Item Rebalancing

Obscenitor

Dalayan Elder
Just wanted to repost so that we don't lose sight of this.

Robes of Royalty, 40% reactive Spellguard proc that absorbs 250 magical damage. Stronger than Dodging the Tears of Tarhyl (easily the best tome in the game) unless a nuke is higher than 2,000 damage.[FONT=&quot][/FONT]


White Wyvern Scribe Sash, Bounty Hunter reward. Can be augmented with +2 Bane DMG of your choice x2 (most commonly Humanoid). This results in a +16% of your delay increase in your weapon damage. Arguably the best DPS upgrade you can make at any tier without upgrading your weapon. Considering the tier you can obtain this at as well as the relative ease of acquiring it, I am not sure how this has avoided being nerfed for as long as it has.[FONT=&quot][/FONT]


Globe of Poisonous Spores, has a 5.0s splurt clicky that increases by 15 per tick for 50000 ticks
 
While we are at it, whats the deal with circle of the divided?
That shit looks way too good now.
 
Before you go nerfing bane damage, keep in mind its the only way melee's are even remotely capable of keeping up with casters past T10.
 
I can't quote zeala's post cuz its in trashcan but,

"2. Is it really a ridiculous increase? Rogues get something like 50% of their damage from Backstab, which doesn't benefit, so it's not crazy there. It does nothing to help Bow damage, so won't mean much to Rangers. I guess that leaves... Monks? Did they suddenly start doing crazy damage? I seem to recall people complaining about Monks being too weak relatively recently. Besides which, if I recall correctly much of their DPS is centered around procs at the high end these days, so little help there..." --- Posted by zeala

I have probably stacked the most humanoid bane damage in this game, at any one point.
http://wiki.shardsofdalaya.com/index.php/Dhuro,_Conceal_of_the_Assassin
http://wiki.shardsofdalaya.com/index.php/Latent_Wisp_of_Fury
http://wiki.shardsofdalaya.com/index.php/Hellhound_Ring
http://wiki.shardsofdalaya.com/index.php/Stone_of_Bilous_Hatred

Thats 4 humanoid worn at all times, now for my swaps and stuff, I have a fully augged out bounty belt, +4 Humanoid bane, then there is, http://wiki.shardsofdalaya.com/index.php/Skulker's_Gloves.
Not only is there that another +5 Humanoid totaling i also used to keep an undead muffin on me at all times, until some asshat played me and had it get eaten >=(

So total that is +10 humanoid damage, this was the difference between me parsing 900 on a fight and 1400-1500++.

But you might ask yourself why i would go so out of my way for just one single type of bane damage, This one is really really really simple and i had a theory but when i asked marza about why he wouldn't change rohk back to humanoid that was dispelled. Anyway, Every fight that matter's T10+ Is one of 2 things, Humanoid or Dragonkin, Even things that should not be and i was under the assumption for a long time that marza had made all these monsters that ware not even remotely humanoid looking humanoid as a bandaid to keep melee's on par with the ridiculous numbers casters put out but leaving melee's in the dust.

If you nerf bane damage and rework mobs to be the correct body type, without reworking how melee's do your damage, you will be making melee not worth taking to most fights, sept rangers. All the movement at the high tiers, all the ridiculous amounts of AC mobs have, All of these things casters completely bypass, and totally gimp melee DPS, a mob moves even 30 feet, I miss 2-3 backstabs automatically due to how hitbox's work, miss melee swings and the ridiculous amount of DPS bane damage adds makes up for this, without the movement checks on some of these fights with the humanoid damage i have stacked, i could see myself pulling out dumb numbers even solo would be amazed to see.

List of mobs that should probably be changed tho cuz whatever,
Blazewind, Flagged humanoid but its a bird?
Monstrosity in OG, Its a fucking dragon.
4.3 both phases, Dunno i guess snakes that stand up are kinda humanoid but they have no legs, and the boss boss has like 8 arms.
Rohk was but has been changed.

