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balance (whee!)

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Posted by Darkheart on 09/20

First thing, major poison lasts too long. We should consider capping its duration in terms of ticks or damage or both fairly soon. As of now it's more devastating than old blind was, and unless we introduce a +4 or +5net resistant or immune to poison gear with susceptibilities to pierce (kidding) to something other than pierce, it may be more fun. Anyway, there need be more options to fight poison other than renting, milking, or being create. Maybe having each well in a hometown or near an inn be permanently flavored with cure poison unless somebody fouled it. (even then, the guy won't be able to drink from it much thnx to fill value) Creates... though i personally think they're fine the way they are, their spells OTHER than roots should be upgraded a bit to make them more competitive. Having charmies that are 'illusions' it only makes sense that they should be immune to blind, other creatures should be immune to things related to them, if not work as a 'sink' against such spells when they are cast in the same room (a salamander, a greater one, maybe, should have a chance to fizzle an immolate or a firestorm if it's cast in the same room, etc, though mana would be lost or something), and those demonic, angelic, titanic dudes should be able to resist spells naturally, by some percentage, and come with some skills such as rescue so that the caster doesn't have to flee in order to make his charmies tank. +hit/dam/hp. Any reason why hp is not being touched? It's fairly obvious to me that IF fighttypes are balanced in any way, that +fixed amount hp will benefit non-con far more than it would con, since the %hp given varies drastically. So make +hp gear be %hp or figure out some scale to make them balanced. 10hps per stat point or something, so that the garnets and amethysts are the spec standard... 4 stat 10hp, 3stat 20hp, 2stat 30hp, etc. Also, I don't know how parry works atm, whether it takes off a % of damage or if it simply negates "an attack." If it's the latter, which i think it is judging from my fights against various chartypes, then obviously heavier weapons are screwed. Should be a chance to disarm or weaponbreak when parry happens, probably the former, probably to inventory or something, if the weapon that is parrying is much lighter (less than 70%?) than the weapon being parried. After this we probably need to look at backstab, and make it so that a person with higher perc has a fairly low chance of being stabbed by a person with lower perc unless the lower guy can't be seen by the higher... two snipers backstabbing each other seems to come down to luck, and, even if it's between 100 and 80, if the 80 spent the difference in hps, somehow makes up for it... Hrm, disregard the backstab thing, i need my low perc bs. :p DH

From: Craven Tuesday, September 19 2000, 12:29PM I agree with almost all of this, especially the hp and backstab thing. I would be wary with the create changes though, and the parry. FOr example, if you can disarm my weapon with a parry, rage is now worthless. If your charmies auto rescue or something, rage is worthless. You see things like this could become very overpowered very quick. Titans and the like already do incredible damage and have lots of hp if you have any mind. While I think they should probably do more damage or something, I don't think they should resist anything anymore then anyone else does, though it would be cool if a demon could hit harder on a good person for example. For the most part though, very very interesting stuff. Specially the backstab thing, god thats annoying!

From: LadyAce Tuesday, September 19 2000, 06:16PM thanks for all your thoughts about balance -- hopefully the coders will have a chance to look at this stuff. -LA

From: Scream Wednesday, September 20 2000, 03:34AM ok I really think that major poison needs to be fixed, What I find more irritating is that a 60per backstab still dose 40-50damage and it can para you and combined with mage or druid skills like 70% or the snipers are nowdays its kind nuts. I can live with a pure london sniper doing lots of damage and para but that mid to mid-high per is too much I was also thinking that when you backstab you get that random extra damage thing message(snipers you know what I mean). I think that should only come into play at HIGH per backstabs like 90-100 per just more ideas from me, and I still think when you can only eat 11 roots its not that good, at least make fill value drop so can eat like 15-20 at 3rd circle -scream

From: Solomon Wednesday, September 20 2000, 11:14AM A plausible way for demons and angels to do more damage against opposed alignments is for them to automatically rage when confronted with their hated foes. Titans wouldn't get this benefit, being neutral.

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