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Poison Cloud
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Thread: Poison Cloud

  1. #1
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    Poison Cloud

    I do not think that any one skill should be so powerful that a player can wipe out full parties (of similar level) in a round or two and I think Poison Cloud is just that. If you remember, I believed Critical Shot for Scouts was too strong of a skill and I hope for this reset of game you considered that and changed some of the numbers.

    Because Poison Cloud appears to be virtually impossible to overcome, it would be nice to see some changes. Perhaps the cloud only has a chance of hitting enemies, similar to Rain of Arrows for scouts. Some of the party gets hit with it, others would not. Or perhaps like certain monsters are immune to Poison Cloud, perhaps a certain guild could be. Like Priests because they too use magical attacks and their use of healing or blessing could help combat what I feel is far too powerful of a skill.

  2. #2
    Otherwind's Official Spokesman Guild Masters's Avatar
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    I will review it. Please notice the note in the roadmap: http://www.otherwind.com/forum/showt...AP-for-Balance

    We need feedback like this to finish the skills balance.

    Regards

  3. #3
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    Haha. No comment on this one! If you do mess with it make it only against players not monsters please.

  4. #4
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    Quote Originally Posted by Rastlin View Post
    Haha. No comment on this one! If you do mess with it make it only against players not monsters please.
    I have always thought there should be different numbers in regards to quests vs pvp. I think you should have comment about it, Raistlin. Just doesn't seem like much fun for anyone if you can take out a whole average, non-paying party in two rounds. I am not so much concerned about the -attack the spell gives because many players who are on have ways of diffusing that. It is the extra damage it does that I feel needs to be taken down. Also, few skills hit all party members or monsters at once, there should be ways to resist, just like others can resist other skills. I think with each enhancemement, you should be able to cast the spell with chances to hit more and more of who you are up against. Maybe that means you would have to use that spell much in the same way others use their skills....more than once per fight, to get desired results.

    Alex, why do the wizard's spell continue to carry on in the fight even when the wizard dies? "Realistically" I would think it would be the other way around...that the priests spells would carry on into their afterlife because the prayer is to the gods....however, I would like to see what ever skill/spell casted is ended with the death of player.
    Last edited by Zab; March 5th, 2015 at 17:15.

  5. #5
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    My idea of punishments for attacking players much lower in level would be something like this: Example: Natural level 45s would still be able to attack Natural level 40s without punishments, but if you go beyond this to something like natural 50s attacking a party of natural level 20s, you would get a 1% (0r something) decrease for each level difference to all attributes. A 30% decrease might make it more undesirable to hit the easy target of low level parties.

  6. #6
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    My statement of no comment was basically an agreement on your post to some degree. THe extra damage from PC is not what i fell is the problem it is the attack. At least vs monsters when I hit them with Poison Cloud they just dont do damage. Even when they critical hit it is for 1 maybe 2. Then you all so have to consider that the Poison Cloud is coming from a top skilled, equipped player with max skill achievement. I would like to see skills and maybe damage from regular attacks modified, scaled down for player vs player(ambushes) combat. Players just dont have to vitality or damage potential that monsters do. We need our skills working at best vs monsters but not so much in ambushes. This will lengthen ambushes and make them more interesting.

  7. #7
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    Quote Originally Posted by Rastlin View Post
    MI would like to see skills and maybe damage from regular attacks modified, scaled down for player vs player(ambushes) combat. Players just dont have to vitality or damage potential that monsters do. We need our skills working at best vs monsters but not so much in ambushes. This will lengthen ambushes and make them more interesting.

    I agree that there are a lot of players out there that do not have the vitality. I see them in squads and I am always encouraging players to make more of it after I ambush. I think this is something that could even be resolved with the automatic allotments for some guilds beyond fighters. The devs could hand out 5 more vitality per level to most guilds, maybe something else (energy) to the fighters who make so much and maybe this may to some degree help to balance the pvp part of the game.

    Every thing you are saying is why I will still say the punishment of losing a percentage of your allotments the further you surf from your natural level is a good idea. This could also be implemented with skills... attack natural level 20s when you are a natural level 50 and lose a percentage of your skills. Let's be honest here, there are not many level 20s with vitality much more than 100 (and from what I see, loads sitting around 50) and most have an average attack score of 35-100 tops when dealing a normal attack. This idea, I think of it something like this: You are going to go attack a village to take it over. You have sent your scouts and the intell is they have an army of about 750 people. You have an army of 10,000. You're not taking them all to the battle, are you?

  8. #8
    Developer - Managing Director Alex's Avatar
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    This is an interesting discussion. I am getting note of several interesting points here and I'll discuss them with my team when we have time to make another sweep to the skills (and pvp) balance.

  9. #9
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    How about limit the number of ambushes per day or make them cost energy to initiate? I dont know just ideas in my head atm.

  10. #10
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    Quote Originally Posted by Rastlin View Post
    How about limit the number of ambushes per day or make them cost energy to initiate? I dont know just ideas in my head atm.
    I've thought there should be daily limits to ambushes. Say 3 every 12 hour period and any more than that must be paid for with diamonds. Though this would probably cause some problems in a group if one person does all the ambushes and others log on and cannot, so maybe not the best idea. Also, what if you did your daily limit of ambushes and then joined a party and they had not done any? That would sort of screw them too.

    Maybe a good idea would be to add protection beyond level 10, Alex. Maybe groups up to levels 120 and soloists until 25 cannot be seen. That would give new players a chance to grow without losing the limited resources they have.

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