I'm sure there are others i am forgetting, if so post them please.

tl;dr, If you nerf bane damage without reworking how melee's do damage, you will be nerfing melee DPS back into the stone age and furthering the gap of taking casters over melee because they bypass movement and defense/resist checks a lot better then melee do.
PLEASE PLEASE do not nerf bane damage and mob body types without looking into reworking or finding a way to keep melee's up to par with casters because even with the massive bane damage i can stack, I still don't touch casters and the whole, "Survivability" thing past T10+ is abunch of Bulls**t, with 95% of damage being spell, but spell ward always working and stacking to 20%, and being able to range some AE ect ect ect, the whole "Well melee's can survive better then casters" argument falls on its face, if i get aggro i die just as fast as a wizard, but i don't even touch there dps, maybe this is honestly mostly a rogue thing, because rangers are ok tanks, so are monks, but rogues cannot tank worth a shit at all.
 
I can't quote zeala's post cuz its in trashcan but,

"2. Is it really a ridiculous increase? Rogues get something like 50% of their damage from Backstab, which doesn't benefit, so it's not crazy there. It does nothing to help Bow damage, so won't mean much to Rangers. I guess that leaves... Monks? Did they suddenly start doing crazy damage? I seem to recall people complaining about Monks being too weak relatively recently. Besides which, if I recall correctly much of their DPS is centered around procs at the high end these days, so little help there..." --- Posted by zeala

I have probably stacked the most humanoid bane damage in this game, at any one point.
http://wiki.shardsofdalaya.com/index.php/Dhuro,_Conceal_of_the_Assassin
http://wiki.shardsofdalaya.com/index.php/Latent_Wisp_of_Fury
http://wiki.shardsofdalaya.com/index.php/Hellhound_Ring
http://wiki.shardsofdalaya.com/index.php/Stone_of_Bilous_Hatred

Thats 4 humanoid worn at all times, now for my swaps and stuff, I have a fully augged out bounty belt, +4 Humanoid bane, then there is, http://wiki.shardsofdalaya.com/index.php/Skulker's_Gloves.
Not only is there that another +5 Humanoid totaling i also used to keep an undead muffin on me at all times, until some asshat played me and had it get eaten >=(

So total that is +10 humanoid damage, this was the difference between me parsing 900 on a fight and 1400-1500++.

But you might ask yourself why i would go so out of my way for just one single type of bane damage, This one is really really really simple and i had a theory but when i asked marza about why he wouldn't change rohk back to humanoid that was dispelled. Anyway, Every fight that matter's T10+ Is one of 2 things, Humanoid or Dragonkin, Even things that should not be and i was under the assumption for a long time that marza had made all these monsters that ware not even remotely humanoid looking humanoid as a bandaid to keep melee's on par with the ridiculous numbers casters put out but leaving melee's in the dust.

If you nerf bane damage and rework mobs to be the correct body type, without reworking how melee's do your damage, you will be making melee not worth taking to most fights, sept rangers. All the movement at the high tiers, all the ridiculous amounts of AC mobs have, All of these things casters completely bypass, and totally gimp melee DPS, a mob moves even 30 feet, I miss 2-3 backstabs automatically due to how hitbox's work, miss melee swings and the ridiculous amount of DPS bane damage adds makes up for this, without the movement checks on some of these fights with the humanoid damage i have stacked, i could see myself pulling out dumb numbers even solo would be amazed to see.

List of mobs that should probably be changed tho cuz whatever,
Blazewind, Flagged humanoid but its a bird?
Monstrosity in OG, Its a fucking dragon.
4.3 both phases, Dunno i guess snakes that stand up are kinda humanoid but they have no legs, and the boss boss has like 8 arms.
Rohk was but has been changed.

I'm sure there are others i am forgetting, if so post them please.

tl;dr, If you nerf bane damage without reworking how melee's do damage, you will be nerfing melee DPS back into the stone age and furthering the gap of taking casters over melee because they bypass movement and defense/resist checks a lot better then melee do.
PLEASE PLEASE do not nerf bane damage and mob body types without looking into reworking or finding a way to keep melee's up to par with casters because even with the massive bane damage i can stack, I still don't touch casters and the whole, "Survivability" thing past T10+ is abunch of Bulls**t, with 95% of damage being spell, but spell ward always working and stacking to 20%, and being able to range some AE ect ect ect, the whole "Well melee's can survive better then casters" argument falls on its face, if i get aggro i die just as fast as a wizard, but i don't even touch there dps, maybe this is honestly mostly a rogue thing, because rangers are ok tanks, so are monks, but rogues cannot tank worth a shit at all.

