Now, if you're wondering why every NPC calls you handsome or sir, and generally flatters your manliness. (Despite your gender as a Freya, amazon or voluptuous fairy.)
If you wonder why so many quests rewards, favour giving you swords, or why wizards are so damn good at wiazardly things.
Or why monster levels are a bit misleading and more powerful then main characters levels.
Then wonder no further.
The answer to these questions come from the games beginning as the offline single player version.
In which the main character is the swordsman. Hence the dialogue and quest rewards that favour the gender and gear used by that class.
Now in the single player version, there is a Party system that allows you to recruit the archer, the ogre, the dwarf, the knight, and the mage as followers. Of up to five at any given time.
Hence the levels. An Enemy's level is designed for a group. Not an individual.
Of the classes available. the mage is by far the hardest and subtlest to acquire. (If you haven't bothered to look it up through a Google search or the equally popular YouTube.)
The mage was designed for later levels and as a supporting character.(and under certain circumstances wasn't able to be recruited at all.) The high attack for this party based spellslinger was balanced out by sparsely located gear. Many of it craftable and dropped by monsters... And by the general ignorance of placing attributes poorly (-coughs-... My mage had a lot of ARM and DEX when I was first playing it in the offline version)
When the MMO came out later. All of the above was simply carried over.
In effect the classes were designed to accompany one another. The tank, the sub tank, the ranged support, the melee DPS, and the supporter/healer with the cooldown timer.
The imbalance of the mage comes from the fact that it was designed to do multiple things all at once for the party as a whole. ( Crowd control and healing were its main functions.)
While it hit high.. You were mainly going to use its heal, armor, and slow spells to back up the main character. And throw a few attack spells hither and thither to weaken beasties. (Under the system you could tackle bigger monsters, than you could on the MMO as a single player. so spells had to be strong in order to be effective in supporting the group)
(Note that there are no skills in the OFFLINE version)
While many complain about it... It helps to know why.
Why things are the way they are. a look at inbalances and quest rewards
Moderator: Game Administrators
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Why things are the way they are. a look at inbalances and quest rewards
It's the developers role to make changes that encourage gameplay in all of its aspects.
It's the players role to enhance gameplay and make it enjoyable for others.
Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
It's the players role to enhance gameplay and make it enjoyable for others.
Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
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- Posts: 44
- Joined: Sun Aug 14, 2016 11:23 am
Re: Why things are the way they are. a look at inbalances and quest rewards
The classes themselves are balanced, in that each is designed for a certain role and each fulfills that role admirably well. The imbalance comes when you take those roles out of the group mechanic and pin them against each other.
While a mage is a power house. It is flawed. The mana governs the max damage we can do before we hit zero.and we are at its mercy until much later in game.
A grinding mage is a vulnerable one; and its when we are grinding that we get most of our would be attackers. We take hits and we take the most damage from them and it isn't until level 200-300 that we can safely invest in a lot of arm without ruining our effective damage potential.
On the other hand the combat classes can do what we cannot. And that is to go toe to toe with hordes of spawned enemies for prolonged periods of time.
The advantage for a mage is that we can invest all our levels into a single attribute. While occasionally dipping into a second. After 99 levels (198 attribute points) invested into arm to gain the max amount of health available.. We can continue on to mana.
Other classes don't have that luxury.
A fix to the PvP mechanic would be to add an attribute point every other level (third level, or quarter level) to non-mana casting classes allowing them to prioritize. I reccomend this be done to only a select few accounts run by GMs to test the balance in the mechanics)
These floating attribute points... Could be PvP only if desired.
Add a passive skill that does pretty much the same thing. Though it would be static. and apply to either strength or dex. (No health boost from strength)
Another is to define spells parameters and formulas across multiple attributes.
Magic combat is governed by
Might/strength (governs yellow&green flow damage as well as default attack)
ARM. (No change
Intelligence/mana (mana regeneration and max pool)
DEX. (No change)
The problem with the latter is that it would require some retooling and an overhaul in mage gear. (A mage under this change would take far more hits nd gear would need new stats to accommodate the changes{possibly dexterity bonuses})..simple answers are often accompanied by complex problems...devil in the details.
While a mage is a power house. It is flawed. The mana governs the max damage we can do before we hit zero.and we are at its mercy until much later in game.
A grinding mage is a vulnerable one; and its when we are grinding that we get most of our would be attackers. We take hits and we take the most damage from them and it isn't until level 200-300 that we can safely invest in a lot of arm without ruining our effective damage potential.
