View Full Version : Petition...Anti Mage weps/balanced idea
Gawd/Dutch
12-06-2004, 04:47 AM
Ok this post if obviously different from my previous.
Im asking for Melee weps that give bonuses to the attackers if the target has trained or specd war magic. The higher the war magic the higher the bonus. These weps vs melees do 0-1 damage.
Why? Well with this new quest armor helping to make mages into tanks and melees into nothings that hit for 10's and 20's while the mage still can hit for 200-300.
To Balance this out give a new imbue to wands only....giving mages anywhere from 100-500% bonus to their untrained meleed (would only be 1-5% layerd bonus if trained or specd) This would give mages a chance to evade a desvastating blow 8).
/sign if you agree
Though i doubt ill get much support since most of the DT server are mages.
This is un-needed.
All they have to do is remove both the Hollow and the Weeping and then move the Phantom up appropriately. If they do not remove the Hollow and Weeping then nerf them back to being second class citizens to the new Phantoms.
It requires a vuln to work so Life is needed, just like War Magic.
You add all elements, just like War Magic.
You have each swing possibly eat up comps, just like War Magic.
Basically you give everyone an armor ignoring attack type that is balanced out to War Magic with most of the drawbacks and most of the benefits.
So if you have Plats and Prismatic tapers on you you do the most damage available to you. If you have Leads and Prismatics then you do the lowest.
If you attack on full speed you do 1/4 damage and burn the least comps and on full power you do 150% and burn the most. The 1/4 for full speed reduces need for comps and it also reduces the ability to gank in large crowds.
The variance on the weapons is set to the same as War Magic.
The damage is based upon skill credit cost compared to War Magic. It is also balanced out based upon what the overall effectiveness and benefits of the melee classes template combinations.
In the end everyone has an attack type that ignores all armor, needs a vuln, eats comps and we are done.
A whole lot simpler than what we are doing now, that's for sure.
Haus der Liebe
12-06-2004, 09:45 AM
you guys smoke to much crack
GhettoPhabulas
12-06-2004, 09:57 AM
There is no need for this.
Virindi Clown
12-06-2004, 11:42 AM
Uh, Jida, that comp stuff is way too complicated. Why not just make them have spells that use a lot of mana?!?
I was actually being lighthearted about that suggestion ;)
It was a way to make everyone Turbine's favorite type of character without actually forcing everybody to get War Magic.
KF_AC
12-06-2004, 12:51 PM
Anti Mage weapon = upgrade the p h a n t o m. Add phantoms to all elements.
That would level the playing field.
Gawd/Dutch
12-06-2004, 02:10 PM
Well the whole point of my idea in this post if not to nerf weeping, get ride of hollows and only go to 1 style of attack. I say the more the merrier. I would prefer if many different weapons had different effects on monsters, in pvp, or where ever. But the idea posted on top is fairly balanced, it would give the mage the chance to evade and it would also give the melee to hit for a real critical blow. Just ideas thats all.
vBulletin® v3.7.1, Copyright ©2000-2010, Jelsoft Enterprises Ltd.