-2014, 07:40 AM
Some people spent lot of money on them, for example errei, wield or ichigo, they bought it for 300-500$
I don't own an amulet, nor have I ever. I have a daen amu (+10 dex, 250hp), but I bought that for a couple of barb weapons.
Svarec
05-28-2014, 08:45 AM
I see solution only in bringing new jewelry to the game. Because the diversity of jewelry is really bad and that makes that gap between ppl with and without boss jewelry.
If you want to remove it you can remove jewelry at all because all will be at final using the same rings and amulets.
As warrior you can use only ring of lightning or deadly sight ring or some health ring.
As a mage it is even worse - there are no good rings in alsius for mages at all, no cs and no mana rings, only spell focus and int +3.
I think more variety of jewelry will be good and it will fill the gap between ppl who have boss jewelry and others who dont have it. And of course bring back Alasthor amulet back to dropable items from dragon.
Wi3ld
05-28-2014, 09:14 AM
Dragon amulets and boss rings were a stupid idea from the beginning -- well the attributes they offer anyway. +50 ele dmg on an amulet alone, stacked with +34 per ring is an insane amount of damage. People who own this stuff generally have good premium gear as well. That's retarded damage.
The boss amulets were absolutely fine, offering only +10 <attribute> + 250hp. Decent, but not overpowering in any sense. I agree with others: drop the damage output on amulets, and make them available through a "Kill X amount of players" quest. They should be given out from the realm (not dropped from dragons), so rename to something like "Fire Token" for Ignis, "Ice Token" for Alsius, and "Noob token" for Syrtis.. err Lightning sorry. The tokens will give the wearer +250 hp + 25/30 ele damage based on their realm and a small resistance to that element as well. Rings should probably get nerfed as it makes no sense for them to have more damage output than amulets.
Also, like Syrtis has "Stone Tokens", I think Alsius and Ignis should get something similar.
Slartibartfast
05-28-2014, 09:22 AM
... so rename to something like "Fire Token" for Ignis, "Ice Token" for Alsius, and "Noob token" for Syrtis.. err Lightning sorry.
MegaLOL :)
The_Pirate
05-28-2014, 10:59 AM
Re boss gear and amulets:
There are some players who are virtually untouchable with them, e.g. my lvl 60 hunter with 380 AP unbuffed and 3.6k hp dying in 3 hits from another hunter in ambush (!), barbs 2 hit killing same, etc.
However, I have no problem with this. They are the top of the top gear, and as such expected to be high powered. It is obvious that you are highly unlikely to take such a player on alone, and I have no problem with that. When they show up you just type their name and location into general chat and everyone nearby comes. You can't compete 1 vs 1 against them due to privileged gear, so compete with X vs 1. Fair's fair...
In war they can make a big difference, but teamplay can negate that difference. Yesterday at Sam the second Glass showed up 2 of our better barbs just went straight after him, another went on suicide rush after uga keeping him away from Glass and the frontline, and rest kept the frontline barbs busy. Result good/OP players removed from the main fight.
So... OP items - no problem. I think game should have them as it forces players to adapt gameplay to different circumstances. The beauty of the game is the many many different scenarios it offers. Sterilizing it into all classes having same chance vs the others, into all players having similar armour, similar damage, would kill the fun.
But they should be:
1) Droppable. Let players have the opportunity to get them and change their set up and gameplay, i.e. evolve within the game. But also make it hard. Last thing we need is everybody and their dog/cat to have dragon amulets, boss rings, etc.
2) Keep an eye on their damage. I have no problem with people being ultra damage dealers, but maybe having multitudes of uber gear is overkill. Undecided on this point. i.e. very heavy damage acceptable, up to a point - but I'm unsure as to what that point should be.
Wi3ld
05-28-2014, 11:13 AM
Re boss gear and amulets:
There are some players who are virtually untouchable with them, e.g. my lvl 60 hunter with 380 AP unbuffed and 3.6k hp dying in 3 hits from another hunter in ambush (!), barbs 2 hit killing same, etc.
However, I have no problem with this.
I don't agree with this. It should consist on fair fights based on skill, not how much money you throw into the game. Otherwise, what's the point? I stopped playing for this reason. A game where you have zero chance of defeating someone of the same class and level is not a game worth playing. Of course people will disagree, but this opinion is not mine alone, I assure you.
Shwish
05-28-2014, 11:32 AM
I stopped playing for this reason. A game where you have zero chance of defeating someone of the same class and level is not a game worth playing. Of course people will disagree, but this opinion is not mine alone, I assure you.
Unfortunately this is the nature of "free to play" games.
The sole reason why I started playing Regnum Online all those years ago was because it was the furthest thing way from 'Pay to Win' online at that time. A lot has changed since then and I'm not sure if NGD is entirely to blame for that.
The_Pirate
05-28-2014, 11:44 AM
The sole reason why I started playing Regnum Online all those years ago was because it was the furthest thing way from 'Pay to Win' online at that time. A lot has changed since then and I'm not sure if NGD is entirely to blame for that.
Ok, gonna open myself up to flaming here. I have 2 lvl 60 toons. One is ximmed out, the other not.
The ximmed toon isn't invincible. In fact far from it, although I take less dmg than many players, it isn't exactly a staggering amount less. And I do not deal dmg that far above average. My calculations are that you need 4-5 of the most expensive lucky boxes per piece of gear you want to be good. That's a lot of money. I stopped at 'Good' coz thinking about spending anymore trying to find 'OP' gives me a headache.
My other toon I have not used any lucky boxes (well, just 1 and it was crap). I still have good kit including legendaries. Those I bought in-game with mags (freely available) and drops (freely available).
Funnily enough, the non-xim toon is more dangerous than the other. Mainly because I play it slightly better. I.e. slightly more skill is more important than purchased kit, and good kit can be traded in-game for non-purchased items.
Also its not really the purchasable kit that makes a toon a killer, but the amulets and rings (which are in theory droppable and free). I.e. cash is not the ultimate decider on heavy dmg, but amulet and rings are.
Telwe
05-28-2014, 11:54 AM
how about make it 1 boss jewelry per character? that way ppl have something to work/trade towards in terms of gear (ppl like collecting gear). but then the gap between someone with boss jewels isnt as much as someone without. the gap is closed so to speak and not as big as it is now between someone with 3 jewels and someone with 0.
the boss jewel guy is still going to be slightly stronger but deservedly so considering it is the hardest gear to get in the game.
Wi3ld
05-28-2014, 12:00 PM
Unfortunately this is the nature of "free to play" games.
The sole reason why I started playing Regnum Online all those years ago was because it was the furthest thing way from 'Pay to Win' online at that time. A lot has changed since then and I'm not sure if NGD is entirely to blame for that.
It hasn't always been PTW, but as you say, a lot has changed.
I used to be the first to defend that RO was not Pay to Win, but sadly the time has come where I have to face facts and say it has. I've never believed in Pay to Win schemes: it saps the fun out of games and turns people against each other and into thieves. Nobody seems to play for fun any more. It's just a marketplace for premium items bought from NGD and traded by players for mags, ximerin and real money.
If everyone used shop bought equipment and quest jewellery for an entire week, the fights would be much more involved, and a lot more fun. Plus the warlocks would probably rape us to death, but still. Think about it.
