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View Full Version : Current and future PvP improvments.


Endrin
03-20-2006, 04:03 PM
First let me say that I am very happy with all of the improvements added this month and I believe we have achieved a better level of class balance then ever before.

CB,CS,AR are all usefull now. Mages can 2 shot again. Melees and archers do decent dmg.

I have 2 suggestions however.
I believe that the water of unenchantability should be usable on wands as well. No fair to mages if their equipment can be debuffed and melees and archers can't be.
Also I would like to see a quest added that can give a loot weapon the shield hollow ability. I heard this suggested before and I think it will be a good idea to help speed up melee vrs melee fights. Which still take too long.

Frank The Knife
03-20-2006, 04:53 PM
What I like most is I see a lot of Archers, Melees and Mages. Its not just mages anymore. Teamwork is back in a big way with a diverse group.

Cezium
03-20-2006, 05:25 PM
water can't be added to wands!

ChildoftheKoRn
03-22-2006, 05:24 PM
First let me say that I am very happy with all of the improvements added this month and I believe we have achieved a better level of class balance then ever before.

CB,CS,AR are all usefull now. Mages can 2 shot again. Melees and archers do decent dmg.

I have 2 suggestions however.
I believe that the water of unenchantability should be usable on wands as well. No fair to mages if their equipment can be debuffed and melees and archers can't be.
Also I would like to see a quest added that can give a loot weapon the shield hollow ability. I heard this suggested before and I think it will be a good idea to help speed up melee vrs melee fights. Which still take too long.

Eh. i dont see how its unfair that wands cant be debuffed. Melee d wands make it completely unfair in itself, why not want to bring it down to fighting levels by debuffing it?? I dont believe they shouldve added the unenchant quest at all but since they did i believe there should be restrictions

Delupin
03-22-2006, 07:37 PM
Melee Defense modifiers should never have been added to wands. The reason they were added in the first place is that Turbine has had trouble creating a hunting experience that depends upon Magic Defense for its efficacy. This problem arose because of the Attribute divisor applied to Magic Defense (7) and the success/failure curve upon which all skill-based interactions in AC depend. Thus, a character with 10 in both Focus and Self can have a level of success with magic resistance that is, for the most part, very similar to a character with 100 in both Focus and Self.

Ideally, the divisor would be lowered; say, to 4. This would give characters with 100 in both Focus and Self a Magic Defense skill level some 45 points higher than characters with 10 in those attributes. The offensive magics (War, Life, Creature and even Item) could see their divisors lowered to 3. However, a great many other reforms would need to be made to monsters and wield requirements, so it's unlikely to happen.

Cezium
03-22-2006, 07:39 PM
I agree that melee defence was a bad change for the game but it's been done. I hope it never comes mandatory for pvp to evade at least a small amount to beat a melee with skill as a mage.