Random Discussion About Chris' Daily Blog

Discussion in 'Developer Depot' started by Chris, Apr 5, 2017.

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  1. Vallo Frostbane

    Vallo Frostbane Avatar

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    You can still do that, but you are not as effective anymore. Flexibility now has a cost, and I think that is a good decision long term. Even though I would agree that PVE wise some schools are disadvantaged. Maybe new map reworks could cope for that. Also the spawns of CPs could always be altered I guess.
     
  2. Cryodacry

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    I guess there is anouther work around for this ... spend 24 COTO's and you'll always have those skills on 90 % return...
     
  3. Daxxe Diggler

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    But the whole point of this combat system is flexibility and having the option to change your tactics just by changing your deck and gear on the fly.

    I'm all for options to be better at something if you specialize in it, but if that comes at a cost of no longer being flexible to the opposite school, then I don't like it.

    And I don't think the solution is even to have to untrain a skill to remove the negatives it brings... just make it a toggle to turn on whichever one you want to use for whatever situation. You will still get the negative opposite while it's active, but if they are all toggles then you can change it up on the fly.

    We work too hard for our XP and I don't want to constantly give it up to switch my play style. Besides, untraining is not instant and the more XP you have invested, the longer it will take to get it back before you can put it into other skills.
     
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  4. Cora Cuz'avich

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    Is it? I suspect we're not ever going to agree; we seem to have different ideas about what "classless system" means. (I've edited this like, five times to try and not sound like I'm being a jerk; so hopefully this disclaimer helps.)
     
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  5. Diab Blackbow

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    "Parry/Deflect/Dodge/Glancing Blow are all having their cast time changed to 0.1 seconds. For their first 2 seconds they will give roughly 4x effect. Cooldowns have been extended to roughly 30 seconds. Goal with this change is to make it so you can use these as a response to an incoming attack."

    I hope they add a lot more tells in the game. I am trying to figure out how I would use this with Dodge to avoid a Fire Ball from a Mage. That cool down of 30 seconds means I can only have the high chance on one Fire Ball if I knew he was casting it.
     
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  6. Nikko

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    I absolutely despise the fact that you can buy anything in any RPG with real world money. It has ruined so many things IMO. I think this might be a bit off-topic, but I really wish it never became a thing. People should play a game, make "gold pieces" in the game, and buy things with those in-game-currencies. I remember when RMT didn't exist, and the games were simply better for it.

    To stay on topic a bit more, I am excited for the magic-school changes. I just wish I understood them a bit more. I want to "master" the Life school and have great resistances in Death. It sounds like that is certainly possible in the new system as it is proposed, but I fear that if I DID master Life tree as much as possible, I would not see as great of returns on Death Shield when used. Is this a safe assumption? Death Shield would simply not be as viable for me, right?
     
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  7. Cora Cuz'avich

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    Yes, I think. You would lose some Death attunement. You could make up some or all of that with Death gear, but I would suspect if you were trying to maximize your Lifeiness (yes, I said that) you are more likely to want Life attunement gear.
     
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  8. Lifedragn

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    Why aren't resistances modified by armor? Cloth having highest magic resist and plate having least? Opposite of physical, really.

    Also, would douse need a boost? Part of being a water mage is countering fire mages, not being weak to them.
     
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  9. belijaal

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    Your plans will work out perfectly. Death Shield's strength depends on the skill level only, attunement doesn't matter.

    The problems start when you are trying to be a death mage and specialise in it. Your Life attunement is going to suffer and you'll have trouble doing bosses. Great times ahead for melee and ranged avatars since they won't have to make painful choices. For mages, not so much.
     
  10. Nikko

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    Yeah... I guess that is true if you're sure that attunement never had an impact on the life we're getting back from death shield being activated. Are you sure this was the case? I thought attunement had a very direct impact on the potency of ALL spells in a given tree.

    Mages do seem to be the only ones that have the really huge choices coming. I wear full plate, so I really don't want to have a lot of skill points (XP) in Death, Air, or Fire trees.

