Misc NDA

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    • Bogul schrieb:

      interesting, why?
      To provide incentive to use levelled pve characters instead of low-level alts?
      Yes, as well as an additional sense of accomplishment for FF'ing/leveling up. It would make no difference to GvGs/ZvZs/etc, but could potentially help solo players against gangs of alts and carrot farmers (a sort of compromise, since many soloers do not seem to like the change).
      Fusionbomb - GM of Morbidly_Obese

      T8 Axe/Sickle/Pickaxe/Skinning Knife
      T7 Stone Hammer/Fishing

      100/60/70/50 Holy Specs
    • I most scared of +15% movespeed buff . That thing, if the field of view remains unchanged and standtimes and cast times remains unchanged will affect balance drastically, preferably in favor of melee weapons, that are a bit overpowered already.
      To properly compensate this small movement buff, need to do the following:
      1. Zoom out camera more, giving +15% to field of view;
      2. Decrease all cast times by 15%,
      3. Decrease all hit delays by 15%,
      4. Decrease all stand times by 15%.(in my opinion better to remove all stand times completely from game).
      5. Increase range of all ranged spells by 15%.

      If not doing these, the such effect will occur, for example:
      1. Ranged weapons will be nerfed greatly, as bows and xbows will wiff their skillshots much more often;
      2. Melees will be overpowered (they are a bit strong even now, and will become a disaster). as they need 15% less time to reach caster' or archer' face and tear it to pieces
      if the standtimes will remain unchanged, melee will reach and hit ranged every time when he stands in his "standtime"

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von letwolf ()

    • Equartus schrieb:

      Retroman schrieb:

      Hi, here are some thoughts on the adjustments:
      First , i want to say thank you for making dialog between players and you as combat designer. It is very important , especially when such huge changes are going to be tested.--------------------------------------------------------

      Retroman schrieb:

      Increasing Hitpoint pool:

      In simple terms, this is a full loot game. And for this type of game, the time to kill shouldn't be too low. Preferably we don't want any one shot assassination possible in the game. Simply because if you are out there in the Open World and lose all gear on death, you should always have a chance to react before you die. Hence why we have been actively trying to avoid MOBA-style time to kill in the past. (sometimes more successful and sometimes less)
      Even if I understand that an assassin playstyle can be extremely satisfying on one end, I think for our game it is better to make it difficult to delete players too fast.
      Success of oneshot builds in team/solo fights depends on your and enemy position and knowledge. Even now , it can be countered (IN MANY WAYS, and there is always enough time to react) depending of what kind of build you have as a killer.
      1. To be clear - i am using oneshot build too , and im not trying to defend myself. This change will not affect me at all. I will keep deleting people , in same way and speed as i was doing it before, because 80% of my kills were "overkills" ,which means that i was dealing damage much more than enemy Max Hp. You can avoid it , as a a victim by outplaying/using counter builds, and this 20% hp would not save you. It is already balanced in my opinion.
      I think you know what kind of build i am using , with stun lock. There is one remark, not along time ago - i was typing about how strong new Demon cape is on stun-lock builds(not only my). When you can kill any cloth - merc jacket user with Martlock Cape in 3-4 seconds of stunlock , with 0 stacks of soldier armor.
      There are few more new builds , after you add this new cape , that can delete players in few seconds during disable. This kind of builds will not be affected by this HP buff at all. And i am talking about solo , imagine if any ally will help you with any spell or hit. Your target will die anyway, if he or hes teammates would not react in time.
      2. Second type of oneshot builds. Pair daggers / crossbow / Death givers. Only this type of one shot builds will be affected by this changes allot. BUT only solo and 2v2 fights. In other circumstances where groups of people are fighting each other, it will not be a big problem , when you will need a little assist. If we talk about solo, yes you would probably kill that possibility - because you will not be able to make combo one more time in short period, after enemy will pop up saves/kite you till your death. Such builds are always a risk.
      3.Third type of of one shot builds. AOE oneshot build. Galatines setup. And that is the most interesting in my opinion. Galatines will be much more effective due to this incoming HP boost, if we compare to other weapons - which
      have static damage. This weapon will be over others in many ways, especially when you focus on team fights and incoming changes on AOE Q. It is unneeded extreme buff.
      4. Forth type of "oneshot" builds - is "permanent" invisibility with Death givers. This build is very unique , and its all about kiting your enemy with high DMG E burst. According to its low cd , you can torment your target for a long time with almost no mana lost. And again it could be countered/outplay even now. HP boost to enemy will not affect it at all in my opinion in team fights. It will be still depends on skill/position/tactic
      But if we talk about solo, yes it would affect it a bit - your enemy will have few seconds more leave and react.

      My whole point is , that you will limit some setups/situations, some will be not affected at all , and some will be boosted. Lets take a look.
      First -This all setups are expensive and very expensive.
      Second - It require special tactic , and do not accept any mistakes.
      Third - It can be countered even now , if you have enough game experience.

      My rhetoric question, for what? What kind of consequence it will bring to the game style/setups that are not using assassination globally? Does it worth it, will you able to solve one shot possibility? - My answer is no , it is not a solution. And it will bring lots of other problems, lets take a look.
      ----------------------------------------------------------------


      Retroman schrieb:

      I am aware that this has the potential to change the meta drastically across all fields of combat and useful items. From which healing weapons are preferred to energy management and the importance of burst vs sustain damage. That's why we will have various tests before we decide if we want to increase the health pool. Still I think it is worth testing this change and taking the risk in playtests, even if we might decide against it in the end.
      That's what i was talking about, it will change meta drastically. Here is the short list of what will be changed- Healing potion +cloth setups or other armors will be more effective.
      - Giant buff (from boots and potion ) will be more effective in small scale fights.
      - All healing with % will be much more effective. It will drastically change solo/small group pvp.
      - Sandwich buff will be much stronger. Tanks will get more sustain , so most of team fights will be much more longer,damage on most of the spells are static
      - Mana amount will be the same, it will affect healers and long fights tactic.
      - Weapons with HP % reduction or damage will be much stronger.

