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Maidrion
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Postby Maidrion » Apr 15, 2010 21:39

Well nice to see such an extensive points, thanks. Also glad to see completing classes is becomign a priority. I just hope from the bottom of my heart we don't go back to 1.65 :D

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Runental
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Postby Runental » Apr 15, 2010 22:12

My respect for so much arrangement.

It will be interesting what the Future brings.

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Astealoth
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Postby Astealoth » Apr 15, 2010 23:19

Nayru wrote:
- Viper is too strong for the current setting
- Charge (RA) is too strong for the current setting
- Physical Defense is too strong for the current setting

- Buffcharges and -potions should be removed

- Instant teleporters between borderkeeps and capitol cities/housing should be re-implemented

- Classic battlegrounds instead of NF battlegrounds

- Bosses should drop at least one item

- RvR tasks should have higher rewards

- Missing market explorers

- More loot, worth to be farmed, should be added

- Missing different weapon and armor skins ("reskins"), craftable

- Items for special alchemy should be dropped in stacks of 5

- Tajendi should be accessible with less than 5 players



This is my top favorites list :)

the most important thing to me is the skins. please give us back our legendary weapon craftables, us WCer work really hard to be high enough to make them and they don't cause any game imbalance.
Last edited by Astealoth on Apr 16, 2010 00:02, edited 1 time in total.

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TheRat
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Postby TheRat » Apr 16, 2010 00:01

Astealoth wrote:i hope we get OF RA soon :D

pd rangers are such a pain in the butt, no defense for this at all.


I love how the summary at the top contains apparently 7% griping about how powerful viper is, but PD gets mentioned below. It's like they can't even say to themselves that rangers are overpowered as all hell here. They've got self buffs, Shar race, blades and PD they hit like a blademaster did on live. Rangers are supposed to be on a lower damage table than assassins and yet I'm routinely outdamaged here by them.

I played a ranger on live - a melee blades ranger (though a Celt, not a Shar) and I can say for certain that life was very hard for a melee ranger there. Everyone had bots (including me), nullifying the advantage. The damage tables were set correctly (I hit weaker than assassins), PD had legendary weapons to counter it so I, and most other rangers, didn't get it. The build actually took skill to play.

On Uthgard if you /who ranger on hib you'll see something ridiculous: there are craploads of them, almost all melee rangers. That's obviously different than live where I only knew a couple of other melee rangers on one of the biggest servers who actively played.

Hibs routinely complain about not being able to compete with Mid/Alb because their realm is supposedly overpowered. I can assure you hibs, your classes are just fine. If half of you actually started playing group characters instead of one overpowered stealth class with pretty much only one spec and one race because it's easymode to play, you'd do much better.

As far as I'm concerned, potions need to be brought up again in strength. They existed on live and yet they've been nerfed here for no other reason except to hurt some soloers at the expense of people too lazy or too cheap to roll/pay an alchemist. Everyone has access to alchemy and it unbalances no class or realm.

/rant off.

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Nayru
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Postby Nayru » Apr 16, 2010 00:06

So there have been several complaints about physical defense as well as buff charges/pots. These are just 2 facts about the whole thing, why 1.65 is in discussion. Of course rangers would still have selfbufft without these pots, but in 1.65 (with old ras) their selfbuffs woule be weaker (same for the hunter) and there wouldn't be physical defense.

You see, it's not that easy. :)

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Neju
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Postby Neju » Apr 16, 2010 00:09

or just remove pd for archers :grin:

rather than gimping whole server by moving to 1.65 to fix rangers...
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zaszeadora
Gryphon Knight
 
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Postby zaszeadora » Apr 16, 2010 00:15

Should be easier only bring OLD RA instead load all 1.65? We are not bad at all but new ras, dont fit at all , not only rangers, charge too for example.

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vangonaj
Alerion Knight
 
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Postby vangonaj » Apr 16, 2010 02:17

Why remove buff pots and charges? They are part of the game and were nerfed yet. Alchemy was implemented before patch 1.65, with nerfed values and recast time is enough custom. And if you want remove pots and nerf ranger and hunter buff, is really stupid idea.

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Seyha
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Postby Seyha » Apr 16, 2010 03:01

Nayru, thanks for fielding these questions. It's really nice.

You say that class completion is a top priority. In that case, block, evade, and parry rates in general should also be a top priority because right now every class on Uthgard with a defensive skill is broken and incomplete until this problem is fixed.
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Salidor
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Postby Salidor » Apr 16, 2010 03:09

Buffpots/Charges, imo should be Kept.

