Spells Revamp Project [level 1 to 70]

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Ydiss
Posts: 1193

Spells Revamp Project [level 1 to 70]

Post#1 » Fri Apr 03, 2020 3:47 pm

Introduction (Why is this update happening?)

This is a detailed blog about the up-coming spells revamp for spells between level 1 and 70 (happening soon). It goes into a lot of detail to explain the reasons this is happening and what it means. First off, what is this update?

We will be changing a lot of spells from level 1 to 69 (and a few at 70), for the most part this will mean existing spells will be customised to be enhanced.

Why are we doing this?

The main objective of this update is to give more of a purpose to the caster classes from level 1 to 69, more-so between 1-30 and somewhat-more-so up to 55-65, to encourage players to use the spells they gain through levelling.

The headline reasons we feel this is necessary are:
  • THF customisation from level 1 to 70 is predominantly gear-based
  • All gear from level 1 to 70, excluding starter gear, is customised to be more powerful
  • Very few level 1 to 70 spells have been customised at all
  • Due to this, many spells are ineffective or underused from low levels
  • New spells come along so quickly and the benefit is so small (or negligible) that there's no benefit to memorising.
  • All caster classes should be useful from level 1 upwards

In my experience of leveling characters to 70, the majority of customisation from level 1 to 70 is gear-based. Players start with and get to obtain great gear, armour and weapons. Right from level 1, they have access to decent free armour and also have the advantage of Sune buffs which significantly increase health and defensive stats. Within the first few levels, melee players have their 1.0 which deal significant damage for a new player (particularly if they proc a DD). Except for the starter gear, 100% of items you gain as you level are custom, enhanced in some way compared to EQ Live.

But spells across these levels have had a lot less customisation on THF; until level 70, very few spells have been customised and the majority reflect the original spell. For example, a brand new player might have about 900hps, can cause about 10-50 melee damage each round and is facing an NPC with about 150hp. A melee player will typically kill it in 3-4 hits or so once they start landing hits. In comparison, the mage starts with a spell that causes 5 damage and the cleric starts with a heal spell that heals 22hp (out of about 900hp of the player's total health). It takes quite a few levels before memorising a heal spell is worth the time taken to do so and nukes, damage shields and definitely DoTs are worthless for quite some time. In short, with the high volume of spells due to the increased rate of levelling earlier on, sorting through them all, memorising them and casting them is often not worth it at all. It’s easier to just let the casters tag along while the melee classes do the majority of the DPS.

So my experience is that level 1 to 70 is melee-heavy because of this. Once your melee classes have a decent weapon and have built up their melee skills, their damage output far exceeds the relatively puny damage spells cause and the healers may as well not bother casting heals because it takes ages to heal to max health. It's faster to just regenerate naturally or go back to Sune and heal/rebuff.

This isn't optimal. We want all classes to feel useful from level 1 to 70 but we don’t want to make melee less effective (it’s really nicely balanced) and we think Sune buffs help make the early levels so much more fun to play, so making spell casting classes more fun and more effective at lower levels is what this update is focusing on.

Other areas of focus

On top of that, we're taking some class defining spells and really applying a focus on them. A great example is the cleric undead spell lines. These spells are going to be much more potent in line with the ramped up custom npcs and this will enable the cleric to be the undead killer again. We're taking this one step further and adding one or two new spells at level 70 that finish the line of spells off. So the Cleric will have a level 70 undead DD and DoT that'll do significant damage combined (spoiler alert, we have plans to make content that allows these spells to be contextually worth using even more in future :)). Another line of spells is the Damage Shield spells, which will get significant enhancements across most level ranges.

Heals will be bumped up from level 1 to 69, including HoT types; the main focus has been between level 1 and 30 (to allow healers to actually do something between those levels) and the remaining levels will see an increase to maintain the upward curve through to level 70. The result is healing classes - including hybrids albeit to a lesser degree - should be able to effectively heal their allies from the first level they receive a heal spell. The other aim was to make the jump in healing power from the 50-60s to 70+ less severe. The result is a smoother upwards curve starting from a higher base value.

