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BatMUD Forums > Ideas-wanted > Re: weapon tune

 
 
#1
21 Sep 2005 06:38
 
 
I am not going to hold out any opinions about the new weapon speed/parry tune
thing, i am just going to state a few facts i have noticed. Actually i
fucking lied, i will hold out one opinion, in that i think it still needs to
be tuned because in some ways i think it makes the mud a less newbie friendly
place, or at least beginner friendly. Hmm lets even fine tune that more, it
makes the mud a more PARTY friendly place. Ok lets get to my observation:
Basically now if you wield larger weapons, which lets be honest most "off"
tanks do, this tune has basically tied your ability to damage and especially
to solo, to stun. This is a good and bad thing. Most offtank guilds have
SOME ability to stun, the ones that dont, well you better get to know a good
stunner or a good party because you sure wont make shit soloing anymore. Now
you can run around with parry 51, take less damage then b4, stun the mob, and
then whup its ass like bass at the friday night fish fry. But if you cant
stun, then pretty much this was a huge downtune. I havent krunched the
numbers like krzysiek, but i think his analysis shows what parry 51 does to
your offensive ability, and with the big weapons that dont hit often you lose
out on stun/crit chance and other factors. And without parry 51, well, you
just cant dodge enuff hits generally to make soloing pay off. Thats not
entirely true, but overall keeping parry 51 was a religion in most solo tanks.
All this leads me to my analysis that guilds like loc, ranger, beastmasters,
cavaliers, etc well they dont have stunning ability and very limited healing
ability. So basically they need to find a good mage and healer or they need
to get in an off tank party. Otherwise they just arent very effective as
soloers any more (before the tune they were, at least a few of em, quite
effective). Is this a good thing or a bad thing? I dont know. I know that
most newbies are solo and most of em are giant ranger types and i think this
tune makes the game a lot more lame for them. I know that tigers are
barbarians just became even more flooded with exp hounds. Erm, anyways just a
rambling post, hope this made some sort of sense :P

 
Rating:
7
Votes:
12
 
 
Blayke
N e w b i e  H e l p e r
1y, 114d, 2h, 9m, 17s old
Level:
81
 
 
#2
21 Sep 2005 13:26
 
 
Blayke wrote:
I am not going to hold out any opinions about the new weapon speed/parry tune
thing, i am just going to state a few facts i have noticed. Actually i
fucking lied, i will hold out one opinion, in that i think it still needs to
be tuned because in some ways i think it makes the mud a less newbie friendly
place, or at least beginner friendly. Hmm lets even fine tune that more, it
makes the mud a more PARTY friendly place. Ok lets get to my observation:
Basically now if you wield larger weapons, which lets be honest most "off"
tanks do, this tune has basically tied your ability to damage and especially
to solo, to stun. This is a good and bad thing. Most offtank guilds have
SOME ability to stun, the ones that dont, well you better get to know a good
stunner or a good party because you sure wont make shit soloing anymore. Now
you can run around with parry 51, take less damage then b4, stun the mob, and
then whup its ass like bass at the friday night fish fry. But if you cant
stun, then pretty much this was a huge downtune. I havent krunched the
numbers like krzysiek, but i think his analysis shows what parry 51 does to
your offensive ability, and with the big weapons that dont hit often you lose
out on stun/crit chance and other factors. And without parry 51, well, you
just cant dodge enuff hits generally to make soloing pay off. Thats not
entirely true, but overall keeping parry 51 was a religion in most solo tanks.
All this leads me to my analysis that guilds like loc, ranger, beastmasters,
cavaliers, etc well they dont have stunning ability and very limited healing
ability. So basically they need to find a good mage and healer or they need
to get in an off tank party. Otherwise they just arent very effective as
soloers any more (before the tune they were, at least a few of em, quite
effective). Is this a good thing or a bad thing? I dont know. I know that
most newbies are solo and most of em are giant ranger types and i think this
tune makes the game a lot more lame for them. I know that tigers are
barbarians just became even more flooded with exp hounds. Erm, anyways just a
rambling post, hope this made some sort of sense :P
Just a thought, are people able to change their parry during combat? Which
would mean that when the monster is stunned, you could shift your parry to 0
and hit him like end of days. But then again with some monsters and some stuns
this might be bit dangerous, since they hit back while stunned. Just a
thought, since people are using triggers quite much.

 
Rating:
-7
Votes:
8
 
 
Ranma
171d, 22h, 4m, 30s old
Level:
36
 
 
#3
21 Sep 2005 13:55
 
 
Blayke wrote:
I am not going to hold out any opinions about the new weapon speed/parry tune
thing, i am just going to state a few facts i have noticed. Actually i
fucking lied, i will hold out one opinion, in that i think it still needs to
be tuned because in some ways i think it makes the mud a less newbie friendly
place, or at least beginner friendly. Hmm lets even fine tune that more, it
makes the mud a more PARTY friendly place. Ok lets get to my observation:
Basically now if you wield larger weapons, which lets be honest most "off"
tanks do, this tune has basically tied your ability to damage and especially
to solo, to stun. This is a good and bad thing. Most offtank guilds have
SOME ability to stun, the ones that dont, well you better get to know a good
stunner or a good party because you sure wont make shit soloing anymore. Now
you can run around with parry 51, take less damage then b4, stun the mob, and
then whup its ass like bass at the friday night fish fry. But if you cant
stun, then pretty much this was a huge downtune. I havent krunched the
numbers like krzysiek, but i think his analysis shows what parry 51 does to
your offensive ability, and with the big weapons that dont hit often you lose
out on stun/crit chance and other factors. And without parry 51, well, you
just cant dodge enuff hits generally to make soloing pay off. Thats not
entirely true, but overall keeping parry 51 was a religion in most solo tanks.
All this leads me to my analysis that guilds like loc, ranger, beastmasters,
cavaliers, etc well they dont have stunning ability and very limited healing
ability. So basically they need to find a good mage and healer or they need
to get in an off tank party. Otherwise they just arent very effective as
soloers any more (before the tune they were, at least a few of em, quite
effective). Is this a good thing or a bad thing? I dont know. I know that
most newbies are solo and most of em are giant ranger types and i think this
tune makes the game a lot more lame for them. I know that tigers are
barbarians just became even more flooded with exp hounds. Erm, anyways just a
rambling post, hope this made some sort of sense :P

Reading your post makes me realize you've lost touch with what it means to be
a newbie, probably as much as I've lost touch with what it means to be a
player. I mean ranger gets stun to 80%, barbarian gets it to 100%. The cost
to train from 80% to 100% is 8meg (could be up or down a little depending on
race). What kind of "newbie" has 8meg to put into 20 pts in a single skill?
A lot of "newbies" might only be worth 20 meg or less you know. What you say
may be true in general, but I find it difficult to buy into your newbie
analysis. but perhaps we have different definition of a newbie, for me it is
like a new low level player, I odn't know how much worth but defintely less
than 20 meg. For you, it seems a newbie is anyone under 100Meg exp, but still
has complete knowledge of the game somehow.

 
Rating:
-6
Votes:
10
 
 
Duke
A r c h w i z a r d
1y, 114d, 17h, 2m, 25s old
Level:
420 [Wizard]