Its already hard enough for a Solo or even a duo Stealther to have a chance killing say Pali and a Cleric,
Taking away Pots/Charges from the Game would kill your stealther world Right there.

Some Charges that takes a FG or 3 to get. Yes those are pretty OPed beucase Not many people have them... Like str/con.

But if you take away Charges/Pots all you tell the Stealther/Duo/Solo world. That Uthgard wasnt Made for them. and there the ones that start the RvR world Food chain.

It hard keeping up a charge or 2 and a pot or 2, Takes Alot of work keeping them up and ready for a Fight, But if you dont have them, you wont even beable to Kill a Support type Healer. I know, I think its Funny as Hell when a Inf PAs me and my RR4 Druid still Pawns that inf. My druid is 44 Nurt and 31 Regrowth btw.

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Ronian
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Postby Ronian » Apr 16, 2010 03:09

Seems like I have to buy toughness in future. Cant believe that really that many ppl have problems with PD :roll: I agree that physical defense is a stronge ability but nothing compared to charge (vs caster without good counter abitlies like sorc or eld rr5) or viper3.

If PD really gets nerfed I hope charges and pots get a little nerf too. Value is ok because solo casters need dex buffs and nerfing the value wont get them into rvr anymore. Maybe implement max 2 charges and 2 pots active at one time. So ppl cant have 4-5 charges (4 permanent and maybe adding some damadd charge^^).

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Salidor
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Postby Salidor » Apr 16, 2010 03:36

Ronian wrote:Seems like I have to buy toughness in future. Cant believe that really that many ppl have problems with PD :roll: I agree that physical defense is a stronge ability but nothing compared to charge (vs caster without good counter abitlies like sorc or eld rr5) or viper3.

If PD really gets nerfed I hope charges and pots get a little nerf too. Value is ok because solo casters need dex buffs and nerfing the value wont get them into rvr anymore. Maybe implement max 2 charges and 2 pots active at one time. So ppl cant have 4-5 charges (4 permanent and maybe adding some damadd charge^^).


Limiting 10 min Timed Charges and Pots to 2 Each would be a good idea, instead of getting rid of them.

Braxis
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Postby Braxis » Apr 16, 2010 08:21

You all seem to forget that both pots and charges have already been nerfed twice.
Once for delve value, and once for recharge cost.
Not to mention duration, of which I'm not really sure of...

All these things were done because of ppl whining in agramon.
But since we implemented OF, these changes should really be put back to their live values.

Solo/smallman is already dead, and besides the only ppl who whine about this is the lazy ones which want victory served to them without any real effort invested in it...

nixian
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Postby nixian » Apr 16, 2010 08:34

Thanks for the great report..


a few notes:

re-love the charges to full value and lesser cost to use but increase their reuse timer to 2-5 minutes

up the reuse timers on BUFF! potions to 5 minutes
(buff = dex,str,con,s/c,d/q,haste, acuity)

this means that you effectively could do:


/use s/c potion
/use d/q charge
/use end potion
wait 1 minute
/use power potion
wait 4 minutes (5 minutes past since s/c and d/q buffs used)
/use XX buff potion
/use pom charge
/use insta power potion
wait 1 minute
etc...


basically:

charges = timer 1
buff potions = timer 2
heal potions = timer 3


timer 1 = 5 minutes
timer 2 = 5 minutes
timer 3 = 1 minute

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Dragoonn
Gryphon Knight
 
Posts: 421
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Location: Firenze (Italy)

Postby Dragoonn » Apr 16, 2010 09:18

nixian wrote:Thanks for the great report..


a few notes:

re-love the charges to full value and lesser cost to use but increase their reuse timer to 2-5 minutes

up the reuse timers on BUFF! potions to 5 minutes
(buff = dex,str,con,s/c,d/q,haste, acuity)

this means that you effectively could do:


/use s/c potion
/use d/q charge
/use end potion
wait 1 minute
/use power potion
wait 4 minutes (5 minutes past since s/c and d/q buffs used)
/use XX buff potion
/use pom charge
/use insta power potion
wait 1 minute
etc...


basically:

charges = timer 1
buff potions = timer 2
heal potions = timer 3


timer 1 = 5 minutes
timer 2 = 5 minutes
timer 3 = 1 minute



thats sounds very booring sincerly!

i think is really better dont change the charges and pots!
or if u dont like it so, then remove it ALL!

but timer every 5 mins is really ugly :(

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