Wiz
NOT DONATING *EVER*
There's been, as expected, a lot of complaining about the patch. I want to just take a moment and explain how we reasoned when we did all these changes.
First of all, in the old system, even 45+ groups would regularily wack out reds. Melee DPS was exceptionally high, and fighting reds, blues, etc was irrelevant really. You pushed the same DPS against Ghanerizoc as you did against Large Fungus. This created two issues: Groups that would fight reds without trouble and gain the massive red bonus, making blues pointless, and small raid forces that could push out enough DPS to make a 200khp mob take a dirt nap before the clerics even got to half mana.
I could have started upping mob hp ad infinum, but really, slapping 500khp on Rymaz would just be ridiculous, and wouldn't solve the base problem itself, either. Instead, I sat down and started comparing live DPS charts to WR DPS charts.
The result was rather apalling. A live melee at the luclin era, at 60, with the class equipment that exists on WR (velious/lower luclin) could push perhaps 50% of the DPS that a WR character could push. This explained quite a few things.
Additionally, there was an issue with mob levels. Mobs 50+ had difficulcy jumps at certain levels, then the levels inbetween were rather irrelevant. A level 54 mob provided only very little more challenge than a level 51 mob. Closely tied with the "kill the reds" problem, this made it really restrictive when creating exping areas, as either it was "easy" (51-54) "medium" (55-57) "pretty hard" (58-59) or "hard" (60+)
So the solution?
Well, obviously, melee DPS would need to go down, especially on raid mobs. This wasn't because I love nerfing you people, it was just because it was hugely unbalanced compared to mob HP and mob challenge. It made a joke of equipment upgrades, because who the hell needs 4k mana pools on the clerics when 10 so-so-equipped melees is enough DPS against everything in the game?
Furthermore, I decided to make mob levels matter more. To make a level 53 mob actually harder than a level 52 mob by more than marginal amounts. But I couldn't just make mobs harder and leave mob levels as-is, or we'd get half a dozen plane of torments. So, I pulled down mob levels, I changed HP formulas, and I changed hit formulas. I got rid of the absurd everything-above-that triples and everything-above-that quads, to ease up a bit for casters (interruption) among other things. I changed EXP formulas to make high 40's mobs, which are now like low 50's mobs were before, reasonable exp.
I want you all to stop a moment, and consider that I didn't just take away your favorite toys. I had to change the hit formula, because the old opposed rolls one really wasn't working. I had to change DPS, because it made a joke of the raid game. I had to change mob levels, because they removed all incentive to fight anything but reds that were, essentially, wimps. I don't like nerfing. I hate it. What I want is a finished, stone-set formula, so I can focus on pumping out content instead of these game-breaking patches. But finding that formula takes time. This is the foundation of it. This will let me work within the frames of the game, and fine-tune it, until we have a set DPS formula, that never needs changing again.
By no means is this system perfect yet. It has issues, probably lots of them. It will be retuned and retuned again in the closest week or so. As I know how players work, you will be bitching in /g, you will be bitching in /gu, you will be bitching in /say... you will be bitching everywhere but where it actually might have an impact. USE the suggestions board. USE it. You might be surprised.
Basically, I'm not after you. I just want to make a fun, challenging, and interesting game.
- Wiz
First of all, in the old system, even 45+ groups would regularily wack out reds. Melee DPS was exceptionally high, and fighting reds, blues, etc was irrelevant really. You pushed the same DPS against Ghanerizoc as you did against Large Fungus. This created two issues: Groups that would fight reds without trouble and gain the massive red bonus, making blues pointless, and small raid forces that could push out enough DPS to make a 200khp mob take a dirt nap before the clerics even got to half mana.
I could have started upping mob hp ad infinum, but really, slapping 500khp on Rymaz would just be ridiculous, and wouldn't solve the base problem itself, either. Instead, I sat down and started comparing live DPS charts to WR DPS charts.
The result was rather apalling. A live melee at the luclin era, at 60, with the class equipment that exists on WR (velious/lower luclin) could push perhaps 50% of the DPS that a WR character could push. This explained quite a few things.
Additionally, there was an issue with mob levels. Mobs 50+ had difficulcy jumps at certain levels, then the levels inbetween were rather irrelevant. A level 54 mob provided only very little more challenge than a level 51 mob. Closely tied with the "kill the reds" problem, this made it really restrictive when creating exping areas, as either it was "easy" (51-54) "medium" (55-57) "pretty hard" (58-59) or "hard" (60+)
So the solution?
Well, obviously, melee DPS would need to go down, especially on raid mobs. This wasn't because I love nerfing you people, it was just because it was hugely unbalanced compared to mob HP and mob challenge. It made a joke of equipment upgrades, because who the hell needs 4k mana pools on the clerics when 10 so-so-equipped melees is enough DPS against everything in the game?
Furthermore, I decided to make mob levels matter more. To make a level 53 mob actually harder than a level 52 mob by more than marginal amounts. But I couldn't just make mobs harder and leave mob levels as-is, or we'd get half a dozen plane of torments. So, I pulled down mob levels, I changed HP formulas, and I changed hit formulas. I got rid of the absurd everything-above-that triples and everything-above-that quads, to ease up a bit for casters (interruption) among other things. I changed EXP formulas to make high 40's mobs, which are now like low 50's mobs were before, reasonable exp.
I want you all to stop a moment, and consider that I didn't just take away your favorite toys. I had to change the hit formula, because the old opposed rolls one really wasn't working. I had to change DPS, because it made a joke of the raid game. I had to change mob levels, because they removed all incentive to fight anything but reds that were, essentially, wimps. I don't like nerfing. I hate it. What I want is a finished, stone-set formula, so I can focus on pumping out content instead of these game-breaking patches. But finding that formula takes time. This is the foundation of it. This will let me work within the frames of the game, and fine-tune it, until we have a set DPS formula, that never needs changing again.
By no means is this system perfect yet. It has issues, probably lots of them. It will be retuned and retuned again in the closest week or so. As I know how players work, you will be bitching in /g, you will be bitching in /gu, you will be bitching in /say... you will be bitching everywhere but where it actually might have an impact. USE the suggestions board. USE it. You might be surprised.
Basically, I'm not after you. I just want to make a fun, challenging, and interesting game.
- Wiz