Telwe
05-28-2014, 12:28 PM
disagree about the pay to win part.
gearing up is part of the skill aspect of the game. which resists? which bonuses? which gem? which weapon speed? how do I negotiate to get items I want for the mags I have? where have I seen mags drop the most often? Skill isn't just about what you do in the middle of the fight, its about how you prepare for it. People like the journey from going from a poor bum to blinged out. Yes, boxing stuff provides a short cut..but here's the hard truth:
1) not every boxed gear is good
2) the game needs money or else it will shut down. they make it primarily from boosters and boxes. I like the game and would rather see it not close. Every once in a while I buy some xim. I've boxed some stuff (and never gotten a good piece).
3) People dont have infinite money. The idea that people box and box and box and spend 1000s on this game to rofl stomp people with perfect gear is inaccurate.
4) a non boxed player can beat a boxed player, more often then we think.
5) the larger the battles the less box gear has an effect and more the use of certain skills at critical times. ie a key area or mass dispel or confuse or shield wall.
I can argue that the difference between a boxed character isnt THAT much different than a non boxed one.
Boss jewellery is more of an issue for me. the spike in damage between 0 pieces and 3 pieces is crazy good. See my post above for what I think should be done about it.
The_Pirate
05-28-2014, 12:42 PM
disagree about the pay to win part .... See my post above for what I think should be done about it.
Bang spot on
+1 :)
kowocki
05-28-2014, 01:56 PM
The only problem with the boss gear is the simple fact that its damage is multiplied by buffs and that makes sometimes riddiculous results like 1.9k lethal strikes or 3.7k south cross. The solution was proposed by multiple players in multiple threads/posts as simple changing jewellery damage (no matter boss or quest one) to a post calculation addon so you get v good elemental damage boost from jewellery but still nothing overpowering.
The problem with boxes/items:
First thing with boxes is how illplaned they are. I think it was Boise who suggested in the past v simple and elegant solution. Give them all similar chances for special/magic/epic items (i omit the legendary ones as i feel they should be droppable only) but make them lvl locked like bronze box for lvls 1-10, silver box for 11-30, golden box 31-45, platinum 46-55, diamond for 55+.
Most ppl use boxes above lvl 50 now cause nobody will spend 7k+ ximerin for lucky box to end up with nice item but for lvl 20, 30, 45. I agree with Boise that it will increase NGDs income from boxes as ppl on more lvls will try their luck. Nowadays barely any new player stay long enough to get to lvl 50 tho this is another story for another thread.
Another item problem is a drop rate. Here is my question to NGD: does the game have something like resources base? I mean the more items are in game the less likely is to drop similar ones.
I noticed that the drop rate fall down significantly after merging Horus with Raven (more accounts, more items on them). Also does items from unused/banned accounts also count then?
I recently lvld up my last toon to lv 60 all by grind, the only usable things i dropped for these 60 lvls of grinding were the magic axe lvl 48 (i droped it at lvl 59 so yes its a v good damage axe but useless for me) and a 24 hit chance gem (only 1 greate gem i dropped since october 2013, the previous one was also a hit chance one ;/).
Before war masters all my characters could eaisily equip themselves properly via grinding drops or their trade. Now its just impossible.
Shwish
05-28-2014, 02:08 PM
It hasn't always been PTW, but as you say, a lot has changed.
I used to be the first to defend that RO was not Pay to Win, but sadly the time has come where I have to face facts and say it has. I've never believed in Pay to Win schemes: it saps the fun out of games and turns people against each other and into thieves.
I too defended NGD for a long time and I believe that the game becoming pay to win was never intentional and merely a result of releasing an incomplete expansion.
If you think about it, before the level cap was raised to 60, was this game ever considered pay to win? I don't recall it. Lucky boxes has always existed in the game but they were never consider OP. My marksman had Epic weapons, mostly magical and epic armor with two +15 gems in my bow but I was considered mediocre. That's simply because when the level cap was 50, the most sought after gear came from bosses. Even minor inner realm boss drops like the Satarcos sword was considered a good weapon. Dean Rha and Evendim's Longbows trumped any epic bow you in existence at that time.
When the level cap was raised this gear became obsolete and everyone turned towards boxes as their primary source of gearing themselves. Sure warmaster gear was introduced but they lacked the stat bonuses world boss gear possessed.
And then came the flood of boss jewellery, I'm not sure why this happened or if its just another conspiracy. Before the warmaster update I witnessed a total of 2 amulets drop off alasthor. Ironically they were dropped by a hunter and a warlock, and this was years of going to alasthor every opportunity I got. Before NGD updated the dragons, they were dropping like almost every week. Although this doesn't directly relate to the "Pay to Win" argument, these gears did have a profound effect on well geared players making the need to have an epic in every slot even more important.
I guess NGD realized their mistake when they noticed the sales of platinum boxes sky-rocket. Why let a good thing go, right? How easy would it have been for NGD to make numerical changes to the gear dropped by bosses, but that would have resulted in a drop of sales of platinum boxes I would guess. By now almost everyone was packing full epics, so sales started dropping again. Then came legendary weapons and it started all over again.
Anyway this just made me realize that the one ray of light I saw in this game was obliterated. I now play mostly subscription games because everyone is on an equal level in most of them.
Telwe
05-28-2014, 02:23 PM
it is my sincere belief that when people die, too much blame is based on gear or resists or being outnumbered. No one ever wants to ask themselves if they used their class to its maximum potential.
That being said read my first post on limiting boss jewels to 1 a character to close the gap between the super geared and everyone else.
-Daith
Slartibartfast
05-28-2014, 02:30 PM
No one ever wants to ask themselves if they used their class to its maximum potential.
How to unleash maximum class potential when running and trying to reach first tree or rock while hunter or marks from out-of-range distance is hitting you with 500+ normals in your back?
Shwish
05-28-2014, 02:33 PM
How to unleash maximum class potential when running and trying to reach first tree or rock while hunter or marks from out-of-range distance is hitting you with 500+ normals in your back?
You're a warlock ffs, use your defensive skills.... wait what?
schachteana
05-28-2014, 02:55 PM
The only problem with the boss gear is the simple fact that its damage is multiplied by buffs and that makes sometimes riddiculous results like 1.9k lethal strikes or 3.7k south cross
this is wrong.
I agree that jewlery dmg should not be multiplied, but this is definately not the main problem. Have a look at various threads about absolute armor calculation and stuff.
No, I am not going to quote myself now
edit. I agree that Regnum, by far, is still no Pay2Win game. Let's just hope it stays like that
Xenopuff
05-28-2014, 03:20 PM
I kinda call bs on the part that you have to pay huge amount to get strong in the game. I have never paid a single dime for this game (didnt even buy my horse for myself) and my char is absolutely top notch, which didnt even take me 5 months to get.
Jewlery needs to become droppable again, or removed/nerfed. they do to much for certain classes. the latest proof on this is the RP event last week.
Mage_pegusas
05-28-2014, 05:24 PM
http://i.imgur.com/10eiKID.jpg
Best,
Slartibartfast
05-28-2014, 05:29 PM
http://i.imgur.com/10eiKID.jpg
Best,
Pfff.. Noob dmg. Check this out:
http://www.championsofregnum.com/forum/showpost.php?p=1780495&postcount=18
With WM armor, full of major enhancements, mostly against pierce.
