Wiz
NOT DONATING *EVER*
I just wanted to make a quick commentary thread on the changes that are and aren't in, and dispel any uncertainity about the future. I will list each of the things mentioned in the previous topic and write a commentary.
Level factor
Level will disappear majorly as a factor on resists, accuracy, mitigation and so on - skills/stats will decide this instead. A sufficent number of level 20s will be able to down a level 35 mob, and it will be easier to have a wider range of player levels in a group.
This is pretty much implemented as intended, after a few tweaks, and appears to be working fine. Level isn't a factor anymore, it's all about the mob/player's skills/stats. The gameplay hasn't changed much, but it's very noticeable if you want to take on something a good deal outside your normal level range.
Engage limit
The engage limit on NPCs will be 18 players or 2 of any class. NPCs designed for more than this will have their raw stats reduced to compensate.
Dynamic engage limit
Possibly not implemented right away will be a dynamic engage limit that replaces the 2 of any class hardcap with a softcap that makes any player of a particular class beyond 2 less effective against a mob (so you can have 3 rogues against a mob, but the third rogue might only do 75% of his usual damage)
The class limit is 3 for now. I still intend to implement the dynamic engage limit.
Items
Item stats, particularily HP/Mana, will go down across the board. NPCs will be adjusted accordingly, the main reason for this change is to close the gap between players and other players, and make augments more important. (Augments will be mostly unchanged).
This will not happen. I still think it's a nice idea, as item gaps are too big, but it's not enough of a problem to rebalance everything as would be the result. That time, in all honestly, is better spent making content. What we've done so far has changed a lot, but it really hasn't required all that much work. This idea really only would work in conjunction with a wipe, which is already ruled out.
Resists
Resists, particularily from bard songs and other spells, will go down across the board. Resist calcs will be adjusted accordingly. We feel that hitting 500 in a resist is way too easy.
Amount of +resists from spells will be reduced over the board. More emphasis will be placed on resist gear.
Respawns
For now, multi-day respawns will be cut in half. A different system will possibly be used if competition turns out to still be too harsh. Raid mobs will have their amount of item drops reduced.
This is in effect.
Auxillary tanking
Auxillary tanking will be added. Auxillary tanking is a system that reduces the damage a NPC or player deals to whoever it is attacking based on the amount and tanking quality of players and pets you have in front of it that are attacking it (with autoattack) - so if you have a NPC attacking a lonely warrior, it might do 20% extra damage, if you add a second warrior in front of it it might do normal damage, add a monk in front of it and it's now doing 10% less damage, add a water pet and it's now doing a total of 15% less damage, and so on. Every class, pet and NPC can contribute to auxillary tanking, but there is a hardcap on how low the NPC can go in damage, and since a wizard doesn't have the best tanking stats around, they're probably best off standing back instead of taking ripostes.
This is in effect and fully working.
Travel
Portals will be moved into cities, but will no longer be instant travel. Going into a portal will take you to the Plane of Portals, where you have to run to your select destination. Spellcasting, gaining EXP, talking while not in /tell, trading and a lot of other things will be impossible in the Plane of Portals to prevent players from lingering there. It will be mostly safe, but not always...
This is in effect and fully working.
Complete heal
Complete heal the spell will no longer exist as you know it. It will be changed into a very mana efficent spell with a shorter casting time and a several minute recast - a once a fight spell instead of the current chains. Healing will be mainly done through the direct set amount heals.
This is in effect and fully working.
Level factor
Level will disappear majorly as a factor on resists, accuracy, mitigation and so on - skills/stats will decide this instead. A sufficent number of level 20s will be able to down a level 35 mob, and it will be easier to have a wider range of player levels in a group.
This is pretty much implemented as intended, after a few tweaks, and appears to be working fine. Level isn't a factor anymore, it's all about the mob/player's skills/stats. The gameplay hasn't changed much, but it's very noticeable if you want to take on something a good deal outside your normal level range.
Engage limit
The engage limit on NPCs will be 18 players or 2 of any class. NPCs designed for more than this will have their raw stats reduced to compensate.
Dynamic engage limit
Possibly not implemented right away will be a dynamic engage limit that replaces the 2 of any class hardcap with a softcap that makes any player of a particular class beyond 2 less effective against a mob (so you can have 3 rogues against a mob, but the third rogue might only do 75% of his usual damage)
The class limit is 3 for now. I still intend to implement the dynamic engage limit.
Items
Item stats, particularily HP/Mana, will go down across the board. NPCs will be adjusted accordingly, the main reason for this change is to close the gap between players and other players, and make augments more important. (Augments will be mostly unchanged).
This will not happen. I still think it's a nice idea, as item gaps are too big, but it's not enough of a problem to rebalance everything as would be the result. That time, in all honestly, is better spent making content. What we've done so far has changed a lot, but it really hasn't required all that much work. This idea really only would work in conjunction with a wipe, which is already ruled out.
Resists
Resists, particularily from bard songs and other spells, will go down across the board. Resist calcs will be adjusted accordingly. We feel that hitting 500 in a resist is way too easy.
Amount of +resists from spells will be reduced over the board. More emphasis will be placed on resist gear.
Respawns
For now, multi-day respawns will be cut in half. A different system will possibly be used if competition turns out to still be too harsh. Raid mobs will have their amount of item drops reduced.
This is in effect.
Auxillary tanking
Auxillary tanking will be added. Auxillary tanking is a system that reduces the damage a NPC or player deals to whoever it is attacking based on the amount and tanking quality of players and pets you have in front of it that are attacking it (with autoattack) - so if you have a NPC attacking a lonely warrior, it might do 20% extra damage, if you add a second warrior in front of it it might do normal damage, add a monk in front of it and it's now doing 10% less damage, add a water pet and it's now doing a total of 15% less damage, and so on. Every class, pet and NPC can contribute to auxillary tanking, but there is a hardcap on how low the NPC can go in damage, and since a wizard doesn't have the best tanking stats around, they're probably best off standing back instead of taking ripostes.
This is in effect and fully working.
Travel
Portals will be moved into cities, but will no longer be instant travel. Going into a portal will take you to the Plane of Portals, where you have to run to your select destination. Spellcasting, gaining EXP, talking while not in /tell, trading and a lot of other things will be impossible in the Plane of Portals to prevent players from lingering there. It will be mostly safe, but not always...
This is in effect and fully working.
Complete heal
Complete heal the spell will no longer exist as you know it. It will be changed into a very mana efficent spell with a shorter casting time and a several minute recast - a once a fight spell instead of the current chains. Healing will be mainly done through the direct set amount heals.
This is in effect and fully working.