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Re: Concrete suggestions to balance classes etc.
Posted: Sun Jul 26, 2015 11:29 pm
by Gesus
COME ONE GUYS EVERYONE WANTED IT. NOW ITS HERE. DONT LET THE PAST FEW DAYS BE FOR NOTHING.
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 2:33 pm
by Gesus
Bumping topic to top of page
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 3:55 pm
by HAMMER
Here's an idea out of left field, you all will probly hate this but here it goes, how about if mage spells worked as skills instead of spamable spells, it could also reduce lag in game
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 4:31 pm
by Tnickel
Thats not actual a bad ideal, increase the damage amount which is of course base off base mana say like Green flow 50+base mana x 10 or yellow follow 50+base x 6 or whatever. Also our mana would have to be our damage not str then we'd have to put points in dex to hit.
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 5:12 pm
by blitzcraig
that's really interesting, hammer... as example using current formula, it could be green flow = 500 + natural_mana x 25 with mana cost of 50, and recharge time of 2 seconds (you all know I think formula needs changed, but this is a simple example of 1 way it could work using current numbers, figuring 5 casts per second )
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 6:25 pm
by Tnickel
Or maybe do a % of mana and not a cost like 5% of total mana per cast exsample 1000 mana cost 50 per cast were 100 mana cost 5. Maybe even change mana regen to like HP regen.
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 6:56 pm
by HAMMER
Let's say arch has a arrow count sorta like mana, increases with lvl and either regenerates or u have to purchase a quiver from shop,
Idk spitball, like it or hate it there it is
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 7:06 pm
by Tnickel
HAMMER wrote:Let's say arch has a arrow count sorta like mana, increases with lvl and either regenerates or u have to purchase a quiver from shop,
Idk spitball, like it or hate it there it is
Or maybe have different arrow types like iron,steel,stone,carbon, and mithril tip arrows can be bought in shop and/or crafted each gives a + damage exsample stone +5 iron + 15, steel +30, carbon +60 and mithril +120 and make certain lvl requirements like stone lvl 0 iron lvl 30 steel lvl 60 carbon lvl 100 mithril lvl 200
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 7:17 pm
by blitzcraig
yes! you and I had talked about that before and i loved then too. different types of arrows (range + damage bonus at least, maybe effects eventually) and archer would equip them in shield slot.. each quiver gives a certain # of arrows (maybe more development than balance I guess, but still great

)
Re: Concrete suggestions to balance classes etc.
Posted: Mon Jul 27, 2015 7:56 pm
by Tnickel
Probably true but will help archer do just a little extra damage to make up for lower armor. If we think about this coding is already in game with clans, (stone and fire missile) which have 30 shots so how hard would it be to convert to a player.. Some graphics coding. I think count should be at least 200 thou as 30 or lower at .6 sec a shot would only last roughly 18 sec at 200 gives them 2min of firing so maybe higher.. Also set all skills on individual timer and mage skills set on 2-5sec per cast Yellow Flow 50+base x 10-15, Green 5+base x 25-30, heal same as green, slow would be flat 100 mana per cast, arm 50+base x 1 limit 1 nonstackable last 15-30 sec the mana regens like HP and costs 2 - 5% total mana (not what but extactly the total ovverall