Magician, Necro, Beastlord balance fun

Explanations please - no flames

Poll: Is this a good idea? (Pet Scaling)

Poll ended at Mon Oct 12, 2009 11:07 am

Yes!
9
100%
No!
0
No votes
Total votes: 9

ChaosSlayer
Posts: 1693

Re: Magician, Necro, Beastlord balance fun

Post#21 » Sun Nov 22, 2009 5:17 pm

yes you can adjust all stats on all items AT ONCE by a %, or do even something more specific like - only adjust WIS on all HELMS. But again with just a single command.

if Half cut won't do it, we can do a 2/3 or even a 3/4 cut =)
I know this sound radical - but with MASSIVE +hp/+ac/+mn still on items - do you really care that much about stats? From a reasonable point of view - we should be as conservative with +stat as possible simply cause it has much lower cap that say hp or mana.
As far progression per tier - does +50 growth is for total stats or for EACH stat?
If its for each stats- it simply too much. Seriously, each peace of gear doesn't need +5 to everything growth. If you only do it to 3 out of 7 stats you can considerably cut the growth per tier.

not saying Striat can't do the C coding =P But just seeing how this project got stuck, I see a way to do it without any C coding involved - which is something could be done much much faster. (I can read/code in C++, but I never actually digged into Emu source, and to understand where is whats and how its connected would take a new person couple months to get on the same page - so I generally avoid touching the source at all)
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Jeido
Posts: 1265

Re: Magician, Necro, Beastlord balance fun

Post#22 » Sun Nov 22, 2009 5:34 pm

ChaosSlayer wrote: do you really care that much about stats?

As far progression per tier - does +50 growth is for total stats or for EACH stat?

not saying Striat can't do the C coding =P But just seeing how this project got stuck, I see a way to do it without any C coding involved - which is something could be done much much faster.


First, no I don't care about stats. Evolution is more than far enough ahead of the game to not have to worry about any stat changes that get put in. The issue is not with me or my guild, it's with new players.

Let's face it, part of the fun of leveling up here is the crazy items that you get, but what goes hand in hand with those items are tough mobs to match the progression rate. If you do a drastic cut to all stats, people *will* notice and I feel it will take away one of the many great things THF has to offer.

Next, if we want to keep the server's set up in tact (which we do, it's a great server isn't it?) then we need to keep up with the progression. Mobs become increasingly difficult as you level, so although stats may not seem to matter to much, they really do. For those fights where you need every last breath, every stat counts. Stats aren't worthless on EQ, afterall. They do add to gameplay. Regarding the stat question, I meant to each stat. But by this I also mean each stat significant to the item type. There's no reason for a warrior to have capped int/wis, for example.

The only thing I can agree with is that reaching the stat cap in tier 1 raids, or even sebilis, takes away a big part of item progression. However, I do not see this as enough reason to severely nerf all items. Maybe partially, as the numbers I stated earlier seem to be fair in my opinion, but you don't want to take away such a significant chunk as you're suggesting.

Finally, there are tons of things that have been implemented on THF that are not easy to do. That's what makes the server unique from other servers, it makes it stand out. That was the original intention of Secrets, to make this server have yet another component which other servers do not. I don't believe that you get a quality server by taking short cuts, neither does Striat. I think that the best way to keep this server moving in the right direction is to do things correctly the first time, and not jump through hoops to go around it.
Jeido, Founder of Evolution

ChaosSlayer
Posts: 1693

Re: Magician, Necro, Beastlord balance fun

Post#23 » Sun Nov 22, 2009 5:52 pm

I see what you saying - but I want to assure you I am not a short cut person =)
I simply see it from a different angle- such as the high stat hype doesn't justify the fair use. Not trying to insist on it, but I would give people as little stats as possible so hitting the cap can be avoided for as long as possible.
And important part is- that scaling of the pets itself doesn't require any C codding, and it saddens me that this great idea (pet scaling, not cap rising) got stack for so long without improvement =P
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