Finally, whilst most of this update is based on increasing spell effectiveness, we’ve reviewed the main pet class pet spells (Mage, Necro and Beastlord) because they do disproportionately large amounts of damage at lower levels. On paper, these seem OK at first glance but the damage scales up significantly in reality (and Beastlord pets start triple hitting at level 30, which is way too much, way too early). Their damage output will still be decent but it shouldn’t totally negate the need to cast nukes and dots. As a baseline right now, they’re easily the most powerful classes at low level without casting a single spell except their pet. So that will change to be more balanced.

The only other “nerf” is something that really should have happened a long, long time ago. Whilst we’re not reducing Damage Shield damage (in fact, we’re greatly increasing it except for the best spells of this type), we will be limiting what friendly targets you can cast them on based on the target’s level. The reason for this might be obvious if any of you have ever power-leveled lower-level alts and you just happened to have a level 70 mage with Chaotic Veil of Fire in your spell book! Whilst undeniably fun (and we want to make it clear that we don’t discourage power-leveling and see it as totally acceptable), this usage of the spell really wasn’t intended and totally negates almost all content from level 1 to 60+. This particular spell will be restricted to casting on level 65+ allies and the other damage shield spells will have proportionately sensible restrictions.

What this means

I'm sure you can imagine that this means a huge number of spells will be customised, far too many to tell you about individually (more than 600 including new spells!). We've restricted the spells we'll be updating to only a few “sets” per class and I'll outline that in detail below. For example, we won't touch crowd control spells like root or snares, mez or charm and most buffs will remain untouched; they still do what they need to do just fine.

On the topic of buffs: Most buffs, excluding over-haste and some dps buffs, are relatively pointless until level 70 because Sune takes care of this and I don’t think we’re ready to change that; Sune is a part of what makes the early game fun on THF so that stays as it is. It would be nice to say we don’t need Sune because you can group with buff classes but, realistically speaking, the pace of the low to mid-range game just doesn’t warrant this type of approach. And we want it to be feasible to solo or play with a small group right up to 70 and beyond. So, again, Sune stays as she is and there’s no reason to enhance buffs up to level 69.

The main types of spells we've changed are:

  • Heals,
  • Direct Damage (including life taps),
  • AoE Direct Damage,
  • Damage over time,
  • and damage shields (the latter only for mage and druid).

These are all spells that impact damage and healing power, essentially. There are some exceptions:

  • The Bard’s shielding line will see a buff (absorbing magic damage by 10 at level 46 seems a bit pointless in comparison to the levels of health and the damage nukes do)
  • The Mana Conversion spells (Shaman, Necromancer and, to a lesser degree, Shadow Knights) will get a bump (more health lost but definitely more mana returned); at level 6, the Necromancer can return a paltry 2 mana in exchange for -4 health and I’m sure you’ll agree that it’s faster to just regenerate normally and not cast at all. These values made sense on EQ Live back in the day but on THF they don’t.
  • Ranger’s Empowering Water line will get a significant boost to the minimum melee damage buff (previously 100%, 125%, 150% and 175%). Increasing minimum damage by 100% sounds great but when most minimum damage is 1…

This obviously will have an impact on the difficulty of the content, though I'd like to think that isn't just to say it's easier just because a mage can now do the same nuking damage as a monk has been able to do for 10 years with their fists at level 15; also consider that the NPC mages will be casting those same spells! But at least now your healers can keep up with it, right? That’s the idea.

Where we'll need to keep a close eye on this is level 30 to 69. And we will ask you to give us feedback, particularly if you're starting out as a caster from level 1 again or are a new caster joining the server (we really want to know how much you enjoyed your experience and where you think it could be improved). Also, some of the figures below might seem high for level 70 but these are only a limited number of spells. We're adjusting level 70 spells with care and thought and only where we felt it was warranted (in most cases, it was just to smooth out the curve up to the best spells and the very best spells aren’t touched). There’s more detail on those spells below (40 in total).

