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 Ability Mechanics/Balance

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CIB
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PostSubject: Ability Mechanics/Balance   Sun Feb 07, 2010 11:45 am

This thread is about the various abilities with their effects and their impact on balance. Many abilities in the game work in the weird way, partially because they are not implemented properly yet. I will go through the abilities and talk about those that catch my attention. Since I have not played all classes, I can't give feedback on everything, so some more reviews would be appreciated.

Engineer/Bomb: If you ask me, this skill is just too plain powerful. I think the damage should be calculated similar to summons - No matter how many enemies there are, always do the same damage. This would make the engineer a bit less overpowered against single bosses, but good against multiple enemies.

General Buff Evasion: I think that all buff resistances of the normal classes should be reduced to 0, meaning that the buff will always hit when used on a single target and sometimes fail when used on multiple targets.

Blink: Blink should only give a 50% or 75% evasion chance. Immunity against physical attacks will result in physical attacks being underpowered, which will in turn lead to bosses relying on "special" attacks for balance.

Cover: This seems quite useless(because of Blink and the general fact that endgame bosses don't use physical nukes). Have this work on area damage like Bluster at least.

Drain: Overpowered on bosses, useless on encounters. Add a component that is based on your wisdom, not only on your enemy's HP. Maybe raise the damage cap with the level.

Sylph: Similar to Drain, raising the damage cap with the level may make sense.

Phoenix: owtf? Cap at 3k HP for reviving or something.

Summons in general: May make sense to limit their amount of uses in battle. This would make it possible to make summons a lot more powerful than normal spells(thus making the wait time for the animations worthwhile), yet you would only be able to use them a few times, so you would have to rely on other magic for the bulk of the battle. It would also make the less powerful summons more useful.

Death: Make it true death.

Pierce: This is so useless. Just Jump with more damage. Maybe give it a damage type, effect or multitarget instead.

Remember: Use real spells from the white/black school. This is WIP.

Mana Heal/Prayer: These are in the way of my plans to have battles where you can't use items. Usually, you would have to play carefully, preserving your mana, but these classes can just restore them with a snap! Must think of something..

Dance: It feels.. not that great for being a ++ class's trump.

I can't think of more right now. Feedback is welcome.
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Naruuu
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PostSubject: Re: Ability Mechanics/Balance   Sun Feb 14, 2010 6:07 pm

truly I don't disagree with anything you said cib. Many abilities need to be update I feel the same way from the ++ class I been trying out lately as well.

I would also like to add twin magic to that list. the damage always feel random.
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PostSubject: Re: Ability Mechanics/Balance   Sun Feb 14, 2010 7:04 pm

Ah, right, twin magic. I'd like that to be an actual twin ability where you need two twins.

Suggestion: When you use a twin ability while another player uses the same ability, they both attack at once with higher damage.
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PostSubject: Re: Ability Mechanics/Balance   Sun Feb 14, 2010 7:39 pm

right now you don't need both twins in the party to use twin magic; and it can be really random with flare or comet. sometimes I get 300 damage out of flare.
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Nielz
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PostSubject: Re: Ability Mechanics/Balance   Sun Feb 14, 2010 7:48 pm

Andrew coded Twin magic to be completely random Razz

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CIB
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PostSubject: Re: Ability Mechanics/Balance   Sun Feb 14, 2010 8:05 pm

Nielz wrote:
Andrew coded Twin magic to be completely random Razz

When in doubt, make it random!

Twin magic works as it should now. Well, probably need some more testing, but the mechanics are there.
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Szenkar
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PostSubject: Re: Ability Mechanics/Balance   Sat Feb 27, 2010 10:22 am

There's a hell of a lot to balance and it definitely won't be easy to think of absolutely everything that requires balancing. We'd really have to go class-by-class to find strongpoints and weakpoints like what you're doing.

Ordinarily I'd offer a point-by-point response but it's 4:30am and I'm not quite up to it, but I did read your post.
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Arten
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PostSubject: Re: Ability Mechanics/Balance   Wed Aug 18, 2010 1:37 am

CIB wrote:
Nielz wrote:
Andrew coded Twin magic to be completely random Razz

When in doubt, make it random!

Twin magic works as it should now. Well, probably need some more testing, but the mechanics are there.

Unless the information is already somewhere else on the forum, could you go back and edit your origional post CIB? I didn't notice the date on it at first and assumed that it was recent... and not three years old xD
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