    One question: If I "Master" the Life tree, and really go nuts with it, and then I un-train a bunch of my Death tree skills (taking my Death Attunement way down to like 40), is my lack of attunement there lessening my resistance to Death at all? Can having high attunement in Death tree, AND Mastering Life tree give me even more resist to Death spells, or is it really completely all about choosing one or the other?
     
  11. Lifedragn

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    Having to choose one or the other really feels like a loss of customization. What if your schtick IS being a master of life and death? What if I wanted fire and water and called myself a Steam Mage.
     
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  12. Cora Cuz'avich

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    Resistance used in calculations will be either the higher of your resistance or half your attunement. So no.
     
  13. Curt

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    My opinion about heavy armour.
    • Fire should make it hot giving some drawback
    • Ice should make it cold
    • Electric could magnetize it
    So Block is not affected by this change?

    Currently i have so in slot 1: dodge and block appear
    if what shows is a buff i currently have i discard it else i use it.

    Will block remain unchanged or will it be like Parry/Deflect/Dodge/Glancing Blow?

    Best defence vs Fire should be Water and second best defence should be Fire
    Best defence vs Lightning should be Earth (grounded) and second best should be lighting


    Skills that reduce things in opposing schools will reduce flexibility not that it need to be a bad idea.
    However i think such skills should be untrainable to 0 in case a person in the future drastic changes their goal
     
  14. Antrax Artek

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    Agree, @Chris should introduce something like: for every level in death shield you would have a penalty in life attunement (When you use it, something like chaotic feedback and tap soul).

    Taking in account that life resist would be really unuseful for necromancers and life tree hasn't a shield, we need something to avoid exploits like life players with death shield.
     
    Last edited: Jan 12, 2018
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  15. belijaal

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    Yes, i am sure and death attunement should have an effect on the strength of Death Shield but that's not the case right now. Simply add some attunement by equipping a lich ring, warlock's chain or a simple attunement ring. The death transfer percentage won't change.

    The whole point of this new "System" or whatever you want to call that mess is that you don't have to train a whole magic tree to gain resistances. So you'll be fine getting the requirements for death shield, level that to 100 or 120, unlearn the rest of the death tree and get all the resistances you need from life mastery.
     
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  16. Diab Blackbow

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    I have similar questions since I play a Archer with high life attunement. Since Ranged AOE sucks, my off spec is Death Magic.
     
  17. mystarr

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    @Chris A a few question for you about combat math changes.

    Since the combat math is changing will the crit chance on physical weapons be changed so that is is additive?
    • I think that crit chance on physical weapons is currently multiplicative (not additive) to base crit chance
    • I think this was done to keep crit chance from getting too high based on the old combat math.
    • I think magic crit chance on gear is currently additive (much more impactful)
    • It would be nice if crit chance on gear worked the same way for physical and magic gear
    • With the changes to combat math it would seem that it would be okay to make it additive (more useful and more intuitive) in both cases
    Since the combat math is changing do we still need restrictions on stacking "glancing blow" buffs?
    • Evasion, Shield of Ice, Fortify Defense, Glancing Blow all give a buff to "glancing blow" chance
    • Under the old combat math these were limited to only 2 active at a time in order to avoid the "glancing blow" chance becoming too high
    • Do we still need this restriction with the new combat math system?
     
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  18. Nikko

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    Yeah, I would guess that your Life tree could get significantly better with the new system with the Mastery stuff, but you could end up losing some Death potency. This is all IF you choose to do the Life Mastery stuff, though. You can simply keep things as they are, and you won't change much, right? It seems if no one delved into the "Mastery" thing at all, no one would notice a bit of change. I could be wrong.
     
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  19. Cryodacry

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    just no ... nope ... Melee is strong enough and this is coming from a melee. yes the math sucks and is very complicated. Either way that change to crit would be terribly unbalanced and pole arm would get WAY too much benefit. @Sara Dreygon would be rocking something close to a 60% crit from the front and 100% crit from the rear.

    If anything I would support supple leather getting it's values tripled ..... There is a lot of defense being given up to use supple leather. other than that ... status quo is good enough.
     
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  20. belijaal

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    Sadly this is not true. Just skipping the mastery skills completely means you're trying to hit generally more resistant targets with spells that aren't stronger. So a mage will notice a difference in pvp.
     
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