How to Identify Enhanced Spells

In order to easily see what spells have been customised (spells from level 1 to 69; all of the level 70 spells are customised), we're prefixing every enhanced spell with the name of the relevant trainer's name for the main class of each spell. These are the class trainers located in the cave in THF. For example, the cleric trainer is called Staar, so Greater Heal will be renamed to Staar's Greater Heal. You'll get to recognise the various trainer names over the course of leveling up your characters and we feel this is a really simple way to set these spells apart from the rest.

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#2 » Fri Apr 03, 2020 3:47 pm

What spells are to be enhanced?

Below are various summaries of the spells that will be enhanced:
Image
The above shows a summary of spells enhanced by type, how many will be enhanced and the average increase % to the minimum and maximum values (as calculated by the game). Bear in mind that these averages are across levels 1 to 70.

All Spell Types
Image
The above shows all enhanced spells by level range category. It shows that the largest % increases happen between levels 1 and 30. Bear in mind that the % increases at level 70 might appear to be high but these are blended values across all spell types (skewed upwards by Damage Shields, for example).

Direct Damage and Life Taps
Image
This chart shows the same data as in the above chart but limited only to DD spells (AoE and Single target) as well as Life Taps. This shows clearly that the focus is on spells between level 1 and 30. The remaining increases are to keep the upward scale proportionate to the highest-end spells available to each class (all of which will not be changed).

Damage over Time
Image
The same data is presented here but limited to Damage over time spells. It’s clear that the approach here is different and there’s a significant increase to damage across levels 1 to 69. This is to ensure DoTs are much more useful than they are currently (they were relatively useless as they are in most cases). None of the best level 70 DoT spells have been increased.

Heals and Heal over time
Image
This chart shows blended increase % for direct heals and heals over time. A significant focus is seen for spells between level 1 and 30, as the existing balance of heal power versus player hit-points in this level range is severely imbalanced. Towards level 70, healing power was already decent without any real need to be changed; the increases seen are low % but required to maintain the upward curves of healing power to the higher end heals (which haven’t been changed).

Damage Shields
Image
This shows the increase % of Damage Shields across all level ranges and it’s clear that this will be significantly adjusted. Damage shields are largely irrelevant spells except for just one or two at level 70 and this rebalance is to address that. The figures may appear very large but this is because the starting values are so low (e.g. -3 damage is the lowest value! Not likely to help even kill an orc pawn.)

Regen and Mana Conversion
Image
This chart shows the same data but only for regeneration and mana conversion type spells. The focus is heavily on spells between level 1 and 30 but still significant from 31 to 55. Currently, at these level ranges, using regeneration or mana conversion is a waste of casting time. The remaining increases are to keep the curve consistent up to the best spells. Where this spell type differs to many others shown above is that there are 8 spells at level 70 that have been enhanced. This is to maintain the curve still and to make these spells worth casting.

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#3 » Fri Apr 03, 2020 3:47 pm

More Detail on Enhancements

Below is a brief summary of what spell lines will be enhanced for each class and how. Where the spell is shared across classes, the class listed is based on either the first class to obtain the spell type or the class that goes on to be the specialist for that spell line. Bear in mind that this summary is discussing the % increase to spells (what it is to be compared to what it is now), not how effective the spell is in comparison to other classes.

Bard
  • AoE damage songs will be increased significantly in damage across the range (1 to 70+) to give the bard the option to not just be a buff bot. At lower levels, this gives the bard a alternative DPS role to play (their buffs aren’t so useful against Sune’s until over-haste comes in)
  • Moderate increase to regen songs (both mana and health) to compensate for the increase in health pools players have at lower levels. However, to maintain a smooth upward curve, this is scaled up to level 70 and Rk. I spells also see a slight increase (the increase to those spells is low, i.e. Cantata of Hope Rk. III increases from 48 to 54)
  • Moderate increase to the damage/spell absorb values across the range (up to Mistrell’s Guard Rk. III). Most of the impact is around level 50-60.

