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Old 01-31-2017, 03:19 PM   #161
Kimahri_Ronso
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Quote:
Originally Posted by kowocki View Post
Regarding bows:

Maybe let magna/dragon/wm and war zone boss bows keep their range so make them special and worth the effort (especially dragon craftable bows, wm bows, magna bows)

many ppl already have better bows via lucky boxes

giving the aforementioned bows extra 5m range will make them special and unique as it was intended
Way too many has mag LB, +1 for leaving dragon bows on the current range
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Old 01-31-2017, 03:32 PM   #162
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Quote:
Originally Posted by kowocki View Post
Regarding bows:

Maybe let magna/dragon/wm and war zone boss bows keep their range so make them special and worth the effort (especially dragon craftable bows, wm bows, magna bows)

many ppl already have better bows via lucky boxes

giving the aforementioned bows extra 5m range will make them special and unique as it was intended
Maybe for dragon bows but not Magna, nearly every archer on Ra has one.
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Old 01-31-2017, 03:56 PM   #163
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Originally Posted by kowocki View Post
except amulet the gold jewellery compared to wm is a joke when it comes to damage

You say its no m,atter now-> yes it is not as the server population consist mostly of old players (who slowly quit)

To revive this server we need to finish lvling update and balance 60 vs lower lvls

jewellery is one thing, benefits from lvl progresion are other.

IMO best solution would be:

you gain power points till lvl 50;

you gain discipline points till lvl 55

you gain attributes (including hp and mana) till 60


OR JUST MAKE LVL 50 1 000 000 exp so new players join full scale rvr and war zone activity asap, now its a black hole between lvl 35/40 and 50 with no content (broken realm tasks, hardly any mobs to grind, war zone buff that due to armour points and damage bias is no help at all)
yes I agree on everything you said, specially the highlighted stuff
sadly, the armor system still eats up all the damage from low players instead of reducing it relatively
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Old 01-31-2017, 05:37 PM   #164
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-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it
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Old 01-31-2017, 06:27 PM   #165
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Originally Posted by Lebeau View Post
-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it
I'm crying
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Old 01-31-2017, 06:33 PM   #166
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Quote:
Originally Posted by Lebeau View Post
-5m range to bows, ALL bows, every last one, even yours, especially yours, just get over it
At least mages get to actually be a ranged class again
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Old 01-31-2017, 07:18 PM   #167
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Will you add something dynamic for close range defense now that the range is finally back to normal?

I welcome this change, but i fear you are busting a chance to use this overhaul to create more dynamic gameplay on the way.

I also dislike that hints on its supposed role to be a ranged sitting duck.
I see the "role thing" as a much more relative separation between the 2 archer classes. Surprise and burst vs a more steady pressure. tricks and special tactics vs a more more direct approach. pets vs no pets etc.

If you reduce marks to the range thing, it gonna become even worse in the sense of gameplay.

As a reminder - Before bow range increase (Version 1.6.3 - which put marks gameplay into that turret role) there was:
* SoW +25% speed
* mobility +25% speed
* old escapist +40% (?) speed when close to an enemy
* low profile instant
* death sentence as an inscentive to get close (well was better when it was r25, was 30 at that point already)


I'm trying to point out - the gameplay was a lot more dynamic and fun. More risk and more reward.

Please, dont let this chance slip. Do intelligent changes, reduce power *while* adding dynamic tradeoffs.

If you dont do it now, itll be like in software - lets first make the product and then think about adding a Q&A process. You have 10x the work and break the buggy product completely in the process.

Thanks <3
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Last edited by _Enio_; 01-31-2017 at 07:19 PM. Reason: Added reference to changelog version
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Old 01-31-2017, 08:13 PM   #168
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Quote:
Originally Posted by _Enio_ View Post
Will you add something dynamic for close range defense now that the range is finally back to normal?

I welcome this change, but i fear you are busting a chance to use this overhaul to create more dynamic gameplay on the way.

I also dislike that hints on its supposed role to be a ranged sitting duck.
I see the "role thing" as a much more relative separation between the 2 archer classes. Surprise and burst vs a more steady pressure. tricks and special tactics vs a more more direct approach. pets vs no pets etc.

If you reduce marks to the range thing, it gonna become even worse in the sense of gameplay.

As a reminder - Before bow range increase (Version 1.6.3 - which put marks gameplay into that turret role) there was:
* SoW +25% speed
* mobility +25% speed
* old escapist +40% (?) speed when close to an enemy
* low profile instant
* death sentence as an inscentive to get close (well was better when it was r25, was 30 at that point already)


I'm trying to point out - the gameplay was a lot more dynamic and fun. More risk and more reward.

Please, dont let this chance slip. Do intelligent changes, reduce power *while* adding dynamic tradeoffs.

If you dont do it now, itll be like in software - lets first make the product and then think about adding a Q&A process. You have 10x the work and break the buggy product completely in the process.

Thanks <3
It's been a long time so i might completely remember it wrong, but didn't they remove/nerf this speed related stuff around the time they added strafing? Which i thought was the reason.

From a balance perspective i am not sure if i would want current archers to have these kind of spells again. From a fun perspective as an archer it would definetly be awesome.
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Old 01-31-2017, 08:49 PM   #169
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Quote:
Originally Posted by Hayir View Post
From a balance perspective i am not sure if i would want current archers to have these kind of spells again. From a fun perspective as an archer it would definetly be awesome.
I don't wanted to have it seem like i think it would be wise to do so, the whole balance ecosystem is completely different right now.

But, for example: Would you mind these powers back when Marks would leave the ability to cast offensive powers and do a fixed 100 damage a hit?

There is a point where you would not mind more dynamic defenses (or offenses) for the tradeoff in other parts.

And thats what i try to point out. I prefer the power slider turned down alot more (read: nerf) when instead the dynamic and fun slider and the utility (in RvR) slider gets tuned up.

And now i see the decrease in range gets a increase in defense as compensation

Something inside me screams:
"This is sooo wrong, this "buff" to balance the "nerf" could be invested so much better!"

Personally, apart from the great community, its
  1. the feel of being useful to my team and
  2. being able to outsmart my enemies by skill and experience
which provides incentive to play regularly and long term.


For the latter the amount of effect of personal skill and experience on scaling the outcome of a situation is most important. And this is, whats getting nerfed all the time.

Instead we have the importance of gear in the place of smart usage of tactics and spells to your disposal - this is boring long term.

The fun in improving your gameplay, to try to do better next time, to keep fighting the odds for the eventual victory etc.
To polish on builds, to talk about tactics and combos, both small scale as in war - this stands and falls with the amount of control and choices you have in the different situations..

But sorry, im losing track.. But hell, this is bothering me for years though, and i see those changes mostly positive so far.

But as i said, the compensation of "nerfs" (it really is more a shift in the ruleset since we have RvR and class x vs class y shouldnt be too much of a worry for balanceing RvR) could be so much better.

However, ill wait patient for the next bunch of changes.
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Old 02-01-2017, 08:26 AM   #170
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Quote:
Originally Posted by _Enio_ View Post
But, for example: Would you mind these powers back when Marks would leave the ability to cast offensive powers and do a fixed 100 damage a hit?

There is a point where you would not mind more dynamic defenses (or offenses) for the tradeoff in other parts.
No I wouldn't mind, that's why i said current archer and mentioned strafing. Like you said the class would need more changes before giving them more dynamic stuff.

I am all for fun gameplay, as long as it is somewhat balanced and not getting frustrating for the others.
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