Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

coolwaters

ACE Development Partners
  • Content Count

    3,698
  • Joined

  • Last visited

  • Days Won

    52

Everything posted by coolwaters

  1. I hope it brings back the pure fun that the unintended Fessor Jump Scoot created. Imbalancing at the time? Ya, maybe. Fun as poorly made socks? Absolutely. I'd spend hours just seeing what places I could get to with it, jumping over duels or even full scrims when I was watching. The creativity it allowed was amazing. Hoping this brings some of that feel back, with counterbalance considerations.
  2. Very nice. Fae Druid sounds very interesting as a debuffer to me.
  3. I'd hate for them to have to create a new damage type just for the class. Give them some type of Organic damage IMO. And why the hell does the CF website always switch to German on my PC? :/
  4. I wonder if they could just use the Human model and art with a pale skin and bald, with markings? Might be cheap(ish).
  5. Perhaps a better way to balance SB would be to give it the Field Surgeon treatment: it works on others, but not yourself. It's more of a problem in small scale situations because it can be synergized far too well with passives and other mitigations by a single class ... including some of the very high DPS classes.
  6. They just need to slightly nerf SB's heal and restrict SB and RC to tank classes IMO.
  7. The Archer disc can be restricted to only contextual classes and races.
  8. Has a little bit of the old SB intro feel to it. I like it. I hope ACE comes up with something dark and ominous like some of these scenes for their official intro.
  9. This is the mic drop point, really. The "pro alt account" argument is internally inconsistent. Either alt accounts are bad for the game and amount to a "pay to win" situation or VIP giving the same content access would likewise not be bad for the game nor "pay to win" and would result in fewer alt accounts and greater player convenience.
  10. The animation for net needs to be longer. It's all but impossible to dodge, even when you know it's coming. I'd say the hurlbat is a far more appropriate ray cast than the net, but a longer animation at least would allow some counter-play.
  11. That's all true. Its the reason I prefer adding actual value to VIP by simply offering additional content ... just like buying additional accounts offers additional content ... on a similar value basis in dollars to alt accounts. Manufacturing perceived value using a training stick is better than doing nothing to motivate players to buy VIP and de-motivate players from simply buying alt accounts, but it seems overly complex and artificial to me. That said, who knows what Todd has up his sleeve to add to VIP that might push that VIP purchasing motivation over the hill.
  12. For some of their mitigation, yes. However, they have that choice and their HP pools are larger (and sometimes far larger). They also have other massive mitigations like UW x 3 for Champ, Berzerk for Myrm (which needs a small boost in duration). They have a choice to trade a 10 meter crap dodge for massive mitigation. Otherwise its a very fair observation. I don't think it changes the point: soft characters have relied on greater mobility. Taking that away and making them less mobile than heavy melee would have a substantial impact on balance.
  13. I was thinking more about the "ranged advantage" for Confessor and Druid in a world where their dodge is the same as the high HP and high Mitigation characters argument last night and a few things occurred to me that render it a fallacy: In CF range is only an advantage where it can be maintained, because ... RMB was already normalized when it was moved to race from class. i.e. every RMB a squishy has, the tank has it too, if it chooses that race, and ... Each of the high HP, high mitigation classes have other, instant cast movement abilities in addition to their dodge that has range equal to the ranged attacks in CF. That means they can instantly reach a ranged character, generally with a secondary effect like a stun. This renders the high HP, High mitigation classes, far more mobile than the squishies where RMB are normalized, and ... Range cannot be maintained while attacking for these squishy classes because you are severely snared when facing your target. Try attacking at range while moving backwards and see how long you can maintain range. Plus ... These "classes" are really closer to base classes. They are actually platforms that you will build your real "class" on based on discipline choice. All classes in CF are now "ranged" if they want to be. Every. Single. One. i.e. Champ can take archer and instantly have not only a full tray of ranged powers (in addition to their hurlbat), with more range than a Fessor can ever obtain, but also the massive self-healing and mitigation of a Tank with now greater mobility as well. Every class cannot obtain silly high HP and mitigation and self-healing like the now more mobile heavy melee classes can. Basically the change to RMB, if it is not essentially "unmade" using dodge pips, will leave heavy melee with crazy self healing, crazy mitigation, the most mobility in the game and solid DPS. It will leave squishy characters dead, and fast. Fessor is already the first target called and dropped, now that focus is unavailable. I'm sure the devs know this stuff. Todd said something about this that implied he indeed intended softer characters to be more slippery than tanks and heavy melee and I *think that's what we'll get. We'll see.
  14. It would have an 18 meter dodge if you chose Wood Elf. edit: plus Forest Step.