Beastlord
  • Gains healing power with low end shared heal spells (greater healing etc)
  • Direct damage spells (long recast timers) have a significant buff early on (+80%), lesser so at higher levels (+13%).
  • DoT spells have a significant buff throughout from level 40 to 70, starting at around 150%, settling at around 100% and then rising to over 200% at level 70.

Cleric
  • Significant boost to direct heals between level 1 and 10 (100% to 300%), levelling off to a moderate increase up to the 60s (35 to 75%) and then falling off after there.
  • Moderate boost to heal over time spells across the board (Celestial Elixir is a huge upgrade compared to any HoTs prior, so the curve is much smoother now). The first few spells (level 29, 44 and 59) will be of much better use (between 25% and 40% better).
  • Direct damage AOE spells have seen a significant damage increase (though much lower still than other casters) at lower levels, falling off sharply around level 40+.
  • Direct damage single target spells have a significant damage increase from level 1 through 16 but then falls off around 30-40. There’s a slight increase in the 50s and 60s but these are fringe cases (they’re very low starting values so it looks like a big increase).
  • Undead Direct Damage have had a significant increase at lower levels and moderate to high at mid-range. This boost has been taken all the way to level 70 and higher (with new spells included) to ensure the Cleric retains its niche as the undead killer.
  • Undead DoT spells (there are only three) have an increasing boost from level 25 to 67 (100% to 180%). A new spell at level 70 cements this enhanced line of spells to use in conjunction with the DD undead spells.

Druid
  • Gains healing power with shared heal spells (greater healing etc)
  • Druid specific heals start at level 46 and see a slight boost at this level, with a significant boost in the 60s, much less so at 68 (and none above that).
  • Regen spells (group and single versions) have a significant boost (level 34 onwards) that declines steadily up to level 63.
  • Direct damage single target spells have a huge increase level 1 to 3 (making otherwise pointless spells worth using) and significant increases from 4 to 30, where the benefit falls off. This picks up around 50 again but flattens out to level 69.
  • Direct damage AOE increases spike from level 4 to 22 but then fall off. Average around +20-40%.
  • DoT spells receive a significant and consistent boost (around 100% across the board)
  • Damage Shields have been significantly and consistently boosted throughout the whole range, all the way up to level 70. Final values fall off compared to the Mage (as they should) but lower levels are boosted similarly (as high as 250% to 300%). This is to compensate for the much higher values of health and damage. It also smoothens out the curve up to 70, where the jump is moderately high.

Enchanter
  • The Enchanter’s role is relatively fixed and, no matter what you do with their spells, their primary benefit is buffs and debuffs. We can’t help with the buffs but we can make their debuff lines do more damage over time to promote their use (the debuffs themselves are actually pretty good as they are). With this in mind, DoT damage is significantly boosted at level 1, but then rising steadily (from 25% up to over 250% at level 69). The damage will be weak compared to other classes, still, but much better than it is now (which is to say, almost negligent in comparison to the target content).
  • It won’t take long for the enchanter to cast all their debuffs in boss fights and in non-boss fights there won’t be enough time to cast them at all so the Direct Damage lines will be enhanced to give Enchanters a damage role until level 69. Not huge increases (maximum 50% at level 7) but the damage boost rises from level 16 to 69 to allow the enchanter to play an enhanced role before their primary use (70+ raids).
  • As a side note, we’re planning to make sure Enchanters are much more active to play as, not just buff/debuff bots. Watch this space.