On the other hand the combat classes can do what we cannot. And that is to go toe to toe with hordes of spawned enemies for prolonged periods of time.
The advantage for a mage is that we can invest all our levels into a single attribute. While occasionally dipping into a second. After 99 levels (198 attribute points) invested into arm to gain the max amount of health available.. We can continue on to mana.
Other classes don't have that luxury.
A fix to the PvP mechanic would be to add an attribute point every other level (third level, or quarter level) to non-mana casting classes allowing them to prioritize. I reccomend this be done to only a select few accounts run by GMs to test the balance in the mechanics)
These floating attribute points... Could be PvP only if desired.
Add a passive skill that does pretty much the same thing. Though it would be static. and apply to either strength or dex. (No health boost from strength)
Another is to define spells parameters and formulas across multiple attributes.
Magic combat is governed by
Might/strength (governs yellow&green flow damage as well as default attack)
ARM. (No change
Intelligence/mana (mana regeneration and max pool)
DEX. (No change)
The problem with the latter is that it would require some retooling and an overhaul in mage gear. (A mage under this change would take far more hits nd gear would need new stats to accommodate the changes{possibly dexterity bonuses})..simple answers are often accompanied by complex problems...devil in the details.
It's the developers role to make changes that encourage gameplay in all of its aspects.
It's the players role to enhance gameplay and make it enjoyable for others.
Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
It's the players role to enhance gameplay and make it enjoyable for others.
Dejahlia(111) Faerie.
DejahIia (4) Freya (Valkyrie)
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- Posts: 91
- Joined: Tue Nov 19, 2013 1:00 am
- Location: Ancient Athens GREECE
Re: Why things are the way they are. a look at inbalances and quest rewards
The game still processes MAJOR character class imbalances. One being "Melee". We continue to be sitting ducks. And subject to continued lower level Mage and Archer harassment. Continually freezing us, or when we are grinding and our health bar reaches Yellow and Red, we are attacked out of nowhere. This seems to happen to me quite often unfortunately. And for someone that continually helps low level players by giving them gear.
I've complained about the MAJOR melee imbalance several times to the Game Creator. He hasn't addressed the issue, but instead made matters worst. In order to rectify this well known issue, Melee Characters require Min 50% more HP than what they have right now. At least that would give us a fighting chance. Because regardless what anybody says in defense of the Ranged Attackers, Melee are "GREATLY UNDER-POWERED SITTING DUCKS".
Mages know this, Archers know this. Mages know they can attack Melee as much as possible, then run off. Same goes for the Archer. I've had an Archer level 200 freeze me (Level 270 Swordsman), then continually attacked me, I ran out of the Un-Freeze Potions at that time. He kept on chasing me around, and freezing me None Stop. I had no choice but to run into another map, then log off. By then my health meter was RED.
For the love of the game, I "COULD NOT" make contact with this Archer, no matter how hard I tried. Couldn't get not even 1 hit in at all. He just kept moving around, and attacking me. Very Irritating, especially when I was minding my own business.
I know many melee members and they are as fed up as I am with this imbalance. Several of them had to create a new mage or archer account just to get away from the melee. I too created another account. Archer account. Though I prefer my Swordsman, I just want to be left alone grinding and minding my own business.
No I am not in a clan, nor due I plan on joining one.
I've complained about the MAJOR melee imbalance several times to the Game Creator. He hasn't addressed the issue, but instead made matters worst. In order to rectify this well known issue, Melee Characters require Min 50% more HP than what they have right now. At least that would give us a fighting chance. Because regardless what anybody says in defense of the Ranged Attackers, Melee are "GREATLY UNDER-POWERED SITTING DUCKS".
Mages know this, Archers know this. Mages know they can attack Melee as much as possible, then run off. Same goes for the Archer. I've had an Archer level 200 freeze me (Level 270 Swordsman), then continually attacked me, I ran out of the Un-Freeze Potions at that time. He kept on chasing me around, and freezing me None Stop. I had no choice but to run into another map, then log off. By then my health meter was RED.
For the love of the game, I "COULD NOT" make contact with this Archer, no matter how hard I tried. Couldn't get not even 1 hit in at all. He just kept moving around, and attacking me. Very Irritating, especially when I was minding my own business.
I know many melee members and they are as fed up as I am with this imbalance. Several of them had to create a new mage or archer account just to get away from the melee. I too created another account. Archer account. Though I prefer my Swordsman, I just want to be left alone grinding and minding my own business.
No I am not in a clan, nor due I plan on joining one.
TIME LORD
Currently In Ancient Greece, Athens.
Currently In Ancient Greece, Athens.