Author | Content | Date |
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HAWKMOON |
aye but most have gone to the exact same they are now, minus wisdom, so actually a nerf, I am 234 str on goat, ill go to 240 max, so a 6 buff? lol,
it wont be mega changes, if anything I'm weaker because ill be like 20 wisdom |
#31 2017/12/07 16:35:06 |
JAHEIRA |
"HAWKMOON"aye but most have gone to the exact same they are now, minus wisdom, so actually a nerf, I am 234 str on goat, ill go to 240 max, so a 6 buff? lol, so the cap str lower, frees up stats for wis/int , and closes the str gap to hsoma a little i gain like 10 str/ 10 dex and 50 con (so gain a extra 10 def from live)
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[quote="JAHEIRA"][quote="HAWKMOON"]aye but most have gone to the exact same they are now, minus wisdom, so actually a nerf, I am 234 str on goat, ill go to 240 max, so a 6 buff? lol,
it wont be mega changes, if anything I'm weaker because ill be like 20 wisdom
[/quote]
so the cap str lower, frees up stats for wis/int , and closes the str gap to hsoma a little
i gain like 10 str/ 10 dex and 50 con (so gain a extra 10 def from live)
[/quote]
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#32 2017/12/07 16:42:21 |
PUTIN |
What about max int cap 240 all melle classes? As is with current hard caps archers /knux will still not be able to damage axers, but they could build proc sets and sacrifice damage vs other classes for damage chance against axers.
(why would any archers/knux users return for cap raise when even at 110 they'll do same damage as they did at level 90 to some classes)
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[quote="PUTIN"]What about max int cap 240 all melle classes? As is with current hard caps archers /knux will still not be able to damage axers, but they could build proc sets and sacrifice damage vs other classes for damage chance against axers.
(why would any archers/knux users return for cap raise when even at 110 they'll do same damage as they did at level 90 to some classes) [/quote]
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#33 2017/12/07 19:46:59 |
LAZARUS |
then what about making max str mage classes? as mages wont hurt max int melle classes?
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#34 2017/12/07 20:07:22 |
PUTIN |
Is wis not MD now?
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#35 2017/12/07 20:10:52 |
STRELKA |
"PUTIN" This is not the case in the latest iteration of the test server. All classes hurt each other a lot (I think my archer can 8 hit yare in full tank gear and auras). Survivability is so much lower than live servers - and the difference in dex and str between classes is lower.
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[quote="STRELKA"][quote="PUTIN"]
(why would any archers/knux users return for cap raise when even at 110 they'll do same damage as they did at level 90 to some classes) [/quote]
This is not the case in the latest iteration of the test server. All classes hurt each other a lot (I think my archer can 8 hit yare in full tank gear and auras). Survivability is so much lower than live servers - and the difference in dex and str between classes is lower.
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#36 2017/12/07 23:25:11 |
PUTIN |
"FINITO""STRELKA"Same gear setup on PTR for both classes - but I have 290 STR, 210 DEX, 210 CON while he has 290 CON/290 STR/maximum points left in DEX - and I kill him in 8 hits and not 50. based on the class specific guides, archers/knux still wouldn't damage axers, whats the point in them returning to play to do no damage still?
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[quote="PUTIN"][quote="FINITO"][quote="STRELKA"]Same gear setup on PTR for both classes - but I have 290 STR, 210 DEX, 210 CON while he has 290 CON/290 STR/maximum points left in DEX - and I kill him in 8 hits and not 50. [/quote]
Yeah so that is because got 70+ more str by giving it 290 with stat point system. With the class specific maximum guide values for stats wouldn't be able to get 290 but only 210 str as an archer (level 100).