Mage
  • Direct damage spells (not the bolt/projectile types) have a significant boost at early levels, falling off from 15 to 57 and then rising slightly up to level 70 (with some lower level 70 spells smoothed out). Their best level 70 spells aren’t touched.
  • Bolt/Projectile spells actually already have really great damage. They’ll still receive a slight buff, however (to keep them in line with other classes), but never more than +90% (and that’s just one outlying spell that was really low at level 54). Mostly, the increase is less than 20%.
  • Direct Damage AOE spells will be roundly enhanced to keep them in line with the increased DD spell damage and to smooth the upwards curve to the level 70 spells.
  • Damage shield spells will get a significant and consistent buff from level 7 to level 70. Less so at level 70, but these spells are hugely underused except for Chaotic Veil of Fire, which pretty much just gets used as a power levelling tool. We’ve not touched that spell, target level limit excluded, and it’s still the best available (can only maintain on one target with lots of recasting required) but all other spells have been enhanced to allow the mage to really shine with DS damage. Without this, the spell line is largely pointless due to the huge disparity in other damage types (the first DS spell starts at a paltry -3 damage…)

Necromancer
  • As with all caster types that can nuke, the Direct Damage single target spells will be boosted significantly at low levels (in this case, just level 4). From 21 to 59, the increase is moderate (not greater than 50%). This has been done to give the Necro more use against non-bosses but won’t make much difference at higher levels (where the DoTs become more devastating).
  • DoT spells have a much larger increase, starting atound 400% at level 1 but falling off thereafter. Still, mostly around 100% increase. This is to allow the necro to do what it’s supposed to do from level one upwards, particularly in boss fights.
  • Life taps have a huge increase at lower levels (1 through 9) and much less from there onwards. Generally, life taps will ultimately do less damage than dots and DDs of similar levels. But they'll still be improved on before, meaning it’ll be worth a necromancer’s time to cast these in the right situations, right up to the 60s (but much less so after the 70s as it is currently).
  • Mana coversion will be significantly increased at lower levels (6 and 18) and moderately thereafter. Overall, it’s a big increase. Mana conversion is largely useless otherwise. Damage to health will also be increased more in line with player health pools.

Paladin
  • The handful of Direct Damage spells the Paladin gets will be significantly increased in damage but they are really low to start anyway (and only start at level 47). This increase will give the Paladin more reason to use these at mid-levels if they have plenty of mana.
  • They don’t get many undead spells but the three they do have will be increased moderately. The Paladin class isn’t in dire need of having the spells enhanced to make them useful.
  • The single target direct heals will be significantly enhanced at lower levels, so that they’re useful to use – but, as you’d expect, their healing power will fall behind dedicated healers still.
  • Group heals see a nice boost when they’re introduced at 39, falling off up to 70. Still better than they are now and, hopefully, worth using more.
  • Heal over time (level 44 onwards) will have a significant boost at level 44 and this declines up to level 69 when their focus is more on AOE heals

Ranger
  • Benefit from shared heals increases (just one level 67 Ranger only heal and that’s enhanced slightly)
  • Same with shared regen spells
  • Same with shared Damage Shield spells
  • Moderate increase to Direct Damage spells at 49 to 69. Not likely to be used instead of ranged damage but that’s the case at any level with the ranger; this is mostly just to keep the class in line with the new curves.
  • Moderate to significant DoT increase (40, 55 and 67) up to 120%. No change to level 70, but a ranger may have more of an impact in boss fights due to this.
  • At level 70, the Ranger will have a huge boost to the minimum damage values on the Empowering Water lines (previously pointless). As this is minimum damage, even +1000% might result in the minimum hit being only 10 for most classes. However, the boosts range from 100% to 800%, which should see a decent group dps increase.
  • It should be noted, for the benefit of those who would love to see the Ranger class play a much more unique role in this game, that we fully intend to enhance the Ranger’s role in future updates.

Shadowknight
  • Pretty much reflects the changes for Necromancer, above. Life taps are much more potent when they first arrive (level 47) falling off up to level 67 (when they’re actually pretty good anyway). Nothing else of note, because the SK is a pretty nicely rounded class already with the spells they have.

