WoE Physics
#1
Posted 01 November 2010 - 12:54 PM
For individual skill changes for damage done or area of effect, please visit that classes topic.
#2
Posted 01 November 2010 - 02:56 PM
#3
Posted 01 November 2010 - 03:34 PM
#4
Posted 01 November 2010 - 03:44 PM
#5
Posted 01 November 2010 - 03:51 PM
Edited by Kaden14, 01 November 2010 - 04:00 PM.
#6
Posted 01 November 2010 - 05:18 PM
I think the level-based effects in WoE should also be removed - that is, the effect of level on status resistance/etc. Higher level characters are already much stronger due to their higher hp/sp/stats, greater selection of skills, and the damage bonuses that many skills have based on level. Level does not need to be artificially made more significant in WoE.
#7
Posted 01 November 2010 - 06:22 PM
Reflect Damage should be fine for Barricades, but not for the Emp. If I can tank the precast on the other side of the barricades, I think that damage can be turned onto the Barricades. @@
#8
Posted 01 November 2010 - 06:37 PM
Reflect damage on barricades has the potential to be ridiculously overpowered, and I can think of several unreasonable exploits involving it (with allied players in non-allied guild, using it to get the 'cades down before the defenders can move their defense from the stone to the barricades).
Barricades in general will probably need to be made stronger as more people hit late third job levels, in general. Even pre-renewal, people could often kill the barricades before the defenders could get their precast from the stone to the barricade.
Edited by DrAzzy, 01 November 2010 - 06:41 PM.
#9
Posted 01 November 2010 - 06:40 PM
#10
Posted 01 November 2010 - 07:00 PM
#11
Posted 01 November 2010 - 08:27 PM
#12
Posted 01 November 2010 - 08:54 PM
#13
Posted 01 November 2010 - 09:04 PM
The emp change is something i really don't like, plant property taking only 1 dmg doesn't make it exciting nor fun and takes way too long even with a good number of people on it. i say change it so we can actually do real dmg to it but make it challenging in another way.
I agree. The Emp change benefits no one but larger guilds. They can utterly abandon their castle in the last 10-15 minutes to full force rush and take another castle. Even if someone else was to go to their castle, a non 52/52 guild is going to have trouble breaking that emp fast enough.
#14
Posted 01 November 2010 - 09:07 PM
#15
Posted 01 November 2010 - 09:10 PM
Deadly Infect needs to be disabled because of a serious exploit.
Edited by Doddler, 01 November 2010 - 09:11 PM.
#16
Posted 01 November 2010 - 09:22 PM
Consider raising the guardian's attack power by about anywhere between 1200 - 2500 damage. That way it's high enough to do noticable damage to the new third classes's hp mod, but not enough to be wiping the floor with everyone with eske. Right now they do about 100 damage per hit. It tickles. teehee.
Also, i get the feeling that the stones and barricades are gonna get vaporized really quick once everyone starts getting their powerful third class skills. From what i witnessed last woe, the stones could barely even stand up to a single target, even with a entire guild defending it. It went down faster than i could finish saying someone was running to the stone. At this rate, we may need a Woe 3.0 for the really powerful third classes.
Some skills in woe,from what i hear, ignore the WOE's 40% damage reductions. One of them that i hear is dragon breath. I don't know if this is intended or not.
Edited by SethTheSecond, 01 November 2010 - 09:23 PM.
#17
Posted 01 November 2010 - 10:38 PM
About emperium, how about lowering all emps hp by lets say 60-70%, and investing into defense will raise them up slowly back to where it is now at max eco.
have backslide work but give it a 2 second delay time in woe.
Shouldn't deadly infect be limited to getting hit close range by a chaser? I think I was getting infected even when the chaser was behind an obstacle and not even paying attention to me.
There's alot of skills now that bypass flee anyway, might as well get rid of the flee nerf. When was a flee nerf first applied anyway? around commodo patch? Back when almost nothing bypassed flee.
Gloomy day should be changed to double damage instead of triple it in woe settings.
Edited by Ghost007, 01 November 2010 - 10:41 PM.
#18
Posted 01 November 2010 - 10:43 PM
#19
Posted 02 November 2010 - 05:00 AM
backslide doesnt need any more delay than it already suffers, just needs to be enabled.
#20
Posted 02 November 2010 - 05:46 AM
Flying Kick position bug and if you use it on Barricades, it is kinda hard to target w/o targeting Barricades itself...
#21
Posted 02 November 2010 - 06:48 AM
On the flip side, those big guilds could no longer send 1-man SinX armies getting them 4+ castles within the last 5 minutes of WoE.I agree. The Emp change benefits no one but larger guilds.
Initially, I'd say change how Manhole works, but given Heim's criteria, disable Manhole for now since perpetually locking any player is never good. The difference with Manhole and other trap effects is it prevents the target from being damaged, using skills, and using items. So the only way out is to alt+f4 your client as Doddler joked about in another thread (like if you caught a guild leader inside the emp room, and the 3rd barricades are put, making the leader isolated. He can be trapped there for the rest of WoE).This topic isn't about how to change an effect of a skill, but more about should a skill work or not
DISABLE MANHOLE FROM NON-WOE MAPS! Also with Deep Sleep Lullaby. Both can be used Nidhoggur/Valfreyja/Valkyrie/Luina/Britoniah/Baldur maps (not castles, but maps!)
#22
Posted 02 November 2010 - 07:14 AM
Guardian stone HP and guardian damage could probably stand to be increased somewhat, barricade HP I think is probably still okay. It'll be difficult to tell before players actually get to high level.
#23
Posted 02 November 2010 - 07:16 AM
-No idea why thief classes need backslide in siege, at all.
-Deadly infect needs to be disabled until the exploit regarding it is fixed (which I do hope is soon, is a great skill)
-Shadow form is interesting, it effectively gimps the user if the enemy guild chooses to ignore the caster (equivalent to a long duration silence that drains SP that isn't curable) However against the ill-informed, it quickly becomes overpowered. I'm not sure if this is "okay" as Stormgust/frostjoke being "OP" until people got unfrozens/knew how to fight against it and it is simply a learning curve, or if it is a skill that needs addressing directly.
-Allow the player to self-cancel invisibility so it isn't stupid.
I agree with the barricade/guardian stone/guardian buff suggestions. The guardians are completely ignorable, perhaps a base of 1~2k (based on castle defense investment) variable attack power with it doubling with every point in guardian development (2~4k, 4~8k, 8~16k)
In addition, possible buffs to guild skills (increase the AoE size of the passives from 5x5 to something useful, 11x11~17x17) and placing the skills on different timers will be loved as always.
Edited by Kokotewa, 02 November 2010 - 07:27 AM.
#24
Posted 02 November 2010 - 07:25 AM
1) The emp's max hp should scale to the fort's defense level. The current hp of the emp should probably be around that of a 100 defense fort.
2) Now that it's much harder to break a fort, forts should lose more econ when they break. This can probably scale to their current lvl too ie: a 100 econ fort should lose 20-25 econ when it breaks and a 10 econ fort should lose 5.
#25
Posted 02 November 2010 - 07:35 AM
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