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All posts created by Seraph

Seraph
Quijenoth
arty155jln
Buff clerics healing, and lower it's damage. I would prefer a pure healer type that focuses on keeping their group alive. But that's just an opinion of how healer classes should be.

see now this is the A-typical role placed on clerics from MMOs. If PFO had class defining feats then perhaps it would be an option, however its open ended feat structure means that classes have no significance in this game at all.

The quick swap weapon set only expands the issue with the ability to switch from 1 class (role) to another. You can effectively cherry pick abilities from all 4 roles to make the perfect class. I mean in the first few weeks of EE we had mages running round with Pot steel plate until they introduced arcane attack reduction for armor!

I was going to say this almost exactly. You can't just "drop Cleric damage". If the devs went in and took all my cleric attacks and cut their damage factors by half, I would be using all level 5 fighter attacks in 2-3 weeks. As it is now, I'm sizing up how much of an investment it would be to get Fire Mastery from the wizard, since my Sarenrae attacks apply burning. It turns out it's pretty easy if I wanted to go that way, but thankfully there's some competition for my reactive slots and I'm not sure what's the best.

Because people can cherrypick, this has to be done with mutually-exclusive investment into defensive/reactive/magic item/[insert new feat slot] feats, which may have role level requirements but don't need them. The formulae for how they balance attacks is probably fine, despite a few oddities that could probably use cleaning up. Eventually people will be able to have whatever feats they want, so balance and their roles in combat should only come from their choices.

Utilities are also a great way to provide this, but so far the utilities we have are underwhelming and unbalanced. I'd love to see stealth become good enough that Lookout becomes good, but that might take, say, a utility called "Hide in Plain Sight" that jumps your stealth skill for a short time.

Give me like 2 more slots on my paper doll, call them "role specialization" feats or something. Give me like 8 more basic feats to slot there to start. This is grossly oversimplifying things and there's tons of potential for more choices, but just to visualize.
Feat 1: increase your base damage for all physical attacks by 1 per rank.
Feat 2: increase your effect power for physical attacks by 1 per rank.
Feat 3: increase your base damage for all energy attacks by 1 per rank.
Feat 4: increase your effect power for energy attacks by 1 per rank.
Feat 5: increase the amount of healing you deal by 1% of the target's hp per rank.
Feat 6: increase your effect power for heals by 1 per rank.
Feat 7: increase your physical resistance and your EPro against physical attacks by 1 per rank.
Feat 8: increase your energy resistances and your EPro against energy attacks by 1 per rank.
Cost appropriately – the EPow ones would need fewer ranks and higher costs than the other ones.

There, now pick if you want to be tougher, deal more damage, heal, or some hybrid. Clerics now have to choose whether to pursue energy damage or physical damage, but have to give one or both up if they want to heal. Fighters only deal physical so they're free to boost that twice if they want to deal extra status effect stacks, or they can spend their other slot on their resistances. Rogues and archers would probably love the first two feats. If you want to play a tank, you can jump both resistances. And so on.

There could be many more feats that share these slots. AoE damage focus, feats that add a condition to all your attacks kind of like the Mastery and MoO feats do now but without needing to meet a prior condition. Tons more options to support all different play styles. And that's just for combat. You could easily include a few more feats that support gatherers and crafters in ways that they don't really see buffs right now – there would just need to be enough options that they have decisions to make as well, not just "I'm a gatherer so I take these 2 feats". I don't know the gathering/crafting system well enough to speculate what those might be, being a single-character guy myself.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Tyncale
I understand PvP needs to be balanced, it's the bread and butter of the game: that's why I proposed that skills and powers do different things to NPC's then they do to PC's. So your bow attacks simply hit harder on a Moloch mob then they do on a PC, and stuns last a lot longer on NPC's then on PC's. This way they could have actually brought in some real Crowd Control tools for PvE in the more serious escalations: now it's either dps-to-death or run away and reset.

The devs actually have a lot of control over this without making the attacks care about PvE/PvP. They can change the number of hit points mobs have and their effect protection.

My solution to balance is actually to just… give us more options. Let's say I want to play a dedicated healer, that gets the kind of healing out that I used to before the big healing nerf, and can save people and have a big impact on PvP with my healing abilities. I should be able to do that by investing in it, at the cost of no longer being able to do other things. I should either do less damage (an okay way to balance), be less flexible (a pretty good way to balance), or not have access to other things that are as good as healing but create other unique playstyles (things like protecting your allies/tanking, in-combat stealth applications, AoE damage, etc, a great way to balance).

This can all be done with the game's existing systems. Might have to add a couple more slots for feats on the paper doll at some point, but there's all sorts of room for letting what feats you slot determine what you're good at beyond what we have now. Plus the flexible class system means that people could make all sorts of hybrids… like maybe I want to be partially invested in healing and partially in damage, not being quite as good as someone dedicated to one role but in return being better in some situations.

The problem wasn't that healing was too good, it was that it was good enough with very little investment that everyone was taking it.

