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#15
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Quote:
Personally I think you guys ought to take the hybrid penalty away, and keep the same balance that was in place before level 50. If you do one very important thing I'll mention in a minute. That is a lot more complicated statement than it seems. In this era, come Kunark warriors are on a different offensive and defensive table than the hybrid tanks. ie, if a warrior and paladin were the same level, and had the same weapon skill, a warrior would do more damage using the same weapon. Conversely, with the same AC, with equal defense skill, equal dodge/parry/riposte a warrior takes less damage. I'm not referring to the max hit thing, where a warrior is one step below everyone else as that came later. They were on a different mitigation table, one that Pals and SK's were put on later. You really aren't going to ever see this sort of comparison in a real game environment, because level plays a big role, and equal level warriors cap higher on most of the defensive skills, and have 5 defense more than the hybrid tanks. The skill caps were a huge deal for the pals and sk's in kunark, because they were capped so much lower than the warriors, the class they compete with for group roles. Pal/SK melee was horrible for a long time (several expansions), and I don't remember when it was changed. Eventually their post 50 caps were significantly raised (though not as high as warriors) and they were put on the same mitigation table, though not the same offense table. Rangers had the inverse problem. I think they were on the same damage table as warriors, but had a worse mitigation than sk's and pals. In addition they had a low defense cap, though I think some of the skills like dodge were higher than what sk's and pals got. I have no idea how you guys have this working on this server now, or what you have planned for kunark. If it was me doing this, I'd remove the xp penalty from all the hybrids. Raise skill caps for the hybrids so the knights can actually hit something, and Rangers aren't the butt of jokes. I would keep the 3 tiers of mitigation, and 3 tiers of offense (monks, rogues, and I think beasts were on the highest offense table). Then I'd do something else. Fix warrior taunt, or give them a separate skill that actually does what it is supposed to. You know the taunt button is still broken on live last time I checked? I mean they have one and it can be clicked, but it really doesn't do much. They bellow and use anger augs and whatnot now. Someone might make a comment about this trivializing encounters and raids. As soon as Kunark opens and someone gets a pair of jsticks warriors (at least raid warriors) aren't going to have any aggro problems at all. At least till you nerf them sometime in Velious. Well, that is assuming of course that Tash has the same insane aggro it did in 1999 here. Did I mention I don't think monks need a penalty either? | |||
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