Laysus2007-09-15 08:16:35
While envoys have been asked a lot about these changes, I've not seen any access provided to test servers for it (although that might just be me not being around enough).
Rakor2007-09-15 08:52:39
There were actually quite a few tests done on the test server the past few days.
Aramel2007-09-15 09:05:50
One nerfed-liked-anything moondancer astrologer, reporting for duty.
Please make astro-spheres non-DMP? I mean, they're only good at certain times, and sometimes they cost power (not to mention willpower/endurance), and they only last so long. The buffs were a large part of what made Astrology a nice option (when compared to the ever-popular Hexes). It's hard enough without them being weakened as well.
Please make astro-spheres non-DMP? I mean, they're only good at certain times, and sometimes they cost power (not to mention willpower/endurance), and they only last so long. The buffs were a large part of what made Astrology a nice option (when compared to the ever-popular Hexes). It's hard enough without them being weakened as well.
Unknown2007-09-15 10:01:11
Astrology was one of the major problems with damage-resistance pre-DMP. If it's made to be non-DMP, it'll need other restrictions - such as no (or limited) casting of spheres on others.
Aramel2007-09-15 10:11:57
Limited sounds OK, but how limited? Maybe a certain quota of people per IG month? Or just make it take 5 power regardless of signs?
Shiri2007-09-15 10:13:20
Just don't make it no or limited casting on others. That's like the main point of it.
EDIT: 5p regardless of signs, or maybe only 1-2 other people sphered up, would be ok.
EDIT: 5p regardless of signs, or maybe only 1-2 other people sphered up, would be ok.
Aramel2007-09-15 10:30:14
Yeah. As things currently stand, I barely benefit from being an astrologer. >.< The buffs were the main attraction for me. (Well, the RP was the deciding factor, but a bit of utility as well would be, y'know, nice. The stat weighting thing was already bad enough for me and my 18-with-drawdown int.)
Shiri2007-09-15 10:32:32
On that note, wouldn't it be good to remove stat-weighting now since stats are "weighted" anyway?
Myndaen2007-09-15 18:20:15
I think the point is that no one had any idea (even the envoys) that the initial change was coming. Yes, there may have been some discussions on envoys about it, but the sense I get from envoys (and the sense that I usually get) is that they expected it to be a much less drastic change. Furthermore, there were no test servers up (as far as the envoys say) before the initial change was released in game, so there was no testing then.
I think the points being emphasized here isn't how it has been handled in the past few days, that has been excellent, it's how it was handled since the administration decided to completely redo damage and resistances.
I think the points being emphasized here isn't how it has been handled in the past few days, that has been excellent, it's how it was handled since the administration decided to completely redo damage and resistances.
Forren2007-09-16 00:08:49
Also.... doubling tumble length while at the same time increasing stun time on size 1?
Krellan2007-09-16 00:17:16
QUOTE(Bianca @ Sep 14 2007, 01:38 AM) 441780
Yes, I was mugwump and bought 100 credits just so I could switch to human. They die against monks in two combos. So do alot of people. Maybe 3. That says nothing about mugwumps, that says something about monks...aka...fix their damage. Which I think the admins did. Mugwumps, as guardians, druids, and especially wiccans can hinder like no other. As mages they deal crazy damage...or did...with staff. Have you been on the receiving end of a mugwump doublewhammies in choke? It's so beyond painful.
Well this has been addressed already so I'm only going to mention the fact that the difference between a mugwump hexen and a regular equilibrium race hexen, is insignificant. It's like .1 second difference between throwing hexes.
Zacc2007-09-16 00:53:59
QUOTE(Forren @ Sep 15 2007, 08:08 PM) 442254
Also.... doubling tumble length while at the same time increasing stun time on size 1?
Really? I didn't notice that large of a difference in either. I did notice that I'm able to writhe and contort at ridiculous speeds now (I don't think it's possible to get a grapple on me now with contort unless afflictions are used). I'm contorting out of grapples before I recover balance. Haven't had the chance to try it on vines.
I'm curious to know how this change has affected cosmic lord damage. Certain things are hitting harder and certain things are hitting slightly softer (I can survive a single hit from the doughboy now!).
Forren2007-09-16 01:56:47
QUOTE(Zacc @ Sep 15 2007, 08:53 PM) 442270
Really? I didn't notice that large of a difference in either. I did notice that I'm able to writhe and contort at ridiculous speeds now (I don't think it's possible to get a grapple on me now with contort unless afflictions are used). I'm contorting out of grapples before I recover balance. Haven't had the chance to try it on vines.
I'm curious to know how this change has affected cosmic lord damage. Certain things are hitting harder and certain things are hitting slightly softer (I can survive a single hit from the doughboy now!).
I'm curious to know how this change has affected cosmic lord damage. Certain things are hitting harder and certain things are hitting slightly softer (I can survive a single hit from the doughboy now!).
If you didn't notice the tumble difference, you obviously rarely use it. It's a huge change for sizes below 6.
Zacc2007-09-16 02:03:54
QUOTE(Forren @ Sep 15 2007, 09:56 PM) 442286
If you didn't notice the tumble difference, you obviously rarely use it. It's a huge change for sizes below 6.
I use sumersault over tumble and see little difference.
Ildaudid2007-09-16 02:29:16
QUOTE(Forren @ Sep 15 2007, 08:08 PM) 442254
Also.... doubling tumble length while at the same time increasing stun time on size 1?
WOOT we have sucessfully Nerfed the Greiferfish and Nars all in one shot
No wonder yer all up in arms about Angelfount again
Nah, but sizes 1 needed a small nerf to tumble, and stun on size 1 should be huge. That way people suffer for being size 1
2-4 should be a slight difference tumble wise, and stun should hurt ya pretty good at 2-3 and not as bad at 4
Not sure if this is how they worked it or not though.
Krellan2007-09-16 02:35:24
from what I noticed, stun on headslam got ninja upgraded a while back, and still hurts a size 1 while a tumbling at a size 1 sucks. Be so much easier to get opinions if I had timestamps.
Forren2007-09-16 03:51:12
Ildaudid, stop making it a personal battle - why normalize tumbling time and increase stun time on small sizes?
Ildaudid2007-09-16 05:02:53
QUOTE(Forren @ Sep 15 2007, 11:51 PM) 442314
Ildaudid, stop making it a personal battle - why normalize tumbling time and increase stun time on small sizes?
read the time I posted it, its not a personal battle.
Why anyone would be size 1 in the first place is beyond me, size 1-4 all had the same writhe and tumble times or maybe it was size 1-6... don't remember now. But if it was changed it may be because simply it was stupid to have size 1 and 4 equal the same times yet size 4 didn't get stunned as bad
I wouldn't know, I would never reduce to 1. The lowest I had ever asked to be reduced to was 4 since it was the same time as 1.
Xavius2007-09-16 06:15:39
You're avoiding the question. Why normalize writhe times while making stun more extreme?
Forren2007-09-16 06:26:32
QUOTE(Xavius @ Sep 16 2007, 02:15 AM) 442347
You're avoiding the question. Why normalize writhe times while making stun more extreme?
And tumble - the main advantage for a small race like a Faeling is now completely gone.