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Message ID: 22898
Date: Tue Jan 9 19:07:37 GMT 2001
Author: Matt DeBarger
Subject: Re: [eqbards] Patch in general(was Changes to Root/Snare)
----- Original Message -----
From: "Cook Miller-ETOP03" <etop03@...>
To: <eqbards@egroups.com>
Sent: Tuesday, January 09, 2001 1:06 PM
Subject: [eqbards] Patch in general(was Changes to Root/Snare)
> This is the whole patch and some general discussion from Alan and Brad. I
> like the idea of more xp bonus for grouping and certain underused
dungeons.
> I agree we will see how exactly "Working as intended" is defined this
time.
>
> Snip from Alan:
> We've got a lot of changes planned for the next patch. Changes for
hybrids,
> a change to the way that movement spells work (specifically Root), and a
bug
> fix for Lure spells (among many other things). First and foremost I want
to
> explain the fix to Lures. Right now (before the patch), creatures that
> should not get a save versus Lure spells are getting saves based on their
> levels. This has been broken for a while. We fixed it on test before
> Christmas, but this is the first patch since then, and the fix should go
> live with the patch. Basically, Lures will become less resisted after the
> patch.
>
> The changes to hybrid disciplines and powers are as follows. Hopefully
these
> will be the last.
>
> 1) Resistant Discipline will last five minutes instead of one minute.
>
> 2) Holyforge Discipline will lasts five minutes instead of two minutes.
>
> 3) Sanctification Discipline will last fifteen seconds instead of ten
> seconds
>
> 4) Lay on Hands will have increased healing for each level after forty of
> the paladin. After forty it will do approximately twenty points per level
> more (for levels 41-60).
>
> 5) Normal Harm Touches will save as all or nothing. There will be no
partial
> resists.
>
> 6) Harm Touch will increase ten points per level for levels one through
> forty. From levels forty-one to sixty it will increase thirty points per
> level instead of twenty
>
> 7) The Harm Touch discipline will increase Harm Touch damage by fifty
> percent instead of twenty-five percent
>
> 8) Weaponshield discipline will last twenty seconds instead of fifteen
>
> 9) Leechcurse discipline will last twenty seconds instead of fifteen
>
> 10) Deftdance will have its duration increased from ten to fifteen seconds
> 11) Puretone will have duration increased from two to four minutes
>
> 12) Hybrids will no longer reset weapon timers after casting a spell
> (further explanation below)
>
> 13) Trueshot discipline damage calculations will be changed (further
> explanation below)
> We will also be giving Hybrids a new spell at level fifty.
>
> Now for the further explanation:
>
> Trueshot damage was messed up. Basically it was giving low damage bows too
> much damage and high damage bows too little damage. We are making the
damage
> more in line with the base damage of the bow. This will reduce the damage
of
> the discipline for some and increase it for others, depending on the type
of
> bow you were using.
>
> As for the timer/casting thing... As it is now, casting a spell while
using
> a
> weapon will cause your weapon swings to be delayed by the casting time of
> the spell. So, making up numbers here, lets assume you would swing your
> weapon every ten seconds. If you were to cast a five second casting time
> spell directly after a weapon swing, then your next swing would occur
> fifteen seconds after the last one (adding the five seconds for the
spell).
> For hybrids, this will no longer happen. So if your weapon takes ten
seconds
> to swing, spell casting will no longer increase that swing time.
>
> Movement Rate Changes:
>
> We have made some changes to the way movement enhancement/reduction works.
> Essentially, Root and Snare are now completely different spells. This
means
> that Root will suppress snare, but it will not overwrite it. That's the
> primary change. But there is also a side effect to this change.
>
> Bard songs will no longer break root. Root will also suppress songs that
> enhance movement.
>
> We are aware that this will be seen as a 'nerf'. However, I'm pretty sure
> that most of you understood that bard songs were never intended to break
> root, and this is, in fact, essentially a bug fix.
>
> Alan
>
> end snip
> and snip from Brad:
>
> Hi all,
> Well, we've been giving all of this (the downtime issue) a lot of thought
> (as have you all). I've been thinking about the issues in two separate
> contexts: 1. What could be done with EQ to make it better in this area?
and
> 2. What could be done in the future to make MMOGs but probably not to EQ.
>
> So, focusing on #1 for the time being, here are a few things we might try
> short term:
>
> 1. The post that probably disturbed me most (actually, I didn't respond to
> it because I wanted to give it more thought) was the one that claimed many
> classes could advance more efficiently soloing than in a group, but that
> soloing inherently involves more boring downtime, so therefore we
encourage
> boring downtime for those who want to play efficiently with that subset of
> classes.