Eminoo
05-28-2014, 05:38 PM
http://i.imgur.com/10eiKID.jpg
Best,
Best,
----------
Mage_pegusas
05-28-2014, 05:39 PM
Pfff.. Noob dmg. Check this out:
http://www.championsofregnum.com/forum/showpost.php?p=1780495&postcount=18
With WM armor, full of major enhancements, mostly against pierce.
Guess this one didn't have the enhancements. :D
http://i.imgur.com/qWQOv8F.jpg
Best,
EDIT: Self buffs, on a mage :p http://i.imgur.com/0inxp5L.jpg
Dely_renigo
05-28-2014, 05:53 PM
Nice screens.
They will still say that boss jewellery does not affect game balance ^^ Yea... ofc, it's depend on player skill (buahaha). Those players who say jewellery is OK already have boss amu/ring. They just want to be stronger than players with no stuff. That's all.
Slartibartfast
05-28-2014, 05:53 PM
Guess this one didn't have the enhancements. :D
http://i.imgur.com/qWQOv8F.jpg
Best,
EDIT: Self buffs, on a mage :p http://i.imgur.com/0inxp5L.jpg
OMG, that's sick.
Xenopuff
05-28-2014, 06:20 PM
Bossjewlery isnt needed to make decent damage, whats needed is to rework armorcalculations.
http://imgur.com/KXDPvTL
Lebeau
05-29-2014, 03:36 AM
Bossjewlery isnt needed to make decent damage, whats needed is to rework armorcalculations.
http://imgur.com/KXDPvTL I disagree. BOTH solutions are needed to make CoR more fair & balanced in RvR, in PvP & in between the 6 sub-classes. I've said this b4 & fully intend to go on saying it. CoR needs a new & re-worked %-based proportional armor/soak system. CoR ALSO needs to make all jewelry damage additions into simple damage adds that are added to the damage-total only AFTER all ingame calculations & multiplications have already been done. This would limit the damage added by boss-amulet-&-rings-equipped users to an absolute maximum of 118 (50+34+34) points of additional damage per attack, regardless of spells used, lvl, or class. Both of these suggestions are THE overall fix, but can & will NGD code them? :confused2:
Telwe
05-29-2014, 06:50 AM
How to unleash maximum class potential when running and trying to reach first tree or rock while hunter or marks from out-of-range distance is hitting you with 500+ normals in your back?
stand next to the tree in the first place :)
see you in war zone
-Daith
errei
05-29-2014, 07:39 AM
nerf RA long-range (lets say 30+ meters?) dmg :)
ah removing RA HP malus and bringing back strategic position status wouldnt hurt either
Wi3ld
05-29-2014, 08:15 AM
Pfff.. Noob dmg. Check this out:
http://www.championsofregnum.com/forum/showpost.php?p=1780495&postcount=18
With WM armor, full of major enhancements, mostly against pierce.
lol, I could be wrong, but Warlocks should have a couple of extra slots for armor enhancements. Allowing them to add elemental enhancements, because amulets + rings = fuckload of ele damage that pierce resists won't help with shit. Add that on top of high element damage bows, and yeah.. I've played warlock myself, and their defence is laughable. My lvl 47 warlock lasts three fucking hits from a marksman. THREE.
The_Pirate
05-29-2014, 09:11 AM
lol, I could be wrong, but Warlocks should have a couple of extra slots for armor enhancements. Allowing them to add elemental enhancements, because amulets + rings = fuckload of ele damage that pierce resists won't help with shit. Add that on top of high element damage bows, and yeah.. I've played warlock myself, and their defence is laughable. My lvl 47 warlock lasts three fucking hits from a marksman. THREE.
Well, it is an offensive class. Get stuck in a lock's chains and you are pretty much done for. Only fair that they have lower defense. And lvl 47 dying in 3 hits - much the same with hunter and barb and conju. Its low lvl, can't compete with a high lvl offense class, especially marx.
I like offense classes having poorer defense - it compensates for their high dmg, and makes ppl work together i.e. offense supported by defense, defense supported by offense. (Main char is barb here).
Wi3ld
05-29-2014, 09:44 AM
Well, it is an offensive class. Get stuck in a lock's chains and you are pretty much done for. Only fair that they have lower defense. And lvl 47 dying in 3 hits - much the same with hunter and barb and conju. Its low lvl, can't compete with a high lvl offense class, especially marx.
I like offense classes having poorer defense - it compensates for their high dmg, and makes ppl work together i.e. offense supported by defense, defense supported by offense. (Main char is barb here).
I totally agree with them having lower defence, but without any enhancements it's beyond retarded
Slartibartfast
05-29-2014, 10:20 AM
I like offense classes having poorer defense - it compensates for their high dmg, and makes ppl work together i.e. offense supported by defense, defense supported by offense. (Main char is barb here).
I hope you know how funny that sounds for warlocks. How many spells do I need to cast to kill a lvl60 barb (not to mention a knight)? How much time does it takes? A lot for one "high damage offensive class". Not to mention that most of spells are DoTs, usually dispelled before even first tick do the damage.
And I'm talking about fort wars, which is the main CoR aspect, not pvp.
Even in fort wars warlocks are sitting ducks up on the wall for long range high damage marks. And for boss jewlery equipped hunters.
Slartibartfast
05-29-2014, 10:21 AM
I totally agree with them having lower defence, but without any enhancements it's beyond retarded
Every major armor enhacement is 2% protection against particular damage type, which is too low for some noticable general protection.
Shwish
05-29-2014, 12:02 PM
Well, it is an offensive class. Get stuck in a lock's chains and you are pretty much done for. Only fair that they have lower defense. And lvl 47 dying in 3 hits - much the same with hunter and barb and conju. Its low lvl, can't compete with a high lvl offense class, especially marx.
I like offense classes having poorer defense - it compensates for their high dmg, and makes ppl work together i.e. offense supported by defense, defense supported by offense. (Main char is barb here).
As a warlock I'm perfectly fine with my natural defence. Its the lack of defensive counters that bothers me. Even a full glass cannon class requires some kind of defensive counter spell. All other classes have them and I don't see why the warlock class shouldn't.
I have started a discussion on it in the past. Feel free to browse through it.
http://www.championsofregnum.com/forum/showthread.php?t=86326
and this:
http://www.championsofregnum.com/forum/showthread.php?t=93879
rollback the server plz and get rid of bs items
Lebeau
05-29-2014, 04:39 PM
Well, it is an offensive class. Get stuck in a lock's chains and you are pretty much done for. Only fair that they have lower defense. And lvl 47 dying in 3 hits - much the same with hunter and barb and conju. Its low lvl, can't compete with a high lvl offense class, especially marx.
I like offense classes having poorer defense - it compensates for their high dmg, and makes ppl work together i.e. offense supported by defense, defense supported by offense. (Main char is barb here).Buwahahahaha ... lock hasn't been a truly offensive class since lvl cap & better weapons & armors went to 60th, but spells stayed the exact same as they had been at 50th. Locks still PvP fairly well (except v marks), but in RvR, they are at best a cc & utility class, not an offensive direct damage one. Many have long pointed out & lamented this inescapable FACT. Locks lack the necessary time to do what a lock can still do. No real defense, low move speed, UM & DI effectively ends the class's ability to cc/survive during a RvR push.