Shaman
  • Shaman unique heals will be nicely enhanced (55 to 68) but still only by a maximum of +18%. This isn’t an area that Shaman struggles with and their line of heals are actually really decent. They directly benefit from the other shared heals being increased (i.e. Greater heal).
  • Shaman aren't a Direct Damage class but all of their spells will be increased, no more than 70% but still making them worth casting when the Shaman isn’t healing. As with the Ranger class, this is done to keep the Shaman nukes in line with all other enhanced nuking classes.
  • Damage over time spells will be hugely enhanced at level 4 and 8. This means the Shaman can actually do something at those levels :). Beyond that, significant increases of around 100% up to level 59 and then 50% thereafter. Some level 70 spells will be enhanced to smooth the path up to the best spells.
  • Mana conversion will be significantly enhanced from level 23 to 54. It falls off sharply thereafter because they’re quite decent at that stage as they are and the options at level 70+ are really great so these aren’t touched.
  • Regeneration spells generally start off really poorly so these will be enhanced for level 39, 52 and 56 (+250% and +125% and +125%)

Wizard
  • The wizard will have the most number of spells changed but that’s not to say the wizard is the most in need of change. It’s just that the wizard has so many nukes!
  • Direct Damage spells start off with huge increases at low levels. This is because the level 1 and 3 spells are roundly poor. After that, most spells appear to have been enhanced previously so I’ll only round these up a touch to keep the Wizard ahead of all other nuking types. I’ve increased a couple level 70 spells which were in a really odd place (a couple seemed to have been overlooked).
  • AoE Damage will be revamped in line with DD damage and to keep the wizard at the top of the AoE damage scale.

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#4 » Fri Apr 03, 2020 3:47 pm

How Will They Compare To Now?

Lastly, below are a couple charts to show the final minimum values for nukes, AoE nukes, DoTs, direct heals and Damage Shields. These compare the final result of the revamp and measure min values per class (so the calculated actual value of the main effect at the level they attain the spells). Please bear in mind that these curves don’t show all data points, where a new spell doesn’t have a better value it’s not shown (and it ignores other factors like cast time or recast time – this isn’t a DPS comparison).

Nuke Damage Comparison (Wizard, Mage, Necro, Enchanter, Shaman, Necromancer and Clerics – Undead only):
Image

AoE Nuke Damage Comparison (Wizard, Mage):
Image

Single Target Direct heal Comparison:
Image

Single target DoT spells:
Image

Damage Shields:
Image

What level 70 spells have been enhanced and why?

This is the list of spell lines we’ve enhanced at level 70:

  • Haydn's Chorus I, II, III, IV [BRD] - Slightly increased value healed/mana
  • Cantata of Hope Rk. I, II, III [BRD] - Slightly increased value healed/mana
  • Minstrel's Guard Rk. I, II, III [BRD] - Increased damage/spell shielding
  • Vulka's Chant of Chaos [BRD] - Increased AoE damage
  • Bellow of Darkness [BRD] - Increased damage
  • Festering Malady [BST] -Increased damage
  • Silent Dictation [CLR] - Increased damage
  • Needle Spine Rk. I, II, III [DRU] - Increased Damage Shield Damage
  • Shield of Chaos [DRU] - Increased Damage Shield Damage
  • Circle of Nettles [DRU] - Increased Damage Shield Damage
  • Star Strike [MAG] - Increased damage
  • Star Scream [MAG] - Increased damage
  • Comet Strike RK. I, II, III [MAG] - Increased damage
  • Cicle of Fireskin [MAG] - Increased Damage Shield Damage
  • Covenant of the Flamewielder Rk. I, II, III [MAG] - Increased Damage Shield Damage
  • Chaos Venom [NEC] - Increased DOT damage
  • Dark Possession [NEC] - Increased mana conversion and self dmg
  • Wave of Piety [PAL] - Increased healing
  • Empowering Water I, II, III, IV [RNG] - Increased minimum damage buff %
  • Blood of Yoppa [SHM] - Increased DOT damage
  • Gelid Rains [WIZ] - Increased AoE damage
  • Corona Flare [WIZ] - Increased damage
  • Telekara [WIZ] - Increased damage
  • Circle of Thunder [WIZ] - Increased AoE damage

The reason for almost all of these enhancements is to smoothen out the curve for the spell lines from level 69 through to the very best versions of the spells, or to increase the high-end values to maintain the curve from boosted lower level spells of the same type.

