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Kaeporo wrote on 2015-06-18 06:52
Quote from Darkboy132;1278975:
Archers are pretty defenseless though aren't they? Defense shielded or not, Evasion, Charge, and Natural Shield counters 99% of the entire skillset. Maybe Spider Shot but that has a fairly long cooldown. Archer Counter and the current Urgent Shot really fails to serve as an self-defense measure since the former can't load any archer skills and the latter is easily blockable.
Enemies don't have charge or natural shield. Defense w/shield helps mobs more than it hurts them.
Archers have the advantage of distanced attacks. That's their defensive boon. Urgent Shot isn't a great skill (akin to bullet slide). Instead of tearing down viable mechanics to improve game balance, we should be adjusting poor mechanics, taking viable mechanics into consideration.
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Slayerj wrote on 2015-06-18 09:08
The current Aim changes, now that we actually know what they fucking are, are great. Though I have a few changes in mind.
If a monster is slowed by at least 35% of their movement speed, running turns to walking in the code for aiming. (aside for a few mobs)
Urgent shot now has a 5 second window to use the skill starting at rank 5+ and a 4 second starting at rank A+.
Natural shield mobs will now be pushed back less but won't instantly recover either unless level 3.
Elf normal attack now has 2 separate chances to hit instead of one. With the new aim changes, I think this is very good, as if you fire before x% (or at a running mob) you have a better chance to hit still, as well as the chance to still do more dmg via the two hits. This should make up for their slower aim speed with these current changes to aim.
Final shot no longer needs to load (I don't know if it still does actually, but I'd assume so honestly. lol) and increases normal ranged dmg by 50-100 at rank 1 (not a %, sorry.) as well as the aim speed of all ranged skills by some % depending on the skill, with ranged attack starting at 30%.
You can teleport while aiming for the cost of 1-25% of aim depending on how far you teleport from the target.
Agro is very temporarily dropped when you teleport.
[SPOILER="To Kaeporo and others sorta?"]Also, to Kaeporo, anytime someone suggest buffing mobs, they cry out that it's the wrong way to go. However I don't think these people have recently played on a fresh character. You don't need some OP beam sword to easily handle almost all the current content that used to be hard on a new character. I've lived (pre renovation even) early game on a new character with hardly any ranks with a friend doing the same thing. Duo, or solo, it's very easy to just walts into most (not peaca that early) dungeons on up to Int and get out with very few deaths. (Granted we knew what we were doing, but it's not hard to learn if people pay attention...)
We're not saying that every monster should be buffed for endgame only. That's fucking stupid. Why would you even THINK that? But I mean, look at these monsters..they're a joke..unless they have some stupid ass gimmick, they're a fucking joke. Hell, even then they're a joke. We need new content and slight buffs to old content, as well as new ideas instead of just rehashing the same shity AI with more HP and defenses. We also don't need cheap shit to make things hard, like near instant agro, ungodly far agro range, and adv heavy spam.
Adv heavy on some VERY large boss mob? Sure, that makes sense. There is no way in fucking hell I'm going to even stun some mega beast for a fraction of a second by smacking it. MAYBE a few of the skills being able to do that, but come on, don't be that guy that wants every major boss thingy to be stunlock scrub time.
Finally, there's also no reason to give monsters some of these buffs we get, or mix things up that is already in the game, aka adding things to change up their AI and function and rare/semi rare things to happen in dungeons/missions to add SOME flavor to them.
Besides this new dungeon (that we don't even have NA yet and only know of via KR test crew on weak characters), what new content aside from player buffs have we really gotten? Abyss?, raids? That's honestly it. Raids are fine (if you have people and time), Abyss is..alright.[/SPOILER]
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Kaeporo wrote on 2015-06-18 09:37
Quote from Slayerj;1278987:
[SPOILER=" "]The current Aim changes, now that we actually know what they fucking are, are great. Though I have a few changes in mind.
If a monster is slowed by at least 35% of their movement speed, running turns to walking in the code for aiming. (aside for a few mobs)
Urgent shot now has a 5 second window to use the skill starting at rank 5+ and a 4 second starting at rank A+.
Natural shield mobs will now be pushed back less but won't instantly recover either unless level 3.
Elf normal attack now has 2 separate chances to hit instead of one. With the new aim changes, I think this is very good, as if you fire before x% (or at a running mob) you have a better chance to hit still, as well as the chance to still do more dmg via the two hits. This should make up for their slower aim speed with these current changes to aim.
Final shot no longer needs to load (I don't know if it still does actually, but I'd assume so honestly. lol) and increases normal ranged dmg by 50-100 at rank 1 (not a %, sorry.) as well as the aim speed of all ranged skills by some % depending on the skill, with ranged attack starting at 30%.