Barbs have the highest DPS in game by far, yet also have among the highest armor defense. Marks also have high defense even without stra posit but their greatest defense really is in being UNreachable due to having such an UNbalanced long range. This has also been repeatedly pointed out & lamented by balance-gurus for a long time now. Marks & barbs are the OP classes & have been for years now. Period.
My suggested fix (along with making jewelry into a simple add & adding a new %-based proportional armor/soak system to CoR) is to boost all direct damage & DoT spells by 15-20%(offsetting the new higher armors), to nerf all bow ranges by 5 units & to also nerf certain %-based damage boost spells: rech arrows, berserk, fulminating to 30% max (or even 25%) at lvl5. This balances the overall damage done & also reduces the overall impact of superior damage weaponry, thus closing the gap somewhat. In compensation, UM & spring would last 12 sec. & thus give barbs a better chance to reach enemy targets. Certain reworks of marks' spells would compensate them as well.
FFS, let's get & be real here: 2k+ leth str's & 3k+ sou cross's are ample evidence of complete IMbalance & just over-the-top ridiculous. Am I wrong?...(IDTS)
pieceofmeat
05-29-2014, 07:21 PM
Buwahahahaha ... lock hasn't been a truly offensive class since lvl cap & better weapons & armors went to 60th, but spells stayed the exact same as they had been at 50th. Locks still PvP fairly well (except v marks), but in RvR, they are at best a cc & utility class, not an offensive direct damage one. Many have long pointed out & lamented this inescapable FACT. Locks lack the necessary time to do what a lock can still do. No real defense, low move speed, UM & DI effectively ends the class's ability to cc/survive during a RvR push.
Warlocks may have dealt slightly better damage than now for a short period, from 2010 balance to WM update (so a couple of months), but before that their damage was way weaker especially on buffed opponents since DoTs also was effected by armor and protection buffs.
I get that WM update increased the DPS for others but I fail to see how that effects the warlocks offense.
Didnt almost all warlock switch to full DoT capability already before WM-update?
Meaning it for nearly all warlocks it was likely only meteor and fireball that was effected by increased armors stats. (Sure some noob is going to cry about crystal blast and golems fist now, haha)
Warlocks defence is now pretty solid with bracelets and enchantments, 6k HPs with WM and EB, 1.4 k recastable, health drains top of that.
Tbh I wish my hunters DPS had been as unaffected as my warlocks since the lvl 60 armor boom, but armor stats just keeps getting better and better and the only class that is pretty much unaffected by that is the warlock.
Lebeau
05-30-2014, 12:35 AM
...I get that WM update increased the DPS for others but I fail to see how that effects the warlocks offense... Please allow me to more fully illuminate this issue somewhat then:
1) Higher DPS for other classes due to superior 60th weapons & not much additional lock defense generally means that locks die sooner now than then, when lvl cap was 50th. Less time for a lock to spend casting = fewer spells cast. Fewer spells cast = less damage done by locks.
2) Higher soak values due to better 60th lvl armors versus the same 50th lvl cap version of spells means that locks do less damage now, whether using direct damage spells ... or DoT spells.
-These 2 factors, along with WM off. banners (thankfully gone now) & the nerfing of several mage/lock spells all combined overall to lessen the aggregate impact of the warlock as a class in RvR. There are any number of threads & posts on this very subject dating to around version 1.6.2 & thereafter.
-If I am doubted, simply research my claims on these & the GS forums. Capslock (Van Da Man) was one of the fiercest critics of the changes made by NGD, & those not made as well. He was not alone in this. Many pro-locks far better than me as players all said essentially the same thing then & many quit playing game or lock as a result. Their consensus: warlock is no where near the offensive class it once was.
-Barbs most of all, & boss-ammy-&-ring equipped archers (marks moreso than hunters) & some very well-equipped knarbs also, are now the truly offensive classes in CoR. Mechanically atm, all mages (locks too) have been essentially relegated to being additional targets & support/utility subclasses in CoR RvR, not high-DPS damage dealers.
-Aniara-
05-30-2014, 06:53 AM
[QUOTE=Lebeau;1798977]Please allow me to more fully illuminate this issue somewhat then:
Yes yes, but. Any changes may render the lock even more op in 1 vs 1 situations.
To bring things back on topic, add following amu's
Amu of dragon rage +12% dmg bonus for direct dmg spells. (It would buff lock direct dmg such as fireball but not dot based dmg)
Amu of dragon tear +10% heal bonus.
Ps Also remember the mage buffs. Instant devotion, shorter cd for for fireball and meteor, increased barrier and windwall.
Best regards
/A
Shwish
05-30-2014, 06:54 AM
Yes yes, but. Any changes may render the lock even more op in 1 vs 1 situations.
To bring things back on topic, add following amu's
Amu of dragon rage +12% direct dmg spells bonus.
Amu of dragon tear +10% heal bonus.
Ps Also remember the mage buffs. Instant devotion, shorter cd for for fireball and meteor, increased barrier and windwall.
Best regards
/A
What is this "spell bonus" you speak of?
-Aniara-
05-30-2014, 08:14 AM
What is this "spell bonus" you speak of?
I edited my post, hopefully it makes more sense now.
/A
pieceofmeat
05-30-2014, 08:48 AM
Please allow me to more fully illuminate this issue somewhat then:
1) Higher DPS for other classes due to superior 60th weapons & not much additional lock defense generally means that locks die sooner now than then, when lvl cap was 50th. Less time for a lock to spend casting = fewer spells cast. Fewer spells cast = less damage done by locks.
2) Higher soak values due to better 60th lvl armors versus the same 50th lvl cap version of spells means that locks do less damage now, whether using direct damage spells ... or DoT spells.
-These 2 factors, along with WM off. banners (thankfully gone now) & the nerfing of several mage/lock spells all combined overall to lessen the aggregate impact of the warlock as a class in RvR. There are any number of threads & posts on this very subject dating to around version 1.6.2 & thereafter.
-If I am doubted, simply research my claims on these & the GS forums. Capslock (Van Da Man) was one of the fiercest critics of the changes made by NGD, & those not made as well. He was not alone in this. Many pro-locks far better than me as players all said essentially the same thing then & many quit playing game or lock as a result. Their consensus: warlock is no where near the offensive class it once was.
-Barbs most of all, & boss-ammy-&-ring equipped archers (marks moreso than hunters) & some very well-equipped knarbs also, are now the truly offensive classes in CoR. Mechanically atm, all mages (locks too) have been essentially relegated to being additional targets & support/utility subclasses in CoR RvR, not high-DPS damage dealers.
Oh yeah I had my discussions with vandaman and this sicias.
You want me to research their ridiculously biased opinions on mages?
Sorry but exactly what it is, no more, no less. I bet they still belive GCD was a nerf to mages, buwahahah.
Offense = damage?
Just no, its whole deal, (pretty much) armor ignoring DoTs and endless CCs.
Even if you dispel that barb that is going forward to crush a conjurer in a few hits, thats an offensive move imo.
Warlocks been reduced to something? They are at their fucking prime apart form maybe the few months before WM update.
As for dying faster are you shitting me?