Nizzy
Posts: 705

Re: Spells Revamp Project [level 1 to 70]

Post#5 » Fri Apr 03, 2020 4:05 pm

Any possibility of removing the wizard feedback effects?
As I said before my others classes don't try and kill themselves when using their abilities.
Nizzy

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#6 » Fri Apr 03, 2020 4:12 pm

Nizzy wrote:Any possibility of removing the wizard feedback effects?
As I said before my others classes don't try and kill themselves when using their abilities.


We're reviewing these along with many other class defining spells (and overall balance) in another update.

The volume of work going into this update is huge. As will be the amount of work required to address the other spell lines. So we're keeping the projects separate. But we hear you with this request.

Niixnec
Posts: 334

Re: Spells Revamp Project [level 1 to 70]

Post#7 » Fri Apr 03, 2020 5:17 pm

As a Necro there has always been a lack of fast DOT damage. Taps have been the only DD worthwhile. The pet makes up for alot of this but may want to look at a fast 4-5 tick heavier damage DoT.

I don't recall using any AoE spells on THF. Normally with the way mobs hit grabbing too many with a wiz to make AoE useful meant dead wiz.

Bard song agro seems to be off. Running only group songs I ran from where Adrianna is in DSK2 down to Hatchet's door with tank. Mobs ran down to tank then all the way back up to near Adrianna due to bard song playing. Bard faded then they ran back to tank. Never used to have to stop melody on Bards, now if I don't on some VT fights adds go directly to Bards and pulling them off with AE (donor BP, hurricane swipe belt+disc, and vistrinda orb) may not pull them off before dead bard.

Group heals for Shaman / Druid would be great

Careful of adding any slow capability to spells - basically seem to be resisted by everything.

Are click item spells being reviewed as well?
Still not sure I have found a lvl 70+ mob that will not resist - http://www.thehiddenforest.org/webtools ... ?id=121468
or
http://www.thehiddenforest.org/webtools ... ?id=122513

Not a big fan of the DS nerf as if someone wanted to PL any pet class all they have to do is buy a donor BP, War weapon with disc is a huge advantage as well, clicky mana/HP wrists change the game, and all of those are available at level 1. Just a thought.

Everything taken in sounds like a great update and should help for those just coming on to the server to actually take their time and enjoy the lower level content instead of the rush to get to 70.

regards,
Niix

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#8 » Fri Apr 17, 2020 5:05 pm

I've edited the OP slightly to reflect the below information.

The initial pass of this update is almost ready to ship live. Below is information how you'll be able to easily recognise an enhanced spell after the update.

How to Identify Enhanced Spells

In order to easily see what spells have been customised (spells from level 1 to 69; all of the level 70 spells are customised), we're prefixing every enhanced spell with the name of the relevant trainer's name for the main class of each spell. These are the class trainers located in the cave in THF. For example, the cleric trainer is called Staar, so Greater Heal will be renamed to Staar's Greater Heal. You'll get to recognise the various trainer names over the course of leveling up your characters and we feel this is a really simple way to set these spells apart from the rest.

Chum0use
Posts: 6

Re: Spells Revamp Project [level 1 to 70]

Post#9 » Wed Apr 22, 2020 3:50 pm

Damage shields like Erandi's Shield of Blades are now negative since the release of the update. Mobs are healing while hitting me :lol:

Ydiss
Posts: 1193

Re: Spells Revamp Project [level 1 to 70]

Post#10 » Wed Apr 22, 2020 6:35 pm

Thanks for letting us know. We're going to fix it ASAP.

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