You can teleport while aiming for the cost of 1-25% of aim depending on how far you teleport from the target.
Agro is very temporarily dropped when you teleport.
[SPOILER="To Kaeporo and others sorta?"]Also, to Kaeporo, anytime someone suggest buffing mobs, they cry out that it's the wrong way to go. However I don't think these people have recently played on a fresh character. You don't need some OP beam sword to easily handle almost all the current content that used to be hard on a new character. I've lived (pre renovation even) early game on a new character with hardly any ranks with a friend doing the same thing. Duo, or solo, it's very easy to just walts into most (not peaca that early) dungeons on up to Int and get out with very few deaths. (Granted we knew what we were doing, but it's not hard to learn if people pay attention...)
We're not saying that every monster should be buffed for endgame only. That's fucking stupid. Why would you even THINK that? But I mean, look at these monsters..they're a joke..unless they have some stupid ass gimmick, they're a fucking joke. Hell, even then they're a joke. We need new content and slight buffs to old content, as well as new ideas instead of just rehashing the same shity AI with more HP and defenses. We also don't need cheap shit to make things hard, like near instant agro, ungodly far agro range, and adv heavy spam.
Adv heavy on some VERY large boss mob? Sure, that makes sense. There is no way in fucking hell I'm going to even stun some mega beast for a fraction of a second by smacking it. MAYBE a few of the skills being able to do that, but come on, don't be that guy that wants every major boss thingy to be stunlock scrub time.
Finally, there's also no reason to give monsters some of these buffs we get, or mix things up that is already in the game, aka adding things to change up their AI and function and rare/semi rare things to happen in dungeons/missions to add SOME flavor to them.
Besides this new dungeon (that we don't even have NA yet and only know of via KR test crew on weak characters), what new content aside from player buffs have we really gotten? Abyss?, raids? That's honestly it. Raids are fine (if you have people and time), Abyss is..alright.[/SPOILER][/SPOILER]
The game really isn't that hard, even for lower level players with minimal knowledge of game mechanics. If you choose to start out with melee (stacking that defense early) it's even easier. Early-game archery or something crazy like early-game gunslinger are about the only ways for this game to hand you your ass.
The talent update secretly increased monster stats by 25% and I literally heard zero complaints about it. A flat stat boost is not a bad idea but we all know that it could be handled more appropriately.
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Darkboy132 wrote on 2015-06-18 17:56
Quote from Slayerj;1278987:
Urgent shot now has a 5 second window to use the skill starting at rank 5+ and a 4 second starting at rank A+.
I'm curious to see your opinion on Urgent's current form. All I see is that Urgent is nothing but a waste of ammo.
Quote from Kaeporo;1278988:
The talent update secretly increased monster stats by 25% and I literally heard zero complaints about it. A flat stat boost is not a bad idea but we all know that it could be handled more appropriately.
Hah, I never noticed it.
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Kaeporo wrote on 2015-06-19 15:53
Mission experience rewards are increased by 20% (universal bonus).
[SIZE="5"]Player Adjustments[/SIZE]
Pets
AOE summon skills have a universal 15 second cooldown.
AOE summon skills have no effect on monsters if already applied.
(Devil's Dash x2 won't work but Devil's Dash > Holy Shower will work).
Melee
Strength/Defense ratio reduced to 30/1.
Final Hit reduced to 200% damage per attack. Final Hit ends after 50 attacks.
All weapons are capable of bashing twice in a row. Double-bash now only occurs at a 25% rate.
New Set Effect:
Bash Hit Rate
- Increases chance to hit twice w/Bash by 25%
Bhafel Slayer Set (2~4 per item)
Celtic Royal Battle Axe (10)
Celtic Royal War Hammer (10)
Celtic Royal Warrior Axe (10)
Celtic Royal Warrior Hammer (10)
[SIZE="5"]Monster Adjustments[/SIZE]
Stats:
All monsters between 20~80k HP receive the following buff:
x1.25 Health
x2 Max Damage
x5 Defense
All monsters below 25k HP receive the following buff:
x1.1 Health
x1.5 Max Damage
Skills:
Enemies receive new skills based on their combat power.
Bow-wielding enemies:
1000: Urgent Shot (Rank 5)
2000: Support Shot (Rank 1, replaces Ranged Attack)
3000: Crash Shot (Rank 5)
4000: All skills raised to Rank 1
Lance-wielding enemies:
3000: Lance Counter (Rank 1)
4000: Lance Charge (Rank 5)
Shield-wielding enemies:
2000: Charge (Rank F)
3000: Bash (Rank F)
4000: All skills raised to Rank 1
Melee weapon wielding enemies:
1000~4000: Berserk (Rank 1)
Magic-based enemies:
3000: Spell Walk (Rank 1)
5000: Shockwave (Rank 1)
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Slayerj wrote on 2015-06-19 16:14
Quote from Kaeporo;1279181:
-snip-
Can we get some better AI thrown in there too?