Locks can have near 6k hps now, 1.4k recastable and health drains on top of that.
Better armors reduce the DPS on you, but not on your opponents since most of you damage ignore armor anyway.
Did you see anyone put in lightning or ice enchantment in their armors maybe?
Even if you don't use all that HPs available with WM and health drains, you still feel rather tanky as a warlock now compared to how it used to be.
Im beyond this tbh, no point arguing.
Just like wandaman etc you are allowed to have a false opinion. ;)
Btw I do think NGD system could eventually break the warlock class if they keep boosting DPS on archer especially.
Thats not what I been arguing with these guys or you about, they try find every single change that happen and turn it into something terrible for their beloved class.
If I just suggest, "hey increased base movement speed did actually help locks" or "GCD was not nerf, first it actually decreased you invocation" then they go all bananas and call you names and what not. Why? Simply because they are so biased and protective about their very much flawed view on the warlock class, dont you dare say something good happened to this "outdated class".
Awrath
05-30-2014, 11:11 AM
So a discussion on jewellery has now become a discussion about warlocks. You wonder why NGD doesn't read these threads. Try to keep it on topic, they are trying to give attention to an issue that most people complain about. This is rare, don't waste it.
pieceofmeat
05-30-2014, 12:40 PM
So a discussion on jewellery has now become a discussion about warlocks. You wonder why NGD doesn't read these threads. Try to keep it on topic, they are trying to give attention to an issue that most people complain about. This is rare, don't waste it.
Never mind the discussion of DPS and protection etc since it has absolutely nothing to with jewelry unless you actually mention jewelry a few times. :dumbofme:
Lebeau
05-30-2014, 04:35 PM
...Offense = damage?...
...armor ignoring DoTs...
...and endless CCs...
...Even if you dispel that barb that is going forward to crush a conjurer in a few hits, thats an offensive move imo...
...they try find every single change that happen and turn it into something terrible for their beloved class...-Yes, offense = damage.
-DoT's do NOT negate or ignore armor. Never did. Where u get this idea?
-CC's are less then useful versus a zerg of UM-using, DI-buffed barbs. They aren't at all endless when ya' get ended in 3-5 sec. by mega-hits (3k south cross ring any bells for ya'?)
-Dispelling that barb isn't "offensive" (wtf?); helping ANOTHER to kill more efficiently &/or keeping THEM in the fight is pure support/utility in action.
-I play all 6 classes equally btw ... & actually, support knight has become my personal fav.
To repeat, "Yes, offense = damage." The more the damage, the quicker that damage, the more offensive the class. Locks in RvR are no longer an offensive class in comparison, especially in comparison with the boss-ammy-&-ring using warriors & archers.
As I've said elsewhere, CoR RvR is now an overly barb-centric DPS-fest with all others (except boss-ammy-&-rings-using marks) mostly just setting the enemies up for them with various debuffs & what cc's they can, etc. WM def. banners grant 2k health, so think on this: how long does it take a barb to do 2k? Ahhh, now how long for the other classes tho? In ranged versus unranged, distance = time ... & time is a lock's ally if he has enough of it ... but his enemy if he does not.
No greater proof exists of a spell's lack of usefulness in CoR than it's lack of use. Strong spells get skilled & cast, weak ones rarely do. Same is true of class. I've noticed the only time one typically sees many locks online is in the current zerg realm (it's safer to play one then). In more 'balanced' realm fighting, one usually sees barbs, lotsa' barbs, along with their support harems, overwhelmingly having the most RvR success. The mostly mage &/or archer groups routinely get utterly crushed by such. Why? Because this current IMbalanced game model rewards this approach. High DPS, high hp's, strong armor + armor/soak system built for 50th lvl cap + proper support that keeps these big guns up, moving, fighting & killing = Barbs Rule RvR! Period!
Boss ammy/rings jewelry only compounds this OP-DPS issue ... but it also tends to mask it somewhat by compensating/boosting archer damage in comparison ... but ok, whatever, don't see the game holistically or any of this as related ... "Im beyond this tbh, no point arguing".
:poster_spam:?
-Aniara-
05-30-2014, 05:22 PM
"[QUOTE=Lebeau;1799059]-Yes, offense = damage...."
as dmg dealers lock is not good at rvr but nothing messes up a zerg like a area set lock. And no its not safe work:)
But pls, pa dispels darkness? Fix this it ruins the use of some of the most expensive areas in seconds :/
The point with boostin direct dmg via jewlery was to make a bit more dmg in massive rvr situtions. In small fights and pvp dots are more than fine.
pieceofmeat
05-30-2014, 08:05 PM
-Yes, offense = damage.
Ok, so no other factors, well I let that stand for you.
In my opinion offense is ALL your tools to get your opponents killed combined that sums up to your rvr efficiency as an offensive class, not just damage.
-DoT's do NOT negate or ignore armor. Never did. Where u get this idea?
I guess im talking to a relatively new warlock here, that's ok, I will try to explain it...
When armor truly did effect DoTs in the same manner as other damages we had like 36 dmg/tick on a defensively buffed barb for lightning and even less on archers and that was still the most effective DoT warlocks had besides mana burn.
-CC's are less then useful versus a zerg of UM-using, DI-buffed barbs. They aren't at all endless when ya' get ended in 3-5 sec. by mega-hits (3k south cross ring any bells for ya'?)
Thats still pretty much the same for all classes you know.
DI is a bitch, with terrible design and function. Its abused to the max by zergling conjurers with not much other purpose and reprecent one biggest flaws in CoR today, since dispel fix the issue with all ridicules debuffs in RvR but darkness (normally).
DI just require no skill from any party involved, it just there overpowering people a lot.
-I play all 6 classes equally btw ... & actually, support knight has become my personal fav.
Jack of all trades, master of none? ;)
J/K Sorry I have no idea who you might be in game, but in fairness playing multiple class don't make you more knowledgeable or reliable.
I really recent that you have pointed this out more than once on these forums.
I could go on saying oh look at me im right, im here since dec 2006 and been playing 5/6 classes in different stages of the game.
Now I don't play my classes equally and if anything im biased toward warlock and hunter, but I hate all other classes EQUALLY. :biggrin:
Lebeau
05-31-2014, 02:47 AM
...In my opinion offense is ALL your tools to get your opponents killed combined that sums up to your rvr efficiency as an offensive class, not just damage... If this is how u c it, then you'll prolly never see the point I'm making: Barbs do most of the actual killing in RvR & everyone else (except jewelry enhanced mega-marks) are their sidekick flunkies, setting enemies up for them & helping to keep them in the fight. This is currently the 'winning' formula in CoR RvR....im talking to a relatively new warlock here, that's ok, I will try to explain it...No, u r not. I am well aware that armor soaks DoT's differently & less so than direct damage, but that does not mean that DoT's negate or ignore armors, ya' know....DI...just there overpowering people a lot...Yup, agreed. Oddly, a lone barb in PvP is little to no threat. Yet, DI-ed barbs in RvR are the current indisputable kings-of-CoR. We've seen alot of them since last year especially, too many in fact, because this is currently what works 'best'. Pity, I say....playing multiple class don't make you more knowledgeable or reliable...I would instead argue that playing all classes enough actually gives one insight in how to play each different class alot better overall in the long run. An overview perspective does lend itself imho to objectively seeing more clearly the overall big picture as well. Been here since late '09 meself & posted alot on GS forums for the 1st 2 1/2 years. Regardless, the real point I was making there was that I wasn't being particularly biased toward warlock due to personal favoritism.
