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Post by Rostafec on Nov 24, 2014 19:22:48 GMT
If online around xmas holidays, would be nice
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Post by Kekke on Nov 24, 2014 22:21:09 GMT
Ohhhhh yes, aim for a few days earlier than christmas.
If we can get everyone to work together we can make it happen..
Work as hard as you can now staff and tell us an amount you need for advertisements. (don't make it p2w, give donators something cosmetic only)
If you need any help with scripts I'm sure I can help you to ease your programmers a bit.
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Post by GM Darkstar on Nov 25, 2014 19:30:03 GMT
Some new info on the changes we are doing for Season 2: The supportive power of the druid We have reworked the healing system of the Druid. We thought that the healing power of druids, in general, was not very adaptive. The spell Heal Friend was the only single-target healing option for druids. This spell was really odd in general, since on one side it was quite overpowered in terms of raw healing power, but on the other in most cases overhealed the target's maximum health, resulting in unnecessary use of mana. Moreover, in the current scenario, the knight-druid combo was the only viable choice for mid-late game teams. In other words, every other combination of vocations was in disadvantage to this one when it came to teamhunting. We also considered that the raw healing power of the druid in dungeons/quest could not be decreased. We decided to move that powerful healing powers to the wolf form of the druid, and add a cheaper, lesser healing spell for druids in any form. Changes to the druid healing system - Heal Friend (exura sio): The healing power of this spell has been decreased by about 40%. Its mana cost has been reduced by 65%. (Now costs 50 mana)
- New spell: Restoration (exura gran sio). Has a healing power similar to the old version of "Heal Friend". Costs 140 mana. Only usable in Wolf Form.
- Rejuvenation: Now increases the stats of your party by 15% instead of 10%. Duration has been reduced from 3 minutes to 2. Mana cost has been reduced from 485 to 275. Now instead of affecting the area around the druid, when cast it targets all the party members within 7 range.
- Mass Healing (exura gran mas res). Healing power has been decreased by about 15%. Its mana cost has been reduced by 20%. (Now costs 120 mana)
Also, it has been already been anounced but needs to be taken into account for the balancing purpose of this topic: - New spell: Arcane Barrier (exevo sio hur). Grants your target a shield that will absorb a specific amount of damage equal to the mana spent on using the spell. The amount of mana used to cast this spell will always be 10% of your current mana. Only usable in Wolf Form.
What do we expect with these changes?
With these changes, we expect the knight-druid combination to be less powerful, but more profitable when it comes to teamhunting. Since now overhealing is less of a problem, we also expect combinations like druid-paladin to work better, since the druid will now be able to profitably heal the paladin. Also, we expect the damage loss in a team where the druid is forced to use wolf form to be less significant, since now Rejuvenation is less difficult to use during fights, and increases the damage of the other team members by 15%. Also, appart from their regular, powerful heal (which used to be Heal Friend and is now Restoration), druids in wolf form also have the option of profitably using the new Heal Friend spell, when the blocker's health is not too low. In easy to medium scenarios, a druid will be able to keep the blocker alive by just combining Heal Friend and Healing Totem. What's your opinion on these changes? Do you have any other ideas on how to approach the same topic? How do you think these changes will affect the gameplay (both positively and negatively) if implemented in Season 2? Share your thoughts!
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Post by Kekke on Nov 25, 2014 20:08:12 GMT
I think it sounds like good changes..
Everything that promotes team hunting over solo hunting is VERY welcome..
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Post by rockstar on Nov 28, 2014 9:18:01 GMT
Will give it a go for sure! Love the port sarlin teaser ;p
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Post by kekkeman on Nov 30, 2014 13:44:37 GMT
A few suggestions from playing season 1;
It was way too easy to make gold, you could exp with SD for great profit as soon as possible. I mean, it shouldn't be a struggle, but there should be a balance between gold profit and exp profit.
The spawns were small and usually only 1 or maybe 2 teams could stay in the same spot, maybe extend the spots a bit if you have time.
Very few custom monsters and items, try to add a few more, maybe there are free sprites somewhere that you can use.
Overall, the server was the best server I've ever played, BUT it lacked players.. try to get a lot of advertisement up and a donation page working towards ads.
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Post by rockstar on Nov 30, 2014 17:43:57 GMT
Very few custom monsters and items, try to add a few more, maybe there are free sprites somewhere that you can use. I saw that 10.5 did bring a few more minotaurs, you could rename them and use those sprites, will add some flavour for sure personally I think #2+3+6 looks amazing
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Post by Dirty Dawg on Nov 30, 2014 19:07:38 GMT
When I played I rarely, maybe never seen a sorcerer online. Is that because it is more beneficial to just be a druid? Will season 2 offer a real reason and need for each one of the vocations?.. Besides team hunting bonuses of course.
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Post by GM Kelin on Nov 30, 2014 20:25:27 GMT
Very few custom monsters and items, try to add a few more, maybe there are free sprites somewhere that you can use. I saw that 10.5 did bring a few more minotaurs, you could rename them and use those sprites, will add some flavour for sure Funny that you mention it! We have already implemented those sprites in an existing area as a small surprise for Season 2 About sorcerers: We are not sure if we adressed the right issue. The only changes happening (for now) in relation to the sorcerer-druid balance in S2 is the addition of the Pyroblast spell to sorcerers, and the changes to the druid healing system. Do you think this will even out the number of players choosing each vocation? Is there anybody who normally played sorcerer, but chose to play druid on this server? We would greatly apreciate his point of view! About advertising: It's an expensive issue. We are thinking of opening the donations prior to the server's release (with some kind of discount as a reward for buying points early) and invest all the money from those donations into advertisement. About lootrates: Since the profit-rate of knights and paladins seemed pretty fine, we believe that this might be an issue about SD runes being too cheap to create rather than the lootrate of the server being too high. Do you think increasing the mana cost of SDs will solve this issue?
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Post by kekkeman on Nov 30, 2014 21:40:12 GMT
A tip for sorcerers is to add good custom weapons for the vocation sorcerer that has more magic attack than the druids custom weapons or general weapons.
This way a sorcerer will be able to deal more damage than a druid.
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Post by Dirty Dawg on Nov 30, 2014 22:58:36 GMT
Yea more dmg for the sorc with all attacks while in a second form for the sorc could balance it out, Or some sort of.second form
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Post by Spanker on Dec 1, 2014 13:53:00 GMT
Healing of eds has been reduced so it's all fine. Maybe a bit too hard nerfed, cuz u can't atk in wolf form xD Anyway I'm not a druid, I always play sorc, and I think it was balanced on this server. I hunted with eks with uhs and made sick dmg with beams. Now with the new Pyroblast spell it will be ezy peazy Increase manacost for sds is just bs, took my enough time to make my sds... Watch out with advertisements, when I was playing hunting grounds felt limited. Limited big pg spawns. If much ppl join it will be less dangerous and boring to hunt. Keeping players playing is more important then to advertise and lose all players after 3 weeks
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Post by Saber. on Dec 1, 2014 18:35:12 GMT
Both the mana cost and sd price should be increased.
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