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Kaeporo wrote on 2015-06-19 17:12
Quote from Slayerj;1279183:
Can we get some better AI thrown in there too?
No.
It will never happen, so I won't add it.
At best we can give the mobs some new skills and allow them to negate some of the overpowered shit we throw at them.
AI is a bitch to write, DevCat is cheap/lazy, and Einstein himself couldn't stop the atomic bomb.
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Darkboy132 wrote on 2015-06-19 17:25
Quote from Kaeporo;1279181:
Melee weapon wielding enemies:
1000~4000: Berserk (Rank 1)
That huge start-up delay might end up crippling mobs severely...
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- Luck Evasion removed completely. No one is going to stand still for 100% and I believe someone said Devcat said mobs don't have it. As if archery wasn't hard to evade to begin with.
- Elf Magnum splash damage increased to 150%.
Quote from Tropa;1278167:
Spider Shot
- Reworked Skill Mechanic
- Places a temporary Web on the ground that slows down enemies.
- Enemies caught in the web will receive extra critical damage.
- Enemies who are Knocked Down into the web will be stunned for 2sec.
Skill Info
5~30 Critical Damage depending on rank
300~450 Radius depending on rank
120sec~90sec cooldown depending on rank
15%~50% Slow debuff depending on rank
Why not just stop them completely like Shadow Bind and Lullaby for about 5~7.5 seconds, but leave the knockback vulnerability intact? That cooldown might be too high though, lower it to 15 seconds.
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Tropa wrote on 2015-06-19 21:06
Quote from Darkboy132;1279196:
Why not just stop them completely like Shadow Bind and Lullaby for about 5~7.5 seconds, but leave the knockback vulnerability intact? That cooldown might be too high though, lower it to 15 seconds.
[Image: http://orig15.deviantart.net/2466/f/2012/275/7/9/jontron_nightshade_reaction_gif_by_metroid0070-d5gmyks.gif]
We definitely need more skills that make monsters even more defenseless.
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Darkboy132 wrote on 2015-06-19 21:16
Quote from Tropa;1279218:
[Image: http://orig15.deviantart.net/2466/f/2012/275/7/9/jontron_nightshade_reaction_gif_by_metroid0070-d5gmyks.gif]
We definitely need more skills that make monsters even more defenseless.
Doesn't lowering their speed make them defenseless too?
If they had brains they could go around it, but as Kaeporo said there's no hope for their AI.
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Tropa wrote on 2015-06-19 21:19
Quote from Darkboy132;1279224:
Doesn't lowering their speed make them defenseless too?
For melee monsters, yes, but not for ranged-type monsters.
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callback wrote on 2015-06-19 21:20
Quote from Darkboy132;1279196:
That huge start-up delay might end up crippling mobs severely...
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- Luck Evasion removed completely. No one is going to stand still for 100% and I believe someone said Devcat said mobs don't have it. As if archery wasn't hard to evade to begin with.
- Elf Magnum splash damage increased to 150%.
Why not just stop them completely like Shadow Bind and Lullaby for about 5~7.5 seconds, but leave the knockback vulnerability intact? That cooldown might be too high though, lower it to 15 seconds.
Shadow bind and lullaby have big drawbacks. Lullaby gives immunity to further lullabys to affected mobs, and shadow bind requires the user to stand in place or else break the hold.
And I agree lucky evasion should have been a player-only stat from the moment it was introduced.
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Catrin wrote on 2015-06-19 21:21
I for one most certainly struggle constantly to take out the variety of terrifyingly challenging mobs I face, and am in desperate need of a third skill that can completely immobilize and nullify them.
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Tropa wrote on 2015-06-19 21:24
Quote from callback;1279226:
Shadow bind and lullaby have big drawbacks. Lullaby gives immunity to further lullabys to affected mobs, and shadow bind requires the user to stand in place or else break the hold.
Not really a problem when you can 1~2 them.
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Darkboy132 wrote on 2015-06-19 21:38
Quote from Tropa;1279225:
For melee monsters, yes, but not for ranged-type monsters.
Furthermore, Mirage also fulfills the purpose of slowing down enemies. Wouldn't that just make Spider redundant? 1.5 minute cooldown for just slowing down enemies is also way too long when Mirage only has 1.5 seconds, Dischord has 10, Celestial Spike has 40, etc.
If its a problem then make Charge ignore it and only cause immobilizing so there's still the window of attacking.