  15. Generally good questions and observations. As for the last question, it's kind of loaded. It ignores mitigation (Tanks vs. Squishy). Give squishies severe mitigation as well and sure, that's a better question.
  16. You act as if positioning considerations aren't already made. Those positioning and movement considerations are all already made, constantly, in every engagement. With the change you suggest the only difference is that the squishiest classes have no mobility advantage compared to the characters you prefer to play, such as Champion. Champion has 3 massive heals, back to back to back as core abilities. Your argument is just a conclusion that the game will be "better" if certain classes with very low mitigation, historically relying on mobility, have that mobility removed because then they have to "use teamwork." Not only is it a conclusory argument, it's not rational. Teamwork is already required to escape, to CC targets for a hopeful kill, etc. All your suggestion will do is ensure that far fewer specs will include the softest characters in the game. Moreover, these are not class dodges. You could play a Templar with the same extended dash as the Confessor. However, if your suggestion were implemented, it would make little difference which race you chose with regard to mobility. That's a terrible idea in my view. If Fessors need another nerf, and they may, then nerf them. Homogenizing racial dodge, however, would be a bad thing for both tactical combat decision making, spec composition and character building diversity. While you have addressed the former, albeit irrationally, you have not even addressed the later. Perhaps you're not a character builder.
  17. You either misread my post or fail to understand it. I didn't argue that anything was bad for me. I argue that normailzing the dodge, without other changes, is bad for the game. If all else remains the same and the only significant mitigation advantage the softest classes have available is removed, the results will be predictable. We haven't tested what would happen if, say, Ranger damage was tripled. Do we need to test that to know it would impact balance significantly? I don't think we do. I know you favor other classes. Perhaps you should stop thinking about how a nerf to the softies is good for you and look at the issue from a detached perspective. The comment I just made in the preceding sentence may not be fair towards you, depending on your motivation, which I am unaware of. Just like the comment you made towards me definitely wasn't fair as you have no idea what my motivation is. I have explained my rationale. Blazzen has explained his rationale. Beyond mere disagreement, what is your actual rationale supporting your position? To be clear: why will removing this massive mitigation from the softest classes not significantly impact balance? If "get good" is the answer, essentially, well, I don't see that as helpful nor meaningful. The tactical maneuvers of calling for peels, defensive CCs and CC breaks are very old, very low level techniques that all of us have used for years. It is not something you are teaching anyone here.
  18. Of course we already do that. I have to imagine you guys are organized enough to call for peels and defensive CCs as well. Every even remotely competent guild received that memo years ago. It ain't new. But your premise I disagree with on a more basic level. Heavy melee have far more mitigation and healing available as compared to the squishy casters. They benefit from peels and defensive CC just as the squishies do. They just also have far more mitigation and healing available (excepting Staff Druids partially, who can't sustain damage anyway). The quid pro quo serving as mitigation for the squishies has been mobility via RMB. The math remains the same. A completely normalized RMB with current mitigation and damage values would create severe balance issues. Of course they could just completely rebalance and raise caster mitigation, etc.
  19. It was 8 extra meters. It was well balanced for a long time, with some ups and downs. Balance isn't awful, save a few things. It's also not a priority for them for a while. Yup. Just shell out the $$$. Dev Partner Forum gives you pretty good access. Otherwise, spam solid questions during the livestreams.
  20. Fessor is probably just a tad OP, you're right. They used to be downright nasty. Firewalker solves all the things though. But a Fessor or Druid with a 10 meter dodge is a dead fessor or druid and fast. Of that I am positive. First target and down like a bag of flour.
  21. They aren't balancing movement. They are normalizing dodge distance such that it the same across the board. We formerly had a range of RMB distances, making for strengths and weaknesses among the classes. This is a step toward homogenization, although certainly not the only stat nor ability. They could do the same with mitigation or damage or any number of things that would, yes, increase homogenization of character builds. I hope they simply address it by granting desperate dodge pip regen to certain squishier classes.
  22. I agree with you, but there's a chance that they normalize the dodge distance and then give the former classes that basically require mobility to play competitively (Fessor and Druid) twice as many dodge pips, leaving us basically where we are (which is a pretty good place). If not, then I agree with you. If they're all the same, what's the point?
  23. Does anyone look upset? In other words, hell yes we're pissy. Me and @Protonix want our smooshy cat faces.
  24. I hope taming makes the cut as well for launch. I always loved it in UO. Really loved it in SWag. I feel like SB missed an opportunity there having only temporary NPC control abilities.
×
×
  • Create New...