Longbows weren't all that different. When I joined, I decided I was going to use the longsword. I would go out and farm escalations with a group, and I would be the only person using melee. Everyone else was using the longbow. It didn't deserve the nerf that it got, there just needs to be bigger tradeoffs. Like maybe Opportunity should be a much bigger deal, like it cuts your defenses. Make it bad enough that you don't want to use your bow or sprint in melee, but that you can tank better than you can now if you're standing still.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Well hopefully we'll be able to stop talking about how hard things are to code soon, when there's a much bigger staff working on the game.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
It's true that PvE isn't like super fun. My average session of PFO looks something like this.

1) Don't feel like playing whatever other games I'm playing right now (there's usually at least 2), let's hop on PFO for some variety.
2) Hey, some people are on killing some escalation. Let's join in for an hour or two or until there's nothing else to kill nearby. Farming mobs is not great, but at least we're chatting and it keeps it from being too dull.
3) Alright, been about 2 hours farming mobs. Getting a bit repetitive, let's bank and log off for today.

OR

2) No one's on, or a few people are on but not really doing anything as a group. Maybe I'll check our sheets, scout locally if there's a hex where I think something might have spawned.
3) Nothing else to do, log off.

I imagine I would log more time if I had more than one character on one account. Variety can go a long way, and I just don't get any of that.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
At that point Duffy I think there just needs to be a… greater diversity of potential things to spend large amounts of coin on. If you have a few really wealthy characters, instead of them funding their whole settlement they should have some other use to consider for their coin.

Like expensive faction-specific items bought from a vendor or something. People will readily pay in game currency for cosmetic effects. Both on the character level and larger, like building reskins. Optional sinks that are tempting enough that people won't hoard gold.

Duffy
suddenly the several plat merchants in your kingdom can pay for the whole thing if they wanted.

Are we assuming that these merchants did all their gathering and refining themselves as well? That it was provided by other characters? Or that they bought all that stuff? In the first case, I suppose they earned it. In the second case, they should pass some of the earnings onto their suppliers. In the last case, if these characters are getting super rich then the suppliers should charge more.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Yeah, the trouble with coin sinks is that they're also time sinks, and depending on the system your settlement has, some characters don't really make coin.

But then meanwhile I basically never spend coin and it just sits in my bank.

There's probably a good balance in there somewhere.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think Bob's proposed carrot of guaranteeing recipe drops is probably a pretty good solution. With a decent chance of getting T3 recipes from killing a T2 win boss with a full group of people, it might actually make the most sense to kill as many bosses as possible as soon as possible to get the next escalation to spawn. The T3 drops are still rare enough keeping things on farm that you could imagine this increasing the rate at which they are received.

Getting better chances of T3 expendables is important right now, too. Wizards have the luxury of the fact that we have several T3 wizard spells sitting in the bank, waiting for the wizards to be ready to slot them. Meanwhile we might have one T3 cleric spell from the entire year the game has been around. We could really use better chances for Mordant Spire and Duergar to drop T3 spells, as a part of making win bosses more lucrative.

I assume this is a thing that will need to be reevaluated periodically, too. Once we have a lot more players, we will need a lot more loot. Drop rates and even escalation fallow times will probably need to be adjusted so that people can reasonably get what they need. Even after all this time killing every escalation that enters our territory, even with the current low population, we have T2 expendables that are in high demand. Some demand is good, of course, but you don't want stuff to be impossible to find.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Ha! What a twist that would be if it was Drogon the whole time, killing bosses off under some hypnotic spell and causing his conscious self no end of grief in the process, like some sort of spoof on Fight Club.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
There was some bad statistics going on in this thread, I just got caught up.

Chance of one person in a group of 6 with no knowledge investment (base 10) getting a drop that has a 5% chance:
(.05/6)*(.95+6*.05)*(1+10/600) = .0106, or 1.06%

However, the chance of anyone in the group getting that drop is not just 1.06 * 6. It's the inverse of the chance that no one gets the drop. The chance that one person doesn't get it is 98.94%. The chance that not one in six gets it is (.9894)^6, or .9381, that's 93.81%. So the chance is about 6.19% that someone gets one. Granted, it's close enough in this case that you can draw much the same conclusions, but it does start to affect the calculations a lot as the knowledge skill or base percent gets a little bit higher.

I think most people have some investment. You can get to 65 with like a day of experience. Then each person has a 1.15% chance, and the group's odds go up to 6.7%. Given how rare T3 recipes are at this point, half a percent chance more is probably worth a day of XP.

——–

Politically, I have to say that Takasi had no reason to kill the hex that he had an agreement to be farming peacefully in. Drogon is very suspicious about everyone, but at this point I have to assume that it was not anyone involved in farming the hex. Might as well blame the boogeyman, EoX, they can take it.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Tigari
How long does it take, and do I have to reinstall everything? ( never upgraded os's, normally when that was needed, just naught a new PC, because everything else needed upgrading)

Takes about an hour, and you shouldn't have to reinstall anything.
Seraph
Cleric of Sarenrae
Brighthaven