New Multipurpose Class Buffs

Explanations please - no flames
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Nexor
Posts: 495

Re: New Multipurpose Class Buffs

Post#31 » Thu Jun 17, 2010 9:30 pm

Tyler wrote:Paladin Proposal

Any good? And yea, can't put the Orclsayer buff into this, OR, you can purchase this spell including the Orc Destroyer buff for 300 points in Ldon.

Would that be fair? I mean the SK breed doesn't need to do Ldons for their combine spells but on the other hand you combined a LDoN Spell in your custom one ;)


Well ya sounds fine to me , i only listed self buffs i personaly cast and that included Armor of line .

@Khaliss

Yes sorry i misunderstood and agree fully with your list.
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Re: New Multipurpose Class Buffs

Post#32 » Thu Jun 17, 2010 10:42 pm

Hey,

Even if the intention is good, you are not only "fixing" a buff slot issue (which is not, just select the better you can have), you are giving the possibility to give more beneficial buff that a class can have memed in gemspells. Yes it is possible to mem 60 min buffs, then to write debuff BUT what will happen when you meet a dispell AoE NPC??? You just cast few spells you have memed and you got much more effects than you should have?

Imo, what you are doing right now is overpowering some classes which had 9 gems slot (if AA's) but it seems it is not enough.

The monsterbuff will be able to provide all beneficial buffs from his spellbook & having all the usefull debuff spells memed. At the same time there are classes with few interesting buffs (There is no need to look at druid's spellbook to find which spells effects can be crossed as we have 9 gem spells slot which are not fullfilled - only 1 dot which is good to cast since less than 1 week ago and it is drops in PoAir)

If we request to have bard song effect mixed, will it possible? Or the short duration buff box not blocking the buff armada some players want to load in while playing will be argued?

As one poster wrote before he deleted or being deleted (I do not point anyone there), why are we going so easy mode? those stacking issue were never brought before with the argument that THF is too hard and needs some easy mode with mixing buffs.

We have already guilds which have beatten the high end content, they beat the server before all those changes. Where is the need to all those changes?

In conclusion, long post which will annoy some of my forums fans but I really do not understand why we are doing this, this should not be part of the class balance subforum as you do not balance anything in here, some classes will get more advantages some will not.

Last thing, some classes get new spells via LDON, other via cake zones trash mob, and some via a merchant in THF for 30K pp (well it is a high end raid mezm which is not requiered to beat the game since all guilds which killed CT cleanecd PoFear with no chanter). This is also not fair at all.

I do not propose anything in here, I do not vote for all those changes.

I do not flame/blame what Admins are doing here with thoses changes, I just do not understand why. Feel free to delete if you think that's Out of subject/flame/etc...

I think my ideas are not fresh anymore, THF is in new players hands - we implement things we would never have done months ago. When I come up with posts about OP things, unbalanced situation, I read so many complains from people who like having superheroes characters. I am so used to changes in my professional life so I know there is only 2 solutions:
You take the train or you leave the train - but you won't stop it.

Some players will be happy, I have no more reason to post & argue right now when I see what is implemented.

See you ingame, I will play with what is given to my various characters and wont bother forums anymore :)

Edit Typo & grammar, english is not my native language as you all already guessed.

khaliss
Posts: 357

Re: New Multipurpose Class Buffs

Post#33 » Thu Jun 17, 2010 11:04 pm

I think you are kinda making too much deal of it... it's not like 5 buffs are rolled into one... the ones I suggested are buffs that are REDUNDANT or the effect is too trivial to be separate. I don't think that is overpowering for any reason, what it does is just save time. Instead of waiting for 5 min to rebuff the raid, it'll only take you 4 mins... I don't see how that is game breaking? As for the gems, isnt that the purprose for memming and saving spell sets? I mean you don't really buff in the middle of a fight, you do that prior to a fight. All you gotta do is load the buff spell list beforehand and then load your debuff/offensive spells before pulling.

Asking for class buffs and huge nukes is what can get OPed. Minor stuff like condensing a few buffs doesn't really make encounters any easier. If you really want to make the game harder, make the mobs hit harder... or nerf DPS, etc.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

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Posts: 491

Re: New Multipurpose Class Buffs

Post#34 » Thu Jun 17, 2010 11:17 pm

Last post otherwise I will have people saying I lied:

You propose 8 buffs condensed in 5 buffs for example.
Imagine those 5 buffs (8 former effects) are dispelled, You can still rebuff them (5 buffs - 8 effects) and have 3 debuffs/cure/insert random spells memed.

