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New balance update: armor, damage and healing (Stage 12)
Here you have the change log for the version currently on Amun.
Armors: As we are still tweaking armors we have been altering damage multipliers. Please try it out.
General:
Spells:
We are getting closer. To follow soon after this: new blocking spells, a major mana revision and more tweaking. minimum damage formula is still off. Remember that. |
sorry for closing the thread... I hope I don't do balance like I use the forum! :)
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I'm glad you're making knights armor have more impact than that of a barbarian or other class. It makes sense that a player shouldn't hit a knight as much as he hits another class by, nice job :)
A small problem though. You made it so that the attack power is raised again as in the live version but attack speed is faster. So im hitting normal 400's unbuffed very fast lol. Is this a bug? Stage 11 i was hitting significantly lower on mobs than stage 12. New blocking powers? :D I can't wait ^^ |
Life Savior:
First, thank you for adding a 3rd heal spell it is really needed. However, I think 60 seconds is way too long. I'd rather see this cut down to 30s CD with 20% to 40% heal. I can tell you want this new spell to only be used in emergencies, but I think 30s is enough to prevent spamming while still allowing it to be useful. Heal Ally: My initial reaction to this was "ugh... not again" until I realized you halved the CD but the % wasn't halved. Now you can actually heal someone for 24% in the same time as the old 20% heal ally. Good move here. I think mana cost could be reduced a bit more as right now it seems 2 of these is equal to 1 Live Servers heal ally, but costs 50 mana more and heals on the Live servers are already mana hogs. Mass Resurrection: This spell literally sounds like a waste of 800 mana. First, you basically have to have it on 5 otherwise the chance is way too low. 5% on level 1??? What is the point in this??? Second, you're paying 800 mana for a 50:50 shot at resurrecting someone (is it all or nothing? or is it 50% for each person?). Maybe you could ensure that at least 1 person is resurrected and its 50% per remaining person. Or you could only charge mana based on each person that its successful on. For example if it works on 2 people you'd only remove 400 mana. Major Healing: Good move, thanks Overall I'm fairly happy with this stage. Keep up the good work, I'm really looking forward to the mana tweak stage. |
The new Imps models are funny :D
But after a few seconds of trying it out (maybe/probably this is discussed in the stage 10 thread, but I didn't really follow that one. if so, sorry): The zombies and lich are moving towards/attacking the target while the animation of them comming out of the ground is still ongoing. The imp(5) dies after 1 attack. The monsters do one extra attack after they defeat a summon. :) |
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But sound funny too..2 conj can resurect one army at forts doors also |
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Huge problems with knight lol. precise block on level one guarantees all hits to be blocked 100% xD I can go cast pb and offensive stance and solo aysor now lol.
Btw is the damage increase for everyone intentional? You know the server is bugged when a knight can solo Aysor. Build: offensive stance, pb, gutting 5 xD |
Damge increase indeed :) not sure if this was just a fix to the mobs armor rating which decreased thus my damage increased or what, but im loving the new damage of marks. Its maybe 10 -20 less damage than live atm for me at least, and there seems to be a damage scale back on bows...slow bow equals more damge than med , fast bows, noticable to :) maybe im just getting my hopes up for failure in the next stage, but atm marks are feeling the way they should be...
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