      And it is only the obvious changes, lets talks about others.
      - Small scale pvp. Right now if you fight alone vs 2 man you can outplay them , or if your group is smaller. After HP boost , you will have less chances to outplay the enemy with skill/setup/environment. Even if you will have bonus 20% hp too. It will be still possible , but much harder. When game encourages zergs over smaller amount of players, its not good direction in my opinion.
      ---------------------------------------------------------------

      Retroman schrieb:

      Increasing all Movement Speed:
      The notion that movement is rather slow in this game has been tossed around a lot. Internally and externally. The reason for the current move speed was always to allow for good reaction and make positioning an important factor in combat. However I think we can actually try out to increase the general mobility of the game a bit, to make it feel better and more reactive to play. And if this results in the game being more fun, it is worth taking the risk. Of course it has also the potential to change the game meta, like one example jumps, dashs and blinks will still cover the same distance, but players movement speed increases diminishes their distance-covering advantage by a certain percentage.
      You will increase base move speed. How it will affect game in my opinion.- Projectile speed will be the same, i will be much easier to avoid it , even now it is possible and easy to do it. But my fear is focused on ping. Servers are in USA. Most of the player base are not Americans with good/acceptable ping. So what will be if you increase the game dynamic? It might be a disaster. I want you to think about this, it is very important!
      - Second what i want to talk about is small scale pvp/gangs. It will be much easier to get closer to your victim while he is gathering/fighting mobs. While you react , you might be dead.I am exaggerate a bit , but it is true.
      - Aoe spell like guys were talking about higher Like Aoe Fire/cold blast spells. It will be much easier to avoid them too. So making them more weaker.
      ----------------------------------------------------------------

      Retroman schrieb:

      In Combat Duration:
      The intention here is to give attacked players a better chance to disengage and swap spells (for instance in a dungeon dive). And also give solo players a better chance of survival against a small group by killing one target, then kiting back and have the health restoration kicking in faster. Lastly it is also more convenient and 20s is still a long enough time to not get triggered while a fight is going on.
      Fair enough, cant say anything about it.----------------------------------------------------------------

      Lets summarize, we have already good working game mechanic. Such drastically changes might be catastrophically in my subjective opinion. I dont want to escalate situation, but its not a good time to implement such changes. Just wait a bit , dont rush please.

      Im very grateful you @Retroman for your work. But right now we need only combat armor/weapon balance and more game content.


      Cheers,
      Equart
      so you agree, with retroman that 1 shot is happening, you agree that it will be nerfed slightly (with the upcoming changes) along with some negative unintended conseqences. but you don't present any alternative ideas of how to fix that 1 shot that is happening, without the consequences.

      Are you suggesting that 1 shot should be viable playstyle?
    • Equartus schrieb:

      @kreeshak You dont need to fix anything, all is acceptable, in that way how it works now on live-server. Changes are not worth it, according what will it brings to the meta/playstyle/balance. Circumstances will be huge.

      My point is - that we dont need such changes , at least now.
      we definately DONT need to have such builds like yours ^^,(or like perma-invis-deathgivers- like im running)
      whatever you are saying - your build(like mine too) havent 1vs1 counter builds in OW... only run-run-run
      and AO definately NEED some changes to delete such builds or nerf them...enother question - how to do that the best way

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von kheeta ()

    • MostDopeDudeman schrieb:

      @Retroman Ive been a diehard broadsword user for the past 2 years of albion. Everyone knows me for this. Broad is the only single target weapon and sword i prefer. Please dont take away the only thing keeping me playing. Ive been a diehard fan of your game for longer than you know. This cant be happening..... Dont do it man. Plz. I want to stay.
      RIP broadsword =( I feel your pain ;(
      Youtube/Equart
    • letwolf schrieb:

      I most scared of +15% movespeed buff . That thing, if the field of view remains unchanged and standtimes and cast times remains unchanged will affect balance drastically, preferably in favor of melee weapons, that are a bit overpowered already.
      To properly compensate this small movement buff, need to do the following:
      1. Zoom out camera more, giving +15% to field of view;
      2. Decrease all cast times by 15%,
      3. Decrease all hit delays by 15%,
      4. Decrease all stand times by 15%.(in my opinion better to remove all stand times completely from game).
      5. Increase range of all ranged spells by 15%.

      If not doing these, the such effect will occur, for example:
      1. Ranged weapons will be nerfed greatly, as bows and xbows will wiff their skillshots much more often;
      2. Melees will be overpowered (they are a bit strong even now, and will become a disaster). as they need 15% less time to reach caster' or archer' face and tear it to pieces
      if the standtimes will remain unchanged, melee will reach and hit ranged every time when he stands in his "standtime"
      Ranged DPS and casters are slightly stronger than bruisers (except Axes). So a melee buff is good, to quicker engage against casters.

      However it might be too much. And Axe is going to be really over-powered though. It will probably need a nerf with the +15% move change.
    • tabooshka schrieb:

      its not a question of maybe it should be nerfed a bit, it shouldnt exist in the first place
      whats so hard to understand that its a broken mechanic =D
      at the early levels of skill improvement in mmos, most of us lesser players go through the delusion that 1-shot mechanics are hard to pull off, and when we do we are skilled. But the more you play, you realise that this is a delusion.