Ragnarok Online 2 Sv.Thai - Cat'O Ninetail By ๐Kaowphan๐
Edited by MilkyLove, 01 March 2015 - 03:59 AM.
Posted 02 March 2015 - 09:50 AM
Well, did you notice that the priest has 69k HP, whereas the monk has 67k with Bless, VIP and other buffs?
And yes, Priests heals are too powerful. I even saw a 50k HoT the other day. But Cure. heal pets and purple pots are no difference. I repeated it countless of times that this amount of heal makes any hope for a good raid content a farce. But a few players still like to underline the necessity for heals (f.e. for solo-grinding). So it's a chicken-and-egg situation. The precense of powerful heals forces developers to introduce deadlier bosses, which then leads to a cry for more & better heals, also making those classes with heals more powerful.
So let's assume players couldn't heal themself at all during combat. Then, the devs would have to lower the damage of monsters or bosses to match with the hitpoints of a player and the time spent to defeat that opponent. Still very challenging! It would even make damage reduction skills, damage prevention, positioning/dodging as well as switching the main-tank role etc. a real strategic aspect.
Introduce rare, limited or weak heals and you preserve all the strategic aspects, while being more forgiving about randomized results (f.e. successive critical hits). The bosses can be made deadlier without being non-stop life-threatening.
All in all, the effectiveness of heals is a conceptual issue, not a balancing one... The game would work - and did - with much lower healing capabilities.
Edited by Greven79, 02 March 2015 - 10:09 AM.
Posted 02 March 2015 - 10:25 AM
Well, did you notice that the priest has 69k HP, whereas the monk has 67k with Bless, VIP and other buffs?
And yes, Priests heals are too powerful. I even saw a 50k HoT the other day. But Cure. heal pets and purple pots are no difference. I repeated it countless of times that this amount of heal makes any hope for a good raid content a farce. But a few players still like to underline the necessity for heals (f.e. for solo-grinding). So it's a chicken-and-egg situation. The precense of powerful heals forces developers to introduce deadlier bosses, which then leads to a cry for more & better heals, also making those classes with heals more powerful.
So let's assume players couldn't heal themself at all during combat. Then, the devs would have to lower the damage of monsters or bosses to match with the hitpoints of a player and the time spent to defeat that opponent. Still very challenging! It would even make damage reduction skills, damage prevention, positioning/dodging as well as switching the main-tank role etc. a real strategic aspect.
Introduce rare, limited or weak heals and you preserve all the strategic aspects, while being more forgiving about randomized results (f.e. successive critical hits). The bosses can be made deadlier without being non-stop life-threatening.
All in all, the effectiveness of heals is a conceptual issue, not a balancing one... The game would work - and did - with much lower healing capabilities.
Ever heard of scripted mechanics? Think Baphomet and Ratmaster with great deal of choreograph. Google Titan Extreme or Ramuh Extreme.
Posted 02 March 2015 - 04:51 PM
doubt that priest has a chance without the elixir buffs, specifically the one that add 15% def rate
so question is it worth to spam elixir for boss farming with still a risk of dying? u tell me..
..and most likely he's using graham pots too. Killing it solo is gonna be just for fun. I'm guessing that a BM/Knight/Monk with the right gears/buff pots plus Explorer Pots would also do the trick.
Posted 05 March 2015 - 01:34 AM
Maybe he/she just wanna show you that shield boomerang cant defeat that op priest.Why did you underlined the 55k when upper there is an 84k?
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