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Yogurticecream wrote on 2010-10-08 05:15
Alchemy Mastery is also tough enough.
And we got what Earth/Wind/Fire/Water Masteries coming our way too.
All I think is that they are giving extra workload to old and new players alike.
Although I agree that reducing golem crystal supply (e.g. taking them out of the drop list for the golem boss) is a good thing to do. There were a lot of complaints about rich people buying these at a low price and spamming on all sorts of missions. Golem should be a backup for extremely tough situations and not a main attack.
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IceBlade wrote on 2010-10-08 06:16
Quote from Tatsigi;178863:
Also Justified, Blaze can once again hit the damage we are currently doing if you have 666 int o3o. (Blaze is appearently the devil's skill o3o)
Actually the Blaze damage nerf can't be made up. There's a cap to the amount of int that will be used in determining Blaze damage. Currently it's 600 int, so 666 isn't possible.
Quote from Justified;178883:
There were actually a few errors found in that table, though I don't remember what since I'm not the one who went over it.
For example, 250 Int > 400 Int, 250 Int = 600 Int for Fireball.
I'm pretty sure at best, you'd get a 25% boost in damage after ranking mastery. For thunder, that's like 750 damage at 1,000 Int. More plausible, is the 7.5% boost at 600 Int after ranking mastery, which is a mere 225 damage. Though not all mages have 600 Int, I'd only have 450 with Rank 1 Ice Spear, Fireball, and Icebolt and need to use 308AP just to break even.
The errors were fixed and they were in how the current Int formula damage got added to Int. Magic. If I recall correctly, you were the one to show that out to me ;p
I think the Int. Magic nerf was also partly because if Int Magic got to powerful then the new Adv. Magics (Elite Magic in NA) would have to be to powerful (Since they have to be more powerful than there Int counterparts) and would be game breaking. I'm kind of looking forward to see what they're going to do with the Adv counterparts of Lightning and Fire magic. Ball lightning and Inferno, maybe?
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Kaeporo wrote on 2010-10-08 08:29
Quote from IceBlade;179099:
Actually the Blaze damage nerf can't be made up. There's a cap to the amount of int that will be used in determining Blaze damage. Currently it's 600 int, so 666 isn't possible.
The errors were fixed and they were in how the current Int formula damage got added to Int. Magic. If I recall correctly, you were the one to show that out to me ;p
I think the Int. Magic nerf was also partly because if Int Magic got to powerful then the new Adv. Magics (Elite Magic in NA) would have to be to powerful (Since they have to be more powerful than there Int counterparts) and would be game breaking. I'm kind of looking forward to see what they're going to do with the Adv counterparts of Lightning and Fire magic. Ball lightning and Inferno, maybe?
Magic improved overall with the release of G13. There's a reason why every element has it's own mastery skill. The developer wanted players to specialize in one aspect of magic instead of easily capping all of the magic skills. This limits the effectiveness of mages mid-game.
Personally, the biggest nerf to Blaze is the fact that the skill can't be used with a staff and can't be used efficiently with an elemental wand. Thus killing it's versatility.
I can see Wizards eventually learning Rain of Thunder and Meteor Storm.
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Intaine wrote on 2010-10-08 10:02
Fml font colour burns my eyes, but those are some nice ideas that are being considered
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Lan wrote on 2010-10-08 11:13
Quote from Kaeporo;179136:
Magic improved overall with the release of G13. There's a reason why every element has it's own mastery skill. The developer wanted players to specialize in one aspect of magic instead of easily capping all of the magic skills. This limits the effectiveness of mages mid-game.
Personally, the biggest nerf to Blaze is the fact that the skill can't be used with a staff and can't be used efficiently with an elemental wand. Thus killing it's versatility.
I can see Wizards eventually learning Rain of Thunder and Meteor Storm.
RAIN OF THUNDER! BWAHAHA!