-Oh, & you are right; hunters without boss-ammy-&-rings definitely could use some TLC from NGD. The transition from 50 to 60 lvl-cap stretched the game mechanics past the breaking point as many rightly pointed out then. Alot more needed to be done to CoR to keep game as balanced & functional as it had been pre-60/pre-WM. A new proportional %-based armor/soak system would fix alot of issues IF it could be coded & incorporated into CoR without incidents & unintended consequences. The question is & remains: can & will NGD ever code such a fix?
-Regards
Mage_pegusas
05-31-2014, 02:58 AM
-Oh, & you are right; hunters without boss-ammy-&-rings definitely could use some TLC from NGD.
-Regards
Sorry for OT but I just picked up on this. I personally think hunter just needs good shortbow and, like any class, decent resists to be able to effectively play without amu and rings.
I did it for a very long time before ever trying ala amu. I don't even bother using ala amu now since i'm too low level to have enough mana while using it. Hunter is legit OP in solo hunts and small group fights. Flawed in wars when there are knights and conjs involved.
Dumberest
05-31-2014, 08:19 AM
look guys,this debate has been interesting to watch.but...
you all know im one of the worst players in the game.as a hunter i suck,yes dont try telling me otherwise i know it.thats cool i play hunter as part of a team and help them since im unable to fight 1 Vs 1..the reason i say this for is because i want to use it as an example of how a dragon amulet can make a huge difference to game play.
when im using the amulet that im loaned by a very special person (hugz to you) my whole game changes.i can now solo kill any class there is.ive tried more times than i can remember to kill a lock solo and failed 100% of the time.but with the amulet its easy,very easy infact,i win 99% of the time.now thats the effect the dragon amulet has for me.imagine what its doing for better players?.
pieceofmeat
05-31-2014, 08:41 AM
No, u r not. I am well aware that armor soaks DoT's differently & less so than direct damage, but that does not mean that DoT's negate or ignore armors, ya' know.
That's why I said (pretty much) armor ignoring you know.
It not like a warlock have to think about whether if his opponent is buffed or not that he attacks.
Sorry for OT but I just picked up on this. I personally think hunter just needs good shortbow and, like any class, decent resists to be able to effectively play without amu and rings.
I did it for a very long time before ever trying ala amu. I don't even bother using ala amu now since i'm too low level to have enough mana while using it. Hunter is legit OP in solo hunts and small group fights. Flawed in wars when there are knights and conjs involved.
Since 2010 balance and WM update I said ALL classes are OP, which is kind of funny, but very true about current balance build.
This is kind of why I don't like whiny mages on these forums, they are just ignorant about just how powerful said class is in some situations.
Wi3ld
05-31-2014, 09:09 AM
Can't remember if I've said this before, or if it has already been mentioned. With the current stats, it should NOT be possible to wear a full set of jewellery. That's a possible 118 element damage with a bonus of 12% strength wearing fury rings. Which, as you know, further increases a barbs attack output. Honestly, I didn't notice too much of a difference wearing two rings on archer, but after borrowing an amulet, damage was beyond retarded. I got bored of the game and traded my jewellery a while back.
Three of us were at pb2, and the rest of the group were riding from shaan. We had alerted them there was around 11 syrtis at the bridge waiting. By the time the rest of our group made it to pb2 there was 11 syrtian bodies scattered over the swamp near pb2. I guess they were over confident with their numbers and didn't really play like their life depended on it. Oh, we had jewellery and decent weapons, too. Things have changed and peoples armor is more enhanced now, etc, etc.. so we may/may not be able to get away with that kind of massacre again xD
But that was the day I realised those rings needed to be taken back to Mordor, and thrown into Mount Doom.
-Aniara-
05-31-2014, 11:04 PM
If you lose having 12 vs 3 odds..... you better rethink how you play. And yet it´s story's like this that make up the magic of the game.
It´s the out of the ordinary that makes it worth playing.
And to ppl who wants one class to be best at everything, you haven't understand the basic of balance. Every class has its strong and weak sides. That is the whole point of classes....
Make new jewellery, and let em have different bonuses. Try make em boost the never used spells. (Amu of great blindness, makes blindness area 6m)
Let dragon drop stuff again pls!
Try strive for more variation and more magic things so we can make different builds for different jewellery.
I for one enjoy the challenges be it outnumbered, out geared or outplayed.
No pain no gain.
Best Regards
/A
Ps T, i wont lend you no more, i agree you kill everything and we cant just have it so. You prolly shouldn't be allowed your legendary gear either ;o)
errei
05-31-2014, 11:11 PM
...
I agree with everything you said, except of this:
Every class has its strong and weak sides.
I mean, besides not being able to kill everything in wars and being pretty boring alot of times (which I wouldnt call exaclty a "weak side"), Marxman class has no weakness.
Wi3ld
06-01-2014, 10:56 AM
I agree with everything you said, except of this:
I mean, besides not being able to kill everything in wars and being pretty boring alot of times (which I wouldnt call exaclty a "weak side"), Marxman class has no weakness.
Well, apart from the high mana consumption of spells, and that their main buff kills them a little every time they shoot an arrow, and the fact if they don't have any spammable direct damage spells like ensnare so if you have crap equipment, you'll need to kite for a while to try and kill anything, and that their wm spells are fucking useless compared to hunters, and they are the class that gets nerfed every update. I mean, apart from all of that, they're aight.
errei
06-01-2014, 04:43 PM
Well, apart from the high mana consumption of spells, and that their main buff kills them a little every time they shoot an arrow, and the fact if they don't have any spammable direct damage spells like ensnare so if you have crap equipment, you'll need to kite for a while to try and kill anything, and that their wm spells are fucking useless compared to hunters, and they are the class that gets nerfed every update. I mean, apart from all of that, they're aight.
"Could be better" is not exactly a weakness. I wonder what kind of risks does a marx take at range 40-50. Sorry, this subclass has no weak points if the player wants to keep himself far from risks.
Wi3ld
06-01-2014, 06:18 PM
"Could be better" is not exactly a weakness. I wonder what kind of risks does a marx take at range 40-50. Sorry, this subclass has no weak points if the player wants to keep himself far from risks.
I get what you're saying, but that's near impossible. Your target will just hide behind a tree until you come within range. That's their weakness, they rely too much on max range.
Shwish
06-02-2014, 07:43 AM
I get what you're saying, but that's near impossible. Your target will just hide behind a tree until you come within range. That's their weakness, they rely too much on max range.
Marksman are pretty strong at close range. They can hold chains just as well as warlocks do and their most powerful cc's are instant casts with winter stroke having a ridiculously short cooldown. Dizzies and knocks in general last way too long in this game on all classes. Coupled with a decently geared marksman can do (even without boss jewellery), they should never lose a 1on1 fight.
The reasoning behind the health drain on recharged arrows was because NGD never intended the spell to be active at all times. Marksman just got so used to having a constant damage boost that they don't know how to play without it.
pieceofmeat
06-02-2014, 01:50 PM
Dizzies and knocks in general last way too long in this game on all classes.