>
> Now, EQ has always been a game focused on grouping, with a subset of
classes
> that could solo if the player chose, but soloing was supposed to be slower
> and probably less exciting. No, we don't 'hate' the solo player or some
> such, but we think it might be impossible to make a great grouping and
great
> soloing game (oh no, I probably just started a new gigantic thread with
that
> one -- if so, please start it somewhere else so we don't get too confused,
> thanks). So, we designed most of the game in terms of balance and content
> around grouping. But, if we've erred and some classes can solo and gain
> experience more quickly than were they to group and these players feel
> therefore compelled to solo when they might be happier grouping, then
we've
> goofed up.
>
> To this end, we are seriously considering significantly increasing the
> grouping experience bonus, where the more people in your group, the bigger
> the exp. bonus you get.
>
> 2. Risk vs. reward, especially in dungeons. One of the very easy ways we
> could 'revamp' underused zones would be to increase the experience you get
> across the board in that zone (in case some of you didn't know, there's
> simply an experience modifier field in each zone header). What does this
> have to do with downtime? Well, it indirectly helps out, because one would
> advance more quickly in these dungeons, and one could also recover
> experience loss due to death more quickly in these zones. For example,
would
> low to mid level players head to Najena were that zone to give out
> significantly more exp.? (Yes, that's a question to all of you)
>
> 3. Lastly, we may consider more teleport spots, perhaps with soul bound
> keys. Maybe. My inclination is no, but we're going to seriously debate it
> today.
>
> Oh, and on a semi-related note, many of you have concerns over our
> announcement of our plans to revamp old world zones using techniques
similar
> to Kunark and Velious. Though Absor alluded to this, I wanted to be very
> clear: this does not mean necessarily increasing the difficulty. Our
attempt
> in general will be to keep the style and difficulty levels of the old
world
> zones pretty much the same. We realize that old world zones, Kunark zones,
> and Velious zones are different also in difficulty and types of groups
> required to adventure in them. I think this is a good thing -- players
with
> different play styles, time available, etc. can focus on different areas
of
> the world.
>
> What we want to do with many of the old world zones is as follows:
>
> Adjust the experience gained (as mentioned above).
> Randomize existing loot (to hopefully help camping issues)
> Completely re-do pathing from scratch on some of the bad ones (Mistmoore
> comes to mind). We know more about pathing now, and MAYBE we can make some
> of these tricky dungeons better -- but no promises (we can't change the
> geometry, after all).
> Add some cool quests.
> Anyway, these are our thoughts going forward, but nothing is set in stone
> yet, so we'd love your feedback as well.
>
> Thanks,
>
> - Brad
>
> End 2nd snip
>
> Interesting huh? I got these through an email from a friend so I am not
> sure where they came from. Hope this sparks some discussion.
>
> Piemur Draggonsinger
>
> -----Original Message-----
> From: Windleaf Mistsong [mailto:windleaf@...]
> Sent: Tuesday, January 09, 2001 12:19 PM
> To: eqbards@egroups.com; 'eqbards@egroups.com'
> Subject: Re: [eqbards] Changes to Root/Snare
>
>
> At 07:31 AM 1/9/01 -0600, Mott, Mike J. wrote:
> >Alan posted:
> >--------------------------------------
> >We have made some changes to the way movement enhancement/reduction
works.
> >Essentially, Root and Snare are now completely different spells. This
means
> >that Root will suppress snare, but it will not overwrite it. That's the
> >primary change. But there is also a side effect to this change.
> >Bard songs will no longer break root. Root will also suppress songs that
> >enhance movement.
> >We are aware that this will be seen as a 'nerf'. However, I'm pretty sure
> >that most of you understood that bard songs were never intended to break
> >root, and this is, in fact, essentially a bug fix.
> >-----------------------------------------
> >
> >It is pretty bad when I read something like this and think "Great, now
our
> >chaining songs are going to be messed up because they forgot to test it
on
> >bards".
> >
> >One thing this does demonstrate is that "movement" type spell effects can
> be
> >segregated...so why can they move bard song into a class of its own?
> >
> >Also, I really dont consider this a nerf since Verant has been saying for
2
> >years that bard songs should NOT break root.
> >
> >Lago
>
> I would agree that it would be nice if Selo's Consonant Chain wouldn't
> overwrite Snare as well. While it has a "snare" component, it does have a
> much shorter duration. I would think the complication is that if Snare
took
> precedence over Consonant Chain, then I would think that Snare would also
> suppress the ATK SPD debuff of Chain as well.
>
> I do agree that I doubt they've thoroughly tested it. It will be a
pleasant
> surprise to see this working "as intended". We'll have to double check the
> health levels that mobs stop fleeing at as well with Chains.
>
> ---Windleaf
>
>
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