what about archers ubalanced

If you have any suggestion in order to make the game better, tell them, they are always welcome.
Meketref
Posts: 43
Joined: Wed Oct 12, 2011 6:43 pm

Re: what about archers ubalanced

Postby Meketref » Sat Oct 29, 2011 7:16 pm

I'm just gonna throw this suggestion - what if they made a new rare type like basic resist only for archers? Ignore the kind of protection, like a piercing damage skill... archers have converting armor, what if their multi worked like that, or their ex had % of working like that? It might work... it doesn't directly give him the benefit of having a huge huge damage, but it gives him the chance of dealing significant more damage. Also, they could do the same as wizards and let go of a little bit of Magic Vigor in one slot(in this case,a force rare) and include a Physical Resist rare(that would work same as Basic Resist).

mofomaycry
Posts: 1513
Joined: Thu Oct 14, 2010 9:27 am

Re: what about archers ubalanced

Postby mofomaycry » Sun Oct 30, 2011 5:14 am

Meketref wrote:I'm just gonna throw this suggestion - what if they made a new rare type like basic resist only for archers? Ignore the kind of protection, like a piercing damage skill... archers have converting armor, what if their multi worked like that, or their ex had % of working like that? It might work... it doesn't directly give him the benefit of having a huge huge damage, but it gives him the chance of dealing significant more damage. Also, they could do the same as wizards and let go of a little bit of Magic Vigor in one slot(in this case,a force rare) and include a Physical Resist rare(that would work same as Basic Resist).



it would be just nice if they bring back critical fire for archer,as they used to have in v1.1 :|
Image
I don't have the ability to communicate with retards ;s

User avatar
Titus
Posts: 394
Joined: Wed Jan 05, 2011 1:44 pm

Re: what about archers ubalanced

Postby Titus » Mon Oct 31, 2011 1:37 am

SimpleStupid wrote:
Titus wrote:Easy solution:

Increase archers damage 50% , test it 15 days . If players dont like it, just restore original damage.


50% hahahahaha


Test it 7 days, if u think its a nightmare, test 7 days with 40% , continue until u find a fair value. its better to do something .

User avatar
Thomas
Posts: 1190
Joined: Wed Jul 14, 2010 11:27 am

Re: what about archers ubalanced

Postby Thomas » Mon Oct 31, 2011 1:53 pm

Good sides from this idea is that:
1) there are not so much high lvl archers for extremely hardcore abuse
2) you would definetly see more active archers around.
3) Archers still die too easily to make great difference in PVP

To avoid lvlup and distant imbalance the increase should not be in base damage but in addition to ex damage.
GM didnt increase the damage because of the additional bonus it would give using distant rares. (i will also link the topic if i manage to find it in 10 different archer balance topics here)

Increasing ex damage does not give any advantage in lvlup and distant rares but just to increase zero range kamikaze conception in PVP..since right now the attack and defence of archer are not proportionally compareable with thief.

Bad side is that every other class will mimimimi witch is... most of the server :D

Keeping the topic fresh, i think the critical fire did not properly work in 1.1

Roldemir
Posts: 41
Joined: Mon Dec 20, 2010 6:59 pm

Re: what about archers ubalanced

Postby Roldemir » Mon Oct 31, 2011 2:21 pm

yes. that is true, xd



. last nite i was lvling whit a thief whit exaclty same rares than me, and 150 tt, i have 159 tt, his dmg was 19/20k and mine was 17/18k
he was using frozt knife, and i was using d2 bow and arrow. (coz: 1- d2 bow have same dmg than fire bow. 2-we break our bow so fast in comparison whit an knife)
his symbol was ac, same than mine, and both has atk manttle....
so... wtf?
all ppl say "archers have more dmg" where is then?
a guy whit almost -10 tt than me hit better ?
or im bugued.......

mofomaycry
Posts: 1513
Joined: Thu Oct 14, 2010 9:27 am

Re: what about archers ubalanced

Postby mofomaycry » Mon Oct 31, 2011 2:31 pm

lul,thief with distant + full tt can kill my desperado with 1 critical hiding ;s
Image
I don't have the ability to communicate with retards ;s

cacho
Posts: 3
Joined: Wed Sep 07, 2011 11:36 pm

Re: what about archers ubalanced

Postby cacho » Mon Oct 31, 2011 2:57 pm

And GM are... looking the weather Channel??????

User avatar
GMSignPainter
Site Admin
Posts: 2840
Joined: Fri Oct 09, 2009 10:18 pm
Location: Lyon - France
Contact:

Re: what about archers ubalanced

Postby GMSignPainter » Mon Oct 31, 2011 5:08 pm

We have a plan on buffing archers by giving them their own curse skill.
This will afaik be a tweak of the current Converting Armor skill. If I remember, some of the parts I will write below were suggested by some players.
Anyways, here's what we plan on doing:
Having any kind of protection on the archer won't prevent from using Converting Armor.
One shot of Converting Armor on a player will reduce his AC. Each shot will add a stack up to 5. Each stack lasts 30s so the curse will last 2:30 with 5 stacks.
If the Archer puts stacks on another target, the stacks on its previous target get removed.
If the Archer changes map, the stacks on his target get removed.
If the Archer dies, the stacks on his target get removed.

Give us some feedback please.

User avatar
Titus
Posts: 394
Joined: Wed Jan 05, 2011 1:44 pm

Re: what about archers ubalanced

Postby Titus » Mon Oct 31, 2011 5:35 pm

Good news

Please, tell us why this 3 notes:

1)If the Archer puts stacks on another target, the stacks on its previous target get removed.
2)If the Archer changes map, the stacks on his target get removed.
3)If the Archer dies, the stacks on his target get removed.

Thanks for your time



GMSignPainter wrote:We have a plan on buffing archers by giving them their own curse skill.
This will afaik be a tweak of the current Converting Armor skill. If I remember, some of the parts I will write below were suggested by some players.
Anyways, here's what we plan on doing:
Having any kind of protection on the archer won't prevent from using Converting Armor.
One shot of Converting Armor on a player will reduce his AC. Each shot will add a stack up to 5. Each stack lasts 30s so the curse will last 2:30 with 5 stacks.
If the Archer puts stacks on another target, the stacks on its previous target get removed.
If the Archer changes map, the stacks on his target get removed.
If the Archer dies, the stacks on his target get removed.

Give us some feedback please.

GMTempest
Posts: 501
Joined: Mon Feb 15, 2010 3:08 am

Re: what about archers ubalanced

Postby GMTempest » Mon Oct 31, 2011 5:43 pm

It's in the planning stages but this would give archers the ability to duel (1v1) much more effectively. As AC is a huge factor in survivability, decreasing it effectively allow archers to deal the highest melee damage in the game, however, if it was removable (such as stun and slows), it is too easy to counter archers and negates the effect of the buff when an archer is facing a priest/mage in 1v1 situations. Further, in PK situations, those with the ability to remove it may find themselves only doing that, a gameplay we would like to avoid.

Due to the above reason, we might make it unremovable. However, if it's unremovable, we feel it would have no "real" counter. In 1v1 situation, yes there may not be a real counter. However, in group PK, it can be countered by getting away from the archer so the archer has to focus their debuff on another target. It would also require more team co-ordination and enemy focusing.

Again, this is all in the planning stages, we have no numbers as of yet. If this skill tweak is acceptable to the community and it is released, we will tweak it if it is found underpowered or overpowered.
GMTempest's corner of laughs
Videos:

Note: I am MIA for a pretty long period of time. Busy with real life. If you need me for whatever reason, PM one of the GMs to contact me


Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest

cron