08-11-2015, 01:12 AM | #211 |
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Join Date: Jan 2009
Location: New York
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After reading the changes made to jewels in the first post (Good to see attack range removed )... I think the only real imbalance lies within those +40 elemental amulets. I'd say release all of the other jewels, but hold off on those elemental WM amulets for a little while. Even without those +40 amulets, the other jewels are good for different subclasses, and they allow each player to customize their stats without being too OP.
EDIT- Maybe the cast speed and mana could be slightly lower on the rings too.
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Alsius or nothing Last edited by MDpro; 08-11-2015 at 03:10 AM. |
08-11-2015, 10:09 AM | #212 |
Baron
Join Date: Jun 2010
Location: Czech Republic
Posts: 769
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This will certainly be a important change in the mechanics. Camping empty forts will have no meaning, that's a great change.
The only issue I see is, that if enemy outnumbers me at a fort, instead of trying to recap the fort (and give them "free" wmc), I will rather cap their fort, and wait for them there. When this happens, the enemy is likely to cap my other fort, to force me to defend (initiates an invasion). This scenario results in a likely invasion, which gives high amounts of wmc anyway. I would therefore suggest to include some changes of wall rewards. Also, I would like to point out, that on Haven there's a certain "issue" with over/under -population of different realms. Instead of adding on the end-game, focusing on early game might be more profitable in the long term.
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Kharbon
Proud member of CZ/SK WM - WM - WM - 56 - 53 - 50 |
08-11-2015, 01:59 PM | #213 |
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there should be SOME reward for defending a captured castle or fort, even if nobody comes to attack the fort.
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08-12-2015, 06:28 AM | #214 | |
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Quote:
Just some thoughts about this idea you all are entertaining. The question to be asked is, "how will the players game this?" Not "how would we like them to game this?" but "how will they game this?" Because, right now, the players figured out how to get loads of WMC by driving through the huge gaping hole in the system. The only thing that will change is how the players game the system to twist it to their advantage. And, again, the advantage is with the group with large numbers. Because this is how it will be gamed: "Get a LARGE group and run over any small groups holding forts. This will keep them from holding forts or trying to hold forts, so nobody can challenge us or even be in competition with us. If we don't have a large group, we don't go to the forts so those groups cannot win WMC for killing us." Because it's obvious by now that RP's don't mean much. And WMC were once hard to get. Now they're so easy to get it's pitiful. Rinky |
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08-12-2015, 03:24 PM | #215 |
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Location: Haven
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08-12-2015, 04:09 PM | #216 |
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We can agree all that invation is all about zerging, so any rewards will be related to that system will bring only problem and will make balance worse and worse.
Any rewards related to this invation system, should be used to buy something that won't unbalance the game more and make the OP realm more OP. As exemple : * Invation system rewards (wmc), can be used to buy only some items like : WM hat, WM costume, WM horse, Companions, some weapons for fusion... * Pure war rewards (something like RP but more adjusted) that we can get anywhere during the war : Amulets, rings ... |
08-13-2015, 08:59 PM | #217 |
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08-13-2015, 09:01 PM | #218 |
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Join Date: Aug 2013
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I agree... just modify bonuses relative to populations...
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08-14-2015, 05:22 PM | #219 |
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Join Date: Aug 2011
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New version in Amun with the following changes, closer to a final version. We will still be working in some Realm Balance adjustments, which would be the last addition.
- Added: Obtaining Warmaster Coins when killing players in forts/castles/walls. The base is 5 WMC per kill when the character is level 60. When there is negative level difference (IE: I'm level 60 and my enemy is level 55) the coins are reduced. These coins are affected by the WMC Multipliers. As with experience there are methods to avoid collusion and other possible abuses of this feature. - Modified: Forts don't give WMC rewards for simply holding (because of obtaining them killing players). There are still rewards for getting a Relic out of the cage and for Invading (or avoiding them). - Fixed: Disconnection after choosing a respawn point while affected by the Cremation spell. - Fixed: Tenax and Vesper Dragon Sets for Warriors were indicating "Hit chance" instead of "Critical chance" in their descriptions. Anyway, the modifier applied was the correct one. - Modified: Gold rewards from Treasure Chests in all the world are now enhanced. - Minor visual and texts bugfixes. |
08-14-2015, 05:33 PM | #220 | |
Count
Join Date: Jun 2009
Location: France
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Quote:
How exactly are they enhanced ?
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Annavilya / War-Luck (Haven)
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