This could (and should) be whole balance topic on it own,
the more i think about it the more confused i get, way too many variables and important dynamics that are effected.
NaturalBornKiller
09-15-2014, 03:29 PM
I miss the old days on Ultima Online... where bodies had the loot... no amulet problem, no OP gear problem... just a "let's see what i've won today" clicking on a dead body.
smeagle_errei
09-16-2014, 01:05 AM
make it dropable again pls. And also make it neutral and not-counting when the attacks get multiplied by buffs. ty
-Zed-
09-16-2014, 03:00 AM
It seems that u don't care about better game for newcomers. Im sure that more ppl have already left CoR because this kind of gear still exist and it's impossible to get it by normal way.
But yea... I have another solution... give boss jewellery to all players... its simply... create quest for all... for example kill 10x Thorkul or Tenax.
I think that true player won't leave this game after remove jewellery. CoR has lost more players by previous changes. Regnum will be much better if all players will have the same chance to get epic item.
Sry for my bad english.
+1
This will certainly do the needfull
71175
09-16-2014, 01:45 PM
Make armor system proportional and allow dragons to drop ammys again. Problem "solved". Ah, and nerf dual wield too, seriously, the whole ability to have the ability to do both 3-4 fulmi hits while having damage close to that of 2h weapon of 1-step-slower attack speed is ridiculous.
Shwish
09-17-2014, 08:16 AM
Also introduce droppable/boxable rings and amulets to the game so that gap between boss jewellery and regular jewellery isn't so big, and for god sake slap a +100 weapon damage modifier onto some mage direct damage spells if you don't have the time to address the real problem.
71175
09-17-2014, 02:36 PM
Also introduce droppable/boxable rings and amulets to the game so that gap between boss jewellery and regular jewellery isn't so big, and for god sake slap a +100 weapon damage modifier onto some mage direct damage spells if you don't have the time to address the real problem.
100% weapon damage on meteor and fireball pl0x.
Anunnaki
10-20-2014, 07:13 AM
This is my point of view.
Actually:
* Rings & amulet make very huge difference between players
* Some marks can hits like barb in wz
* New players can’t get amulet anymore
* Useless Dragon set < People are not motivated for invasions
* Some players sell amulets for money 400 euro…
How to solve this? Really so easy I don’t understand why 15 pages to discuss this …
* First of all make amulets available again
* Second, add WM quest for rings & amulet
Exemple for Ignis :
WM Quest > kill the 3 dragons and win 1 ring 25 fire dmg
10000 WM points and get amulet 30 fire dmg
* Add more points for armor or increase hp for all players
This is what balance means for me, Nerf is the last thing to think about it (nerf = lost more players, games developers know about this important rule...).
If u agree, QUOTE so NGD team can see this.
NaturalBornKiller
10-20-2014, 07:42 AM
This is my point of view.
Actually:
* Rings & amulet make very huge difference between players
* Some marks can hits like barb in wz
* New players can’t get amulet anymore
* Useless Dragon set < People are not motivated for invasions
* Some players sell amulets for money 400 euro…
How to solve this? Really so easy I don’t understand why 15 pages to discuss this …
* First of all make amulets available again
* Second, add WM quest for rings & amulet
Exemple for Ignis :
WM Quest > kill the 3 dragons and win 1 ring 25 fire dmg
10000 WM points and get amulet 30 fire dmg
* Add more points for armor or increase hp for all players
This is what balance means for me, Nerf is the last thing to think about it (nerf = lost more players, games developers know about this important rule...).
If u agree, QUOTE so NGD team can see this.
They didn't do it in YEARS... why would you think they would do it now? For some reason it's good like this for them... maybe not only the players are selling amulets for 400 euros....
ShadowForce
10-20-2014, 08:45 AM
I don't know what you are complaining about? Getting hit 700 crits followed by a 1400 lethal strike from 40m is very enjoyable.
schachteana
10-20-2014, 11:02 AM
keeping unique and hardly droppable items in the game is important. It keeps trading up within the realm.
Though I agree that amulets should be lootable somehow again, without losing their actual value.
And, most important, ofc, dmg has to be adjusted
Dupa_z_Zasady
10-20-2014, 12:18 PM
keeping unique and hardly droppable items in the game is important. It keeps trading up within the realm.
Trading?! Trading?! Are you trolling or not very bright? These are collectibles. Subject of show off. Some have plenty of them, many have none.
xayne
10-28-2014, 12:10 PM
So this topic was started in April. What have you decided to do about this issue Adrian?
HaraldOfAlsius
10-28-2014, 12:33 PM
This is my point of view.
Actually:
* Rings & amulet make very huge difference between players
* Some marks can hits like barb in wz
* New players can’t get amulet anymore
* Useless Dragon set < People are not motivated for invasions
* Some players sell amulets for money 400 euro…
How to solve this? Really so easy I don’t understand why 15 pages to discuss this …
* First of all make amulets available again
* Second, add WM quest for rings & amulet
Exemple for Ignis :
WM Quest > kill the 3 dragons and win 1 ring 25 fire dmg
10000 WM points and get amulet 30 fire dmg
* Add more points for armor or increase hp for all players
This is what balance means for me, Nerf is the last thing to think about it (nerf = lost more players, games developers know about this important rule...).
If u agree, QUOTE so NGD team can see this.
I am totally agree with you!
Regnum's status is painful. Nowdays, Dark Souls is more balanced than RO. After mounths of playing I can say: Regnum needs another developers! When I started the game my opinion was this: "RO's Greatest Problem is the lack of content!" Now, I see: there are much greater problems with this game! Warhammer was not classic, but it was good! At Warhammer Online there was alot of repetitive quest, instances, alot of gears, great DaoC like PvP... What was the problem? "WAR" was not free-to-play, so it is not avaliable anymore. Regnum is free-to-play and still avaliable... still has alot of players... but... you can ask: Why am I playing?
I dont know... maybe the Atmosphere? Maybe the Community? I dont know but I still playing. and waiting for the change...
NaturalBornKiller
10-28-2014, 03:21 PM
So this topic was started in April. What have you decided to do about this issue Adrian?
no answer is an answer ;)
Candyx
10-31-2014, 04:21 AM
tl;dr
*Might* have already been mentioned. But I think boss jewellery is a-OK. It should still be drop-able ofc.
To all those who rage about boss jewellery: it's meant to be ridiculously good, you killed a freaking dragon for it. If boss jewellery is nerfed it becomes less sort after and hence killing eve/daen/thork becomes less of a target and less of an achievement.
My only suggestion besides allowing the dragon amulets to drop again: add more rings and amulets with a wide variety of uses. Cast speed rings would probably go down well. Amulets that add a tun of armor point couldn't hurt either - these things are around you neck! Don't bother adding too many lower level items, the only people who use minor ring of health are those who cba to get a second ring of health. How about a ring that stops mana being used by a spell (5% chance), or one that returns some mana for every spell cast on the wearer.
And before anyone asks I don't have, nor have I ever had, any boss jewellery.
The_Pirate
10-31-2014, 10:09 AM
tl;dr
*Might* have already been mentioned. But I think boss jewellery is a-OK. It should still be drop-able ofc.
