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All posts created by Flari-Merchant

Flari-Merchant
Bob
There have been a couple mentions of the possibility of "makeshift" ammunition, and we've been tossing around possible implementation of that. Basically, any time you finish off the currently loaded ammunition, you'd run through the reload delay, regardless of whether or not you have any additional ammunition stored in your ammo container. If you have more ammo, that represents the time spent transferring it from stored to loaded. If you don't have more ammo, then it represents the time finding/creating 1 piece of makeshift ammo. Makeshift ammo wouldn't be significantly worse than regular low-end ammo when used (it would have no bonuses for use, where T1 +0 ammo would have at least a small bonus, just enough to bring rank 1 attacks into a reasonable range), except that you'd effectively have to reload after each use. This way we don't really have to keep track of not-really-existant ammo (we just pretend "no ammo" is the same as "one piece of makeshift ammo" and force reload anytime an attack leaves you with "no ammo," which you already had), but there's still a small penalty for having let yourself run out completely.

If we went this route, it would be on top of mobs dropping small amounts of T1 +0 ammo, so you'd still be picking up some loadable ammo along the way. If used sparingly, you could avoid using makeshift ammo except for emergencies.

Thoughts?
I am for it. Much better to be able to contribute somehow than not at all if a character is built as a one trick pony, which many are (by xp gain default) when they are fairly new or have pretty low encumbrance capacity.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Bob
Bringslite-Dominion Soldier
Here is a problem: There are only a few voices speaking up. It is dangerous to make changes in that circumstance. The only thing that I really am concerned about is Wizards leaving the game the way that many Archer characters did when range was "adjusted".
If it is an attack that is spammed, ammo cost just might put it somewhat in check.

Balance changes do often arise out of complaints, but we've always avoided making them unless we look into them and find there really are underlying issues that need to be rebalanced. In this case, Devourer's Caress definitely has some issues that the balancing equations don't take into account at this time. In particular, it's very easy for the same character to apply, maintain and repeatedly exploit the conditional that makes its cure so powerful. Cooldowns are the bluntest tool for dealing with the "repeatedly" part of that problem. Ammo will also help a bit with that, since repeated use will get expensive, but many of a wizard's other options also use ammo, so it will have a limited effect.

A 4-second cooldown should be just long enough to get wizards to throw 1-2 other attacks into the mix between uses of Devourer's Caress, but not so long as to prevent wizards from using the combo to give themselves significantly better durability at melee range. That's all I'm really looking for, just taking this out of the "two-attack combo with no point in varying it up at all" category. Once we try it out on our internal servers and on Zog, it'll be easy to dial things back if the cooldown kills the combo completely.
Fair enough for me, Bob. I suppose that I should have known you had looked into it or you wouldn't be sharing your immediate solutions with us. That is my bad.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
You are a Troll
Bob
Ideally it will give wizards an effective combo to use when enemies get within melee distance, but not so powerful that wizards are using it to rush into melee range in just about every situation.

There you go Bringslite - made it easier to read for you since you seemed to be missing the main point here.
Here is a problem: There are only a few voices speaking up. It is dangerous to make changes in that circumstance. The only thing that I really am concerned about is Wizards leaving the game the way that many Archer characters did when range was "adjusted".
If it is an attack that is spammed, ammo cost just might put it somewhat in check.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Also I would point out that if things get "adjusted" too much there will be little or less feasibility to solo some content at a time when there are VERY FEW players. That would probably be bad right now, M'kay?

Does the "combo defendant", at this current witch hunt, have much impact on PVP combat? If that is a NO then why mess with it right now? Who really cares if it allows loners or groups to get through some mobs more efficiently, right now?

Satisfaction and playability seem more important. Take time and study anything in-game before you adjust it downward. Especially don't hamper a sector of the player pop until it really is a problem like in a busy game. Put it in later if it really needs fixing.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
I am not a Wizard and don't use those feats in any way, but I would remind everyone that just a few voices got ranged attacks nerfed fairly well for a very long time. I just hope that a few people don't harangue Developers again into over nerfing that combo causing the same dissatisfaction result as last time.

Combat is supposed to be partly about using combos to end with favorable results for the player.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Thanks, Bob.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
meh… I guess I haven't died to it enough in PVP to take much notice of it….. yet. smile

I see fighters using whirlwind then fire whirl then whirlwind then fire whirl then whirlwind then fire whirl….

I see rogue short bow putting an inch of stacks on critters before I can even engage one myself…

I see clerics that seem as though they can't die, ever…..

The only time those things should really annoy me, IMO, is PVP.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Stilachio Thrax
Bringslite-Dominion Soldier
@ Bob

Can you tell us what you are thinking the difference between broadhead and bodkin arrows will be?

Bodkins are armor-piercers, broadheads are better against unarmored targets (and look like what most people think of when they think 'arrowhead'smile. I'm thinking broadheads are the base arrow-type, and bodkins maybe add Penetrating at the expense of some damage or range.

Yeah my bet is piercing-bodkin and bleeding for the broad heads.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
@ Bob
So far along this Roadmap, my assumptions have been terrible on how the mechanicals will work for certain things. Just want to double check…
There are multiple examples for "arrows" at each Tier. Some are designed to be specialized, I am sure, in the future but not yet. Can we assume that for now for example that Cold Iron Arrows and Steel Arrows and Silver arrows (all T1) will have the same stats(dmg, range, etc…smile? Can we expect the same for T2 and T3?
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com
Flari-Merchant
Seems like the main issue is that at higher levels there is a disproportionate amount of mobs that deliver higher energy damage output as well as physical damage. Unfortunately some roles have built in feats that help mitigate both more easily than others.

For the fighter, I think really it is just about exploring more ways to beef up energy resist. Bob has written that cloth and lighter armors will be a bit ER nerfed when enchantment comes into play. Lots of things are changing as we go along here. Personally I don't play a Wizard so I won't opine on whether DC needs tempering.

I wouldn't mind seeing some better expendables for Fighters and maybe some ways they can mitigate E damage through role feats. Rather than nerf Wizards, maybe build more equal physical vs energy damage into high end mobs. The Fighter seems slow and clunky in melee, all around, so look into doing something about that rather than nerf the things that other roles are jealous of in their nemesis counter roles.
"I buy Azoth for 5sp/ea. I will trade Enchanting or other rare materials/anything for Azoth. Contact me if interested. GET YOUR COIN EASY!"
uotopia@msn.com