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Karmel wrote on 2010-10-08 11:47
Quote from Justified;178679:
BS. They don't nerf Golem "because people spent AP on it" but they have no problem nerfing Blaze and all advanced magic? Needing to spend like 300 AP just so my Fireball and Ice Spear stay useful is one of the reasons I don't want G13.
Other is that the un-"class" system is stupid.
Apperntly koreans dont enjoy not dying in missions, people always bawwing and qquing about golems, well listen achelmy skill set takes ALOOOOOOOOOOOOOOOOOT of ap so we dont have the extra to pump into strg boosting skills so the golem is our meele side, just get the hell over it Basicly anyone who complaines about alchemy is just a hater cause they made a better choice.
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Juno wrote on 2010-10-08 12:36
Golem -is- getting nerfed. I agree it's long overdue but they mentioned it and I hope they follow through.
Magic on the other hand is getting reworked. The idea is to have mages as relatively rare characters and ideally have them specialize in one element mid-game for optimum results. End game magic gets buffed all around, especially bolt spells.
I think the initial problem is that if bolt spells were too strong mages would be too powerful too quickly. As such they were made not to scale super well, then not adjusted for several generations of power creep. Genereally Devcat fixes this by adding a new supplementary skill so that while the end game cap is higher, a player can't pump out super high damage with just the one skill's ap cost. It's what they're doing with the alchemy masteries (except golem didn't need it, flame burst did) and what they're attempting with the magic masteries. At the same time, mages are getting some new skills that should help even things out.
I don't think it's fair to call it a direct nerf :x
The melee masteries didn't come with an overall nerf because they're simply bringing melee up to speed, giving it's end game a boost. Melee's early/mid game has always been solid so no adjustment was needed there. End game it pales in comparison to adv magic in terms of killing speed/safety unless you're literally maxxed out in which case it holds it's own. With mages getting new endgame spells, they saw fit to bring the average melee player up in power as well.
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MrpewX2 wrote on 2010-10-08 12:42
they should put a transformation timer on the Golems because thats what there basicly are lol
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KEL331 wrote on 2010-10-08 14:10
Quote from abc33kr;178528:
GA: Will bow mastery be out?
J: Currently, we are developing it, when we are done, we will release it. (but its just a passive skill... PROCRASTINATORS)
GA: AR and Mirrage Buff plox?
M: We are thinking about it, but due to the nature of range, we prob won't.
GA: A skill for emergency escape in case of arrows missing?
J: We are concerned about how to do this. I don't think it should be too hard for players.
M: A skill could be a solution, but it is mainly connection's fault. I think taking out the root of the problem is best.
They didn't say they won't fix ranged skills.
They said they will need to discusses it more or how to balance the skills out.
Hopefully we can expect more updates by the end of this year
:awesome:
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psyal wrote on 2010-10-08 15:03
Is the fact that those Magic Elemental Masteries supposedly give a mana cost reduction worthy to point out?
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Cucurbita wrote on 2010-10-08 15:14
I told you all the new director for chapter 4 was going to ruin this game even more than the director of chapter 3 did.
I quit a long time ago because I totally saw this nonsense coming.
All the original developers who made chapter 1 great left... either working on other devCAT games or just flat out left.
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MrpewX2 wrote on 2010-10-08 15:16
Quote from psyal;179205:
Is the fact that those Magic Elemental Masteries supposedly give a mana cost reduction worthy to point out?
Bigger boom>less mp usage
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Yogurticecream wrote on 2010-10-08 15:16
Quote from Juno;179175:
Golem -is- getting nerfed. I agree it's long overdue but they mentioned it and I hope they follow through.
I don't see the point of it being nerfed with current G12 status of golem. I think the G13 golem size is terrible but otherwise it is ok.
Snow golems everyday is something wrong though...they should definitely reduce snow golem supply and probably make it harder to produce such crystals.
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Juno wrote on 2010-10-08 15:23
Yeah, the nerfs they mentioned were more to the supply than to the actual power. I think that's a good route to go.
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psyal wrote on 2010-10-08 15:45
What exactly does this supply entail? I find making the crystals time consuming enough already.