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Old 08-24-2013, 12:50 AM   #21
fotomay
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Originally Posted by fotomay View Post
i hope they don't change any of the drops.

personally, i dont think mages need any boss jewelry. i know it disadvantages the mages, but it doesn't add enough to the gameplay to justify the addition. It also risks making some mages too powerful over other mages.
in response to which candy wrote :-

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Originally Posted by Candyx View Post
Really? Because damage rings and amu's don't do the same for barbs/hunter/marks? Oh no, wait, they do!
well this is the strange circularity of present day pvp mmos. one class is given OP items, so the next class must have OP items, and then the nerfing proceeds in circular fashion as well.

this circularity of nerfing and enhancing should stop. what should be focussed on is skill use and quality of gameplay. Nerfing or enhancing one class is merely tweaking damage. Instead, finalise the damage quantities and focus on gameplay.

(but i dunno how the cash shop would work then lol, maybe cosmetic items). I dont think LoL offers permanent damamge enhancements and I feel that is a better model to follow than the olde cash shop items model. May need a much large rplayerbase to get equaivalent revenue.

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Originally Posted by edenkirin View Post
Your opinion is irrelevant.
:/
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Old 08-24-2013, 04:50 AM   #22
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Originally Posted by fotomay View Post
....

well this is the strange circularity of present day pvp mmos. one class is given OP items, so the next class must have OP items, and then the nerfing proceeds in circular fashion as well.

...
I 100% agree. I don't really think there should be new boss items for mages I do however think the balance needs to be addressed. Does anyone even know what a boss ring/amu specifically for mages would be? I'm assuming mana and cast speed maybe? I'm sure you could look at the average cast time for damage spells and work out the required cs buff to increases the DPS by the same amount that a 50 damage amu increases a barbs DPS. That would be fair I suppose. Not really a complicated process until you look at the non linearity of CS/AS buffs.

Side note: why are there no cast speed rings? I'm not talking about a boss drop, I'm talking about a quest item like ROL. For mages CS is equivalent to AS so including a CS ring quest would be nice, just 5%CS like the 5%AS ROLs.
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Old 08-24-2013, 09:20 AM   #23
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Originally Posted by Candyx View Post
Side note: why are there no cast speed rings? I'm not talking about a boss drop, I'm talking about a quest item like ROL. For mages CS is equivalent to AS so including a CS ring quest would be nice, just 5%CS like the 5%AS ROLs.
Already discussed many times, Ring of Wind was proposed with 5% cs
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Old 08-24-2013, 09:30 AM   #24
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Already discussed many times, Ring of Wind was proposed with 5% cs
Awesome. It would still be a less powerful item than a ROL since ROLs have AS and damage, but there really isn't much more to add to a mages gear (other than mana which would be too powerful).

So, why hasn't this been implemented?
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Old 08-24-2013, 12:28 PM   #25
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Originally Posted by Candyx View Post
So, why hasn't this been implemented?
NGD - Nothing is Getting Done
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Old 08-24-2013, 01:16 PM   #26
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NGD - Nothing is Getting Done
I always wondered what NGD stood for!
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Old 08-24-2013, 03:03 PM   #27
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.... I do however think the balance needs to be addressed. Does anyone even know what a boss ring/amu specifically for mages would be? ....
i feel it is true, CoR is a game slanted far more in favour of melee than mages. This is coming from the normal fantasy realm standard such as DnD, where PnP rules would usually see mages defeat melee classes most of the time (this is correct in the fantasy setting where meleers like Conan the Barbarian had a huge terror of mages).

However, some pvp devs (like NGD and also the last devs I played with in neverwinter nights) really feel mages are much too strong versus melee. These devs feel really upset when a mage beats their melee classes. So they usually mercilessly cripple mages. Some melee players also really hate mage players.

Somehow ive become used to it I've become used to becoming a punching bag for melee now i feel sad :/

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Old 08-24-2013, 03:43 PM   #28
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To be fair, NGD has done a lot in the last few years. The thing is, very little of it is what the community has been begging for and precious little had a lasting positive effect either. I should qualify and say for Haven that is.

As for the dragon instance thing, patience. They will deliver soon enough. Like every other update, it will be very interesting to see just what they deliver.

I have a concept in my mind and the points which NGD need to hit to make this successful. I won't expose these at this time. For their sake, I do hope they hit most if not all of the crucial points.
Personally, I don't think these instances will change much for the game itself. There is one thing that NGD might do that can change their circumstance a little. There is also one thing they can do to adjust war. Let us see if they go there.

Fotomay speaks of the famous "flavour of the month" concept in MMOS. In NGD's case it is flavour of the year.

There have been many discussions about rings. One of mine discussed a blank ring with sockets in it. In other words , you craft your own ring using the array of gems available.
There have been discussions about range/damage. Discussions of the scaling of mage damage past lvl 37. The application of concentration and intelligence. The way damage stacks (a conceptual problem) the way defense stacks.
All this relates to boss gear. Please remember that the boss gear will be all new. It remains to be seen if NGD will go down the road of stacking 3,4,5,6 modifiers on a part just to make it more appealing.

Were it me, I would have the dragon drop shards ( or components) of items which the players can trade and craft into gear. This way allows more drops, more spread and a bit more interest in the whole thing.

In the absence of fixing armour values, a serious balance update on spells and their underlying equations can remedy a lot of the problems identified in posts prior to mine.
Separating the WM Power points and WM discipline points from the conventional (lvl 50) points can do a lot of good.
By that I mean the points you accumulate from level 51 to level 60.
In my view, it would bring us back to 1.6.3 balance without actually being a roll-back. The only thing is that hunters WILL need a boost if that happens. It seems that NGD's code does not allow for this. Or, economics played a hand in just how that code turned out.
That one move would cut back damage/ defense, stacks of passives, excess of CC and reintroduce " diversity through scarcity ". Obviously it is not that simple as I write but those conceptual issues have a lot to do with the position the game finds itself in today.

Heck they could have gone with an entirely different concept and instead of levelling to 60, you keep rolling level 50 ( like in the old days) and each level up, which by the way would not mean an increasing scale of XP required per level, would gain you a point or 2 or more.

Then, you have increased levels of gear you can buy and equip. Those points go towards raising your equip level. The game has already turned gear centric so such a concept would not hurt.

Maybe they can do this for lvl 60+. But then I never made a MMO from scratch with no money. I only know how to make money using imaginative concepts.

A lot can be done. There needs to be the will to start.

EDIT: It was a design choice by NGD to favour melee over archers and mages. It was officially stated years ago. There was a time that at fort wars and even open field, ranged classes ruled the roost while melee just stood by or risked getting mowed down if they tried to approach. That has changed today.
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Old 08-24-2013, 04:18 PM   #29
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Quote:
Originally Posted by bois View Post
Fotomay speaks of the famous "flavour of the month" concept in MMOS. In NGD's case it is flavour of the year.
The flavour hasn't changed since 2010.
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Old 08-24-2013, 06:01 PM   #30
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Looks good, gonna start grinding myself a bosswhore knight.
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