If we do not mix them, you would not be able to have all those buffs + 3 debuffs/cure/insert random spell, you would have only 1.

You won 2 spellgem slot in this situation - that's not a minor changes. Do you think non buffers classes will have 2 more spell gems to mem spells?

I will not argue on DPS, the raid DPS class balance will not be done, and with all those spells mixing effects (while casters are facing huge issue on overwritten buffs with no solution) allowing some classes to have even more than the maximum buffs will screw figures.
I found the solution, leveling & playing melees, that's what I did - I know when I have to adapt when I face a situation.

Class buffs:
I ask druid to get better regen just to give them an interesting group buff - shamy will have on 2.0 a group 500HP regen per tick 33% of the time, when it is not nearly 47% of the time with highest focus.
I was answered than having 150 all the time was fair for the amounht of mana (I never said that the mana cost should be unchanged, I got this argument in return). Fine for me, I understand that shamies needs attention we still have few druids on the server, like chanties but every boxer has a shamy.

PS joke example: I want my wiz to be a superhero: please mix in manaflare III all effects that are not stacking actually with it - you can even create a Manaflare spell per caster class to differentiate all the non stacking things per class.

khaliss
Posts: 357

Re: New Multipurpose Class Buffs

Post#35 » Fri Jun 18, 2010 12:24 am

Here is the way I see it, gonna go a little offtopic here... but with the recent class balancing, more classes actually had their DPS increased way more than it was a month ago. Wizards are making HUGE nukes, pet classes getting awesome pets, knights getting better DPS, etc... add these all up and you have much higher damage when people are raiding, correct? That it was why recently, it felt like we are killing mobs faster than what what we were used to a few months ago.

Raid mobs, named, and bosses weren't BUFFED to compensate for these recent changes. I think to balance things out, all named (starting Tier2) should have at least 500K HP increase, and Vulak/Sleeper should get 1Million HP increase, Fennin/Xegony 1.5 Million increase, while CT (which we haven't killed yet) should get a 2Million HP increase. How's that to make raiding a little more challenging and balance out the recent class changes?

Seriously, combining a couple of lesser/redundant buffs into one significant buff really doesn't break the game, it is more of a time-saving thing. Unlike some people, I can only dedicate a couple of hours (each day I get to play) to this game, I don't want to spend 25% of that time just buffing.
Main: Khaliss
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Tyler
Posts: 4365

Re: New Multipurpose Class Buffs

Post#36 » Fri Jun 18, 2010 7:03 am

Honestly not reading these endless posts about null and nothing. You guys really tend to make everything waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too complicated.

Multibuff serve 2 purposes : Save some buff slots of Hybrids and everyone else and make it a tad easier on the buffers.

You want Multibuffs - make a char who can cast it (Bot's wont get this, like all custom spells) so people are enforced to group or make at least real toons.

If you are afraid of dispells - so what - use the old buffs. IF you need some crap buffs to deal with dispellers, so what - you still need to manage those crap buffs first.

It's not like we are combining Conviction with Focus, Crack, Brells and Goldy Conversion.

Please only post suggestions for Paladins now or stacking issues.

Thx.
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

khaliss
Posts: 357

Re: New Multipurpose Class Buffs

Post#37 » Fri Jun 18, 2010 8:12 am

I'm on your side Tyler ;) Simple is good.
Main: Khaliss
Alts: Khelogg, Khamirr, Khalynn, Khalidd, Khelann

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Tyler
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Re: New Multipurpose Class Buffs

Post#38 » Fri Jun 18, 2010 9:54 am

Your suggestion to "nerf" Raid bosses is appealing however :D
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Nexor
Posts: 495

Re: New Multipurpose Class Buffs

Post#39 » Mon Jun 21, 2010 9:12 pm

Any update on the Paladin Buff?
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Tyler
Posts: 4365

Re: New Multipurpose Class Buffs

Post#40 » Tue Jun 22, 2010 6:22 am

Sorry what update would you expect?
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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