My only suggestion besides allowing the dragon amulets to drop again: add more rings and amulets with a wide variety of uses. Cast speed rings would probably go down well. Amulets that add a tun of armor point couldn't hurt either - these things are around you neck! Don't bother adding too many lower level items, the only people who use minor ring of health are those who cba to get a second ring of health. How about a ring that stops mana being used by a spell (5% chance), or one that returns some mana for every spell cast on the wearer.
+1 more variety would be fun to have! As barb there are really only 3 amus to choose from:
Dragon for those who have
HP + blunt resits
Mana
As for rings it is:
RoL
Dragon rings
Would be nice to see jewelry which introduces greater variety to the classes. I could face a barb with high AP/resists through jewelry, or high AS, or high dmg, or high spell resists, or whatever. The point is the jewelry should be attractive enough in one element to make using it but sacrificing another element worthwhile. Result - facing barbs with significantly different play styles.
The_Pirate
10-31-2014, 10:11 AM
I wrote about barbs, but same holds with other classes re preference in rings.
NaturalBornKiller
10-31-2014, 11:19 AM
What are we talking about here? I repeat... the situation didn't changed for years even if any of the already listed solution could lesser if not erase the problem... and most of them are not hard to implement.
They keep saying that there is a bigger plan, that they need to revisit the armor system and so on... but if this is taking more than a month (and the time we are talking about here is WAY longer than that) a normal convetion is to adopt tampon solutions (let it drop again? lower the damage? whatever!).
The only possible explaination is that they want it like that for some reason that is beyond my comprehension... so you should stop asking what they don't want to give. That's my 2 cents
Anunnaki
10-31-2014, 04:19 PM
That’s clear…
This game was better in the past, all updates until now just made it worse and worse.
Now,It is a Pay-to-Win game.
:closed1: I GIVE UP
Ygarl
11-07-2014, 01:27 PM
Woah... 1200+ dmg ensnaring?
NICE one! :)
(ouch!)
Sentan
11-07-2014, 02:44 PM
The damage done by the archers with jewellery are a joke. Marksman with jew does 500-600 (or even more...) normals. I will not even mention about crits.
This is a huge problem destroying the balance. It hurts, trust me. Especially when you're playing a mage.
Adrian, please do something about it :)
Yes, hits of 600 dmg over a unreachable range of over 40 meters is a huge problem especially for locks. First problem is, those amulets are not dropable any more. Second problem is, there were no amulets for mages. Third problem is, the amulets have no disadvantage like attack or movement speed reduction or something like that which would balance the attack power a little bit.
Add new jewelry content. Make it class specific. Balance it with some disadvantages. Make it reachable for everyone, buyable for huge amounts of warmaster coins -> endgame motivation / boost of warzone activations.
It's a great game but balance it and give us motivation to fight :horsey:
pieceofmeat
11-12-2014, 07:22 AM
I think ALL damage bonuses should be added after damage calculations, just like it is for gems, since DPS bonuses has gone way over the top.
Changing this little part of how its added to damage calculations would nerf them in subtle way and keep their attractiveness nearly intact and maybe allow for other items to get added in future.
ONE bonus same for all classes, regardless of buffs.
Perfect! Suggested many times! So, why isn’t this done already?
schachteana
11-12-2014, 01:27 PM
I think ALL damage bonuses should be added after damage calculations, just like it is for gems, since DPS bonuses has gone way over the top.
Changing this little part of how its added to damage calculations would nerf them in subtle way and keep their attractiveness nearly intact and maybe allow for other items to get added in future.
ONE bonus same for all classes, regardless of buffs.
Perfect! Suggested many times! So, why isn’t this done already?
maybe because it's not as easy as you m ight think and it wouldn't solve anything?
as far as I understand, absolute damage absorbation is the actual problem. If you have 300 armor points and a lvl 40 archer would hit you with 170 damage if you hadn't any armor, he will only do ~20 damage. Your 300 armor points just absorbed 88% of the damage.
On the other hand, if you get hit by a barbarian, your armor will also reduce the incoming damage just by 150. This meens, a 2.5k krit ends up with 2350 damage. 6% damage absorbtion.
Ask the lvl 40 archer if he's alright with his 20 norm hits. Is that what you call balance?
This is exactly what makes boss jewlery so bad. Once your enemy's ap are overcome, each additional damage bonus will hit him almost unbraked.
pieceofmeat
11-12-2014, 02:46 PM
maybe because it's not as easy as you m ight think and it wouldn't solve anything?
as far as I understand, absolute damage absorbation is the actual problem. If you have 300 armor points and a lvl 40 archer would hit you with 170 damage if you hadn't any armor, he will only do ~20 damage. Your 300 armor points just absorbed 88% of the damage.
On the other hand, if you get hit by a barbarian, your armor will also reduce the incoming damage just by 150. This meens, a 2.5k krit ends up with 2350 damage. 6% damage absorbtion.
Ask the lvl 40 archer if he's alright with his 20 norm hits. Is that what you call balance?
This is exactly what makes boss jewlery so bad. Once your enemy's ap are overcome, each additional damage bonus will hit him almost unbraked.
If for example an average marks normals get nerfed with about ~35 dmg and a bosswhores damage gets nerfed with ~70 dmg. I would say that helped solved the something, since the gap between players with and without good gear gets reduced a bit.
I dont see the title saying "Armor and how it affects the game" and i dont want to speculate whether or not NGD intend to change it in the future.
Sentan
11-28-2014, 03:05 PM
Still no response from NGD? meh...
Hollow-Ichigo
11-28-2014, 03:43 PM
Make them premium so everyone can run around with a jizzulet
Vexoniii
11-28-2014, 03:51 PM
How about we leave it as it is now, because surely you must make a bit of money by non-jizzulet users boxing weapons to try and match those with jizzulets.
Another option is allowing special gems (say +25 ele dmg or something) to be bought for ximerin and installed into special amulets. The base amulets could come with a standard +250 hp or +300 mana, depending on the users choice, and come with a spare "socket".
Perhaps the amulet could be purchased using WMC as a "Warmaster's amulet", to give WM further purpose. Gems for these amulets can still be sold in the mall for revenue, of course.
time-to-die
02-22-2015, 04:11 PM
Hi Everyone,
We replied to a topic in the Spanish forum about in-game jewellery and wanted you guys to participate too. I've read in the past some threads about this but didn't find one recent (and not tainted with personal discussions :biggrin: ) so please, post here your thoughts about jewellery in general. Specially about the imbalance it generates, how player attitude towards gear is affected and the cases when its use is abused.
Thank you!
Hi,
do you have more info already?
Sentan
02-22-2015, 04:13 PM
Hi,
do you have more info already?
Yeah, Adrian... still waiting :( you are our last hope!
time-to-die
03-04-2015, 04:34 PM
bump.......
Iheartpancakes
03-04-2015, 04:55 PM
You've had countless feed back from Haven and RA players. Anything from your side would be helpful, even if it's not definite.. just something..
Kimahri_Ronso
03-04-2015, 05:58 PM
You've had countless feed back from Haven and RA players. Anything from your side would be helpful, even if it's not definite.. just something..
Yep...
Biggest problem of them is communication... Even a "yes" or a "no" means everything for us users :).
:thumb:
schachteana
03-04-2015, 06:16 PM
Yes
best,
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