[b]These were the class specific guides:[/b]
[img]https://i.imgur.com/fLEYh2c.png[/img][/quote]
based on the class specific guides, archers/knux still wouldn't damage axers, whats the point in them returning to play to do no damage still?[/quote]
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#37 2017/12/08 05:59:15 |
JAHEIRA |
Test server stats is different from above
Axer has 230 str and archer has 195 We get 6 points a level with 5 bonus points every 10 levels |
#38 2017/12/08 07:43:01 |
PUTIN |
just tested it out with whatever hard caps are in now and it feels alot more balanced
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#39 2017/12/08 09:41:57 |
STRELKA |
"PUTIN"just tested it out with whatever hard caps are in now and it feels alot more balanced As it is presently it feels the best so far - less stats and less difference between classes. It means that axers can actually hit classes other than axe/spear, but bows can hurt classes other than bow/knux. However, all this testing has been done with crazy upgraded gear. What knowledge do we gain about true class balance when an archer in a +5 str set and +3 accessories attacks an axer with a legendary weapon and +20% accuracy set? Should we consider 5th sword balance when a character on PTR has f10 attack that is like +80 more than the average player? What do we learn about proc builds when the character has lazarus proc % value, and not the 15-20% more likely to be worn by normal players? We need to test without upgraded gear, and then consider the upgrades to be a small increase in attack/defence when used. That would find a better balance for the majority of players, not the mad bastards who go PTR and have ridic upgraded gear.
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[quote="STRELKA"][quote="PUTIN"]just tested it out with whatever hard caps are in now and it feels alot more balanced[/quote]
As it is presently it feels the best so far - less stats and less difference between classes. It means that axers can actually hit classes other than axe/spear, but bows can hurt classes other than bow/knux.
However, all this testing has been done with crazy upgraded gear. What knowledge do we gain about true class balance when an archer in a +5 str set and +3 accessories attacks an axer with a legendary weapon and +20% accuracy set? Should we consider 5th sword balance when a character on PTR has f10 attack that is like +80 more than the average player? What do we learn about proc builds when the character has lazarus proc % value, and not the 15-20% more likely to be worn by normal players?
We need to test without upgraded gear, and then consider the upgrades to be a small increase in attack/defence when used. That would find a better balance for the majority of players, not the mad bastards who go PTR and have ridic upgraded gear.[/quote]
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#40 2017/12/08 10:52:30 |
GHOSTLORD |
Luckily with this system we can balance it at any given time, after launch. I feel with how it is now we can launch it safely and adapt as needed
Thanks all for testing. |
#41 2017/12/08 10:55:09 |
STRELKA |
"GHOSTLORD"Luckily with this system we can balance it at any given time, after launch. I feel with how it is now we can launch it safely and adapt as needed If it goes live with some real issues of class balance, people might not stick around for balance changes if they have X or Y class pking them in a clearly overpowered way though? We are happy to do a lot more testing and feedback over the weekend (have all classes except spear), just need a few bits of help like some basic epic/intense invul sets for male and female, some middle-stat 110 and 120 skill weps (maybe we have this already) and maybe the ability to hit 110 to test stats weights at that point. Probably the best approach, as I see it, is the make the game feel roughly balanced at 110 in basic gear (maybe with more of a focus on defence values over attack values) and then consider how a +5 str set, or +20% acc set, or +5 Az pilled weps might factor in only after that?
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[quote="STRELKA"][quote="GHOSTLORD"]Luckily with this system we can balance it at any given time, after launch. I feel with how it is now we can launch it safely and adapt as needed
Thanks all for testing. [/quote]
If it goes live with some real issues of class balance, people might not stick around for balance changes if they have X or Y class pking them in a clearly overpowered way though?
We are happy to do a lot more testing and feedback over the weekend (have all classes except spear), just need a few bits of help like some basic epic/intense invul sets for male and female, some middle-stat 110 and 120 skill weps (maybe we have this already) and maybe the ability to hit 110 to test stats weights at that point.
Probably the best approach, as I see it, is the make the game feel roughly balanced at 110 in basic gear (maybe with more of a focus on defence values over attack values) and then consider how a +5 str set, or +20% acc set, or +5 Az pilled weps might factor in only after that?[/quote]
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#42 2017/12/08 10:59:31 |
YAREYAREDAZE |
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#43 2017/12/08 11:14:19 |
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