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Priority list for new skills fixes


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Poll: Do you agree with this list? (13 member(s) have cast votes)

Do you agree with this list?

  1. yes (15 votes [93.75%])

    Percentage of vote: 93.75%

  2. no (1 votes [6.25%])

    Percentage of vote: 6.25%

  3. I have a different list of priorities and I will post it (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 fs_maegglin

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Posted 03 September 2008 - 16:31

1. Counter attack. BUGGED

Good concept. Good balance. Bugged coding. It should compute after doubler and not before to be of any other use then griefing enemies.

2. Buff master. USELESS

The concept of a "chance to trigger" when buffing is not viable. Even if it was intended for buff selling. You don't want a random action to be applied on something you only do once or twice.

Suggestion for fixing:

- make it 100% or at least 50% chance to trigger
- make it have a level boost instead of duration boost. Like adding 30-50 points more points (welcome unbreakable 200 :) )


3. Summon shield imp SLIGHT BALANCE ISSUE

Shield imp is great right now when using defence / 1 hit setup, in conjunction with Death Dealer. However it makes armor setups completely useless (except for monsters with no PS or CH). The whole "1 damage when armor is higher then damage" concept is debatable. Shield imp should work the same way with armor setups as with defense setups.

Suggested fix - make Imp trigger only on damage values higher then 5-10.


4. Fortitude and Chi strike LONG TERM CHANGES

It's not urgent but those skills are designed around bad concepts. They will join the other low level defensive skills in the list of "noone ever uses them". A pity for such high level skills.

#2 grimnok

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Posted 03 September 2008 - 16:41

Regarding Buff Master, even it were 100% to trigger, it'd still be pretty bad. Extending the duration is rarely going to be useful.

A level bonus could be useful, though possibly unbalancing. I think a chance at reduced stamina usage would be better.

#3 Dakkon26

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Posted 03 September 2008 - 16:53

Regarding Buff Master, even it were 100% to trigger, it'd still be pretty bad. Extending the duration is rarely going to be useful.

A level bonus could be useful, though possibly unbalancing. I think a chance at reduced stamina usage would be better.


0.1% per point chance for buff to cost half of the stamina to cast (rounded down)......or maybe even use 0 stamina?

I'd consider getting that....

#4 grimnok

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Posted 03 September 2008 - 16:53

Chi Strike would be usable (though still a bad concept), if the stam cost were lowered to maybe 10, and the percentage bumped up to 0.5% per point.

Many people have +100 hp from guild structures.

#5 mikkyld

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Posted 03 September 2008 - 18:29

1. Counter attack. BUGGED

Good concept. Good balance. Bugged coding. It should compute after doubler and not before to be of any other use then griefing enemies.

2. Buff master. USELESS

The concept of a "chance to trigger" when buffing is not viable. Even if it was intended for buff selling. You don't want a random action to be applied on something you only do once or twice.

Suggestion for fixing:

- make it 100% or at least 50% chance to trigger
- make it have a level boost instead of duration boost. Like adding 30-50 points more points (welcome unbreakable 200 :) )


3. Summon shield imp SLIGHT BALANCE ISSUE

Shield imp is great right now when using defence / 1 hit setup, in conjunction with Death Dealer. However it makes armor setups completely useless (except for monsters with no PS or CH). The whole "1 damage when armor is higher then damage" concept is debatable. Shield imp should work the same way with armor setups as with defense setups.

Suggested fix - make Imp trigger only on damage values higher then 5-10.


4. Fortitude and Chi strike LONG TERM CHANGES

It's not urgent but those skills are designed around bad concepts. They will join the other low level defensive skills in the list of "noone ever uses them". A pity for such high level skills.


All of those comments seem reasonable to me. I especially do not understand why there are routine 1 damage hits when it can get past armor and that fact works poorly with more than just summon Imp. Forceshield is likewise a waste when armored up.

But I would add:

5. Extractor and Inventor. Not effective enough.

The component extraction and potion making process was more reliably done when first added - before these 2 helpful skills were added. It ought not to be as hard to extract and make potions as it is after using the skills.

Frankly, an average chance ought to be a pure 50/50 shot with high being 75/25 success. Then the skills can add percentage points to that, leaving an expert potion maker able to succeed more or less routinely while others flail slightly.

#6 fs_phool

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Posted 03 September 2008 - 22:03

I would like to see counter attack fixed as a top priority and I like your suggested changes to the shield imp :)

#7 DarthViper

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Posted 04 September 2008 - 03:05

Regarding Buff Master, even it were 100% to trigger, it'd still be pretty bad. Extending the duration is rarely going to be useful.

A level bonus could be useful, though possibly unbalancing. I think a chance at reduced stamina usage would be better.


0.1% per point chance for buff to cost half of the stamina to cast (rounded down)......or maybe even use 0 stamina?

I'd consider getting that....


Buff sellers would LOVE it.

Did you know that there are likely over 2000 rouge black holes in our galaxy alone. Each of them can reach very high speeds, even in space terms, are each capable of destroying anything in their path, and are invisible. Well, goodnight!


#8 fs_phool

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Posted 04 September 2008 - 08:50

bump


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