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Just a few balance ideas
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The 5% add up per attack and that makes this very overpowered and since melee push works on this server. Well i see no reason for it to be in. You can be interrupted standing in a corner getting hit with a 2h weapon. Should not be the case. Next "10% chance for direct damage spells to land for full until the chance to resist the spell is <=10%" We all know this needs to be changed or removed. I like the partial system and its a good idea but we all know that right now wiz/mag/dru are very strong just because of the partial system alone. You can not fully resist any nuke on this server and that is fine. But giving a 10% chance of a guaranteed 100% dmg nuke. Remove or balance in some way is very needed. "5% chance to land any spell" This one is the one we all have come to love........ This needs to be removed because its applied to CC spells also. Ever had that WTF moment wen you get rooted or snared or even blinded with high mr? Well there you go. Doesn't matter if you have 500 mr with this code because of the 5%. Once you get 200mr + you should be basically unrootable imo. 0.?% "There is a chance to break root from melee. The chance for root to break is equal to 20% of the damage dealt." This is a nice thing over all with the current resist code but it may need to be look at if the resists a fixed up a bit and balanced out. Also wanna ask you guys what you think about removing "Friendly Fire" as in removing guild members ability to attack one another. This will make some classes spells and ability's useful and both PvP and PvE. The classic AE group setup cant really work here because of the current system. Feedback and ideas please :P | |||
Last edited by AffEcT; 01-30-2013 at 07:06 AM..
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