gruenesschaf wrote: ↑Wed 24 Jul 2019 12:53 AM
MacPrior wrote: I can't agree with this statement at all. DAoC is about 20 years old. Each Realm, Class, Ability was created under very careful attention to total balance of a competent team.
Each intervention in this mechanics can be dangerous for whole game.
From another side. Its not a new game. As I roll any Class, I know very good what the class can and plan the char development, macros, key binds, equipment, RAs etc. according to this knowledge. Nerfed class break the total chain.
Exactly that's why lot of people leave DAOC under Broad Sword banner, because developers changing classes as much. Planed way of character, interest on them gone lost.
The problem with that is that daoc, like every mmo ever, is a moving target. While the game and even some mechanics are 20 years old, many other things are not. Sure you can just arbitrarily say everything after 1.87 is no longer daoc, however, playing literally any patch level ever for a prolonged amount of time will easily highlight all that is wrong with it, even if it wasn't really noticed that much on live as it just kept moving on maybe even fixing those issues later on and/or introducing new ones.
Each change represents something that someone found worth changing, meaning "they" weren't happy with whatever was the status quo. By your logic of saying a competent team that does changes under careful consideration of everything it means that every change "they" did is by definition good, however, that conflicts because every change means something they did previously was not good or something was overlooked?
That's even without taking new things into account like ToA stats or even new classes, good thing that nothing was ever completely broken on live when it was introduced, like all of the new classes were just perfect on day one, just like everything was perfectly balanced when added. Also good thing that 25% toa stats weren't a thing or the croco morph was always a sobekite and not at any point a tiny crocodile.
I really could not disagree more with the basic premise, however, even if you assume that everything live did was perfect in every way, what you have here is different situation from those under which those RAs were made: there are no RR5s, there are no ToA stats, there are lots of other abilities just not present or even entire classes but also the hp of players and ofc. player attitude / behavior as well as experience. All of those things more than justify changes to the realm abilities.
Gruen,
What you wrote there has nothing to do with the fact that i logged in to a tower and tested line of sight and this proposed change number one is a huge nerf of the ability. Change number one is a huge nerf of the ability of say twf or maelstrom or whatever. Nerf number two is a huge nerf of the solo player's ability to counter and to fight the huge zergs who want to rush stupidly in without sending in a scout.
If you send in one scout to check a tower before you rush stupidly in, then you can stop all the dying to one person by zergs. Send in one tank with a couple healers downstairs, if there is a twf user in the tower, he throws twf and the tank runs out and people wait 30 seconds and rush up. If there are two twf users, same thing. A little common sense.
Any kind of warfare is based on deception, and being predictable gets you killed.
The only TWF situation i ever saw which was really hard to deal with was like falling down and harder using 4 reavers. Neither of your changes will prevent 4 reavers from still decimating a large group in a tower.
I checked los in towers and, as i wrote previously, it was 1 floor up and 2 floors down and now it will be the floor you drop twf on. That is a nerf. Maybe a needed one, but it is a nerf. If now dmg stops when you die, that is a nerf, maybe a needed one, i cannot fathom why it is needed, but it is still and yet, another nerf.
Suppose you do these changes to all these classes? What will you do to compensate the players for the time invested in these classes?
That animist nerf, was EXTREME. I was one of those calling for mechanics changes in where animists were placing their shrooms but I don't hate the other players and i don't want their class to be gutted. I don't want to win because their class was nerfed to oblivion. After the animist nerf did you offer a free respec? After these huge changes would you offer a free ra respec?
Why is paladin buffed on this server with lots of cool stuff, extra dmg, etc? Why is friar buffed on this server with all these custom abilities?
And then why is animist nerfed to oblivion?
People have memories. People can see what is going on. I for one do not believe the devs are bad here, I think you guys work really hard and try and make decisions based on what you think is best. BUT, you can be wrong. And would request that if you do make sweeping changes you do three things:
1. Try and maintain the original framework of the game.
2. Allow the players effected by these changes to adapt to them easier by offereing free respecs.
3. Do not gut any classes, and if this does happen, fix it. IE, and still, animist needs range adjusted up for their shrooms from 300.