Cookies Disclaimer

I agree Our site saves small pieces of text information (cookies) on your device in order to authenticate logins, deliver better content and provide statistical analysis. You can adjust your browser settings to prevent our site from using cookies, but doing so will prevent some aspects of the site from functioning properly.

All posts created by Flari-Merchant

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.
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.
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.
Flari-Merchant
Thanks, Bob.
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.
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.
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?
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.
Flari-Merchant
@ Bob

Can you tell us what you are thinking the difference between broadhead and bodkin arrows will be?
Flari-Merchant
Smelthead
The limitations on the economy have always been the lack of gatherers. Crafting and selling stuff is not an issue for anyone with an ounce of business sense, its finding time to gather.

There is several hours of gathering tied up in that half hour of T3 ammo.
What I am thinking, as has been mentioned, is that T3 ammunition will not be the usual "go to" ammunition but rather for "special occasions". If it is going to increase range, damage and allow ranged characters more mobility then there really has to be a balance.

Coin is not a difficult thing to acquire, nor is there much use for it so far. If the inclusion of ammo mechanics spurs gatherers to gather then that is great. Possibly ammo will simply be yet another "internal group problem" that is solved like most gear. Perhaps the recipes will get adjusted. I guess we have to wait and see…