This is all fine and good and I appreciate where you are coming from because as it stands now melee dps are mostly on par with caster dps. However, the fact remains, this belt allows you to accumulate +4 Bane DMG when no other item in the game allows for this much, making it the single strongest melee dps item you can get outside of a weapon. If the rationale is that this band-aid fix allows melee dps to be on par with caster dps at the high end, that is pretty shitty rationale and a pretty glaring balancing flaw on the part of staff.
 
Oh i forgot idol of manslaughter, that would make it +11 if i wanted to lose 285hp and acumen for another +1 humanoid
 
Can the items on the mob that eisley made in deepshade be reimplented or removed? I think it is unfair that people have items that are now unobtainable that are incredibly good, best in slot items because of the skill mods and such they have.
Example http://wiki.shardsofdalaya.com/index.php/Vanguard

+1 channeling and 88 AC is absolutely ridiculous

http://wiki.shardsofdalaya.com/index.php/Salvation

Double attack mod is crazy good, not to mention a fire focus (Really really good item for rogues)

http://wiki.shardsofdalaya.com/index.php/Delirium

This item is actually different then it is on wiki, but Dimmi is wearing one if you care to fomelo. +1 humanoid bane (One of the best melee dps increases). No longer obtainable.

If these items could be reworked or reimplemented onto the loot table of existing bosses (the mob was t10/11 so it should be put on these tier mobs) or just removed that would be cool. Thanks
 
Can the items on the mob that eisley made in deepshade be reimplented or removed? I think it is unfair that people have items that are now unobtainable that are incredibly good, best in slot items because of the skill mods and such they have.
Example http://wiki.shardsofdalaya.com/index.php/Vanguard

+1 channeling and 88 AC is absolutely ridiculous

http://wiki.shardsofdalaya.com/index.php/Salvation

Double attack mod is crazy good, not to mention a fire focus (Really really good item for rogues)

http://wiki.shardsofdalaya.com/index.php/Delirium

This item is actually different then it is on wiki, but Dimmi is wearing one if you care to fomelo. +1 humanoid bane (One of the best melee dps increases). No longer obtainable.

If these items could be reworked or reimplemented onto the loot table of existing bosses (the mob was t10/11 so it should be put on these tier mobs) or just removed that would be cool. Thanks

Do you think we should also delete all Thaz loot?
 
Items don't just get deleted because they no longer drop.
That is understandable, but there are no items from thaz that people would use at t13 over t13 items. Channeling, double attack, and humanoid bane are all incredibly rare and immensely powerful things that are basically irreplaceable. In content that has already been deleted (Thaz), there are no such items that exist, and the only thing i can think of that would come close to this category is the Flames of Rage clicky ring, and the tash clicky eye
 
Faeweave Tunic and Runeward Linkmail also need to be nerfed because they are 66% and 60% as effective as Robes of Royalty.
 
Nerf everything so I can realistically use a merchant purchased Platemail Breastplate instead of anything my tier, without sacrificing much.
 
The most important thing about the thaz rebalances: did they add a 5th zalnok item yet?
 
New thaz items should have been created instead of buffing old thaz loot. Its not too late to fix this.
 
Presumably these encounters are different or harder than before but people are walking around with loot from stuff not yet in the game. Makes no sense.
 
I think you're over reacting about the thaz items considering it was said to be coming out soon and really hardly offers anything game breaking that lets a guild beat anything sooner. I could give an example of a guild who has a much larger amount of exp/geared than is even close to required to kill a mob yet they chose to just continue to farm gear apposed to kill new content. Getting 20 more hp or what ever from a ring isnt going to change that i assure you.

On the other hand, items that bango is trying to point out DO offer a significant imbalance of item power considering where the items are aquired and how they are the best at what they do. I mean I have refused to farm a bane humanoid belt pretty much assuming if i used one i'd get myself/it nerfed is that how we're supposed to feel when we're playing this game ?
 
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