01-31-2017, 03:19 PM | #161 | |
Baron
Join Date: Jan 2011
Location: Arborea
Posts: 649
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01-31-2017, 03:32 PM | #162 | |
Count
Join Date: Aug 2009
Location: United Kingdom, England
Posts: 1,038
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01-31-2017, 03:56 PM | #163 | |
Master
Join Date: Mar 2011
Posts: 422
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sadly, the armor system still eats up all the damage from low players instead of reducing it relatively |
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01-31-2017, 05:37 PM | #164 |
Banned
Join Date: Oct 2011
Location: 'B-F-Egypt', Virginia, U.S.A. (please pity & forgive us poor american fools!).
Posts: 605
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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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01-31-2017, 06:27 PM | #165 |
Master
Join Date: Nov 2012
Location: Kogoruhn
Posts: 319
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I'm crying
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01-31-2017, 06:33 PM | #166 |
Apprentice
Join Date: May 2014
Location: The Korr-Tabhar to Altaruk trade-route.
Posts: 81
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At least mages get to actually be a ranged class again
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01-31-2017, 07:18 PM | #167 |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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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 Last edited by _Enio_; 01-31-2017 at 07:19 PM. Reason: Added reference to changelog version |
01-31-2017, 08:13 PM | #168 | |
Master
Join Date: Jun 2007
Posts: 375
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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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01-31-2017, 08:49 PM | #169 | |
Marquis
Join Date: Aug 2007
Location: Germany
Posts: 1,843
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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
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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02-01-2017, 08:26 AM | #170 | |
Master
Join Date: Jun 2007
Posts: 375
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I am all for fun gameplay, as long as it is somewhat balanced and not getting frustrating for the others.
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