Author Topic: I hear they are changing the game again...
Dadoleon 
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Subject: I hear they are changing the game again...
whats going on.

 

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Dadoleon, Level 232 Mage
Paraduck says, "Dado, you don't know the definiteion of long and hard :P"
dadoleon best multiple orgasmer in ac-Benmage
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rabbitslayer 
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Subject: I hear they are changing the game again...

http://forums.ac.turbine.com/showthread.php?t=53426
think only people with subs can read the ac forums

"Greetings.

As we come close to finalizing the design changes for the big February update we want to keep the players informed about the changes and incorporate their feedbacl. The changes to melee we are planning for February are summarized below.


Player Goals and Requests

We have rounded up player feedback and the players have, over time, put forth the following goals and suggestions.

~ Address the racial imbalance in templates.
~ Allow a greater variety of weapons to be useful.
~ Allow greater freedom in player templates and racial choices.

Racial Skills

Racial Skills have had balance issues essentially since the game launched. New players are currently able to choose a race and already have an inferior template even as they enter the training academy. Our goal is that races retain their initial flavor, but in the end no race is the superior choice as all races can achieve template parity.

All current racial skills will be removed.
All races will get Arcane Lore automatically trained for free
All races will get 2 additional skill credits to spend at creation
All races will get 6 additional points added to the specialization cap
Skill/Attribute Reset NPCs and the Temples will have their timers/uses reset to allow players to easily adjust to the new changes.
Races will still have their free starting augmentation.
Races will gain a free augmentation that provides a small damage boost to one weapon type. Higher level characters can work toward changing this augmentation to any other weapon type so any racial choice can ultimately achieve any template. Characters will be able to change to alternate weapon types that may not be included in the preferred weapon type of any race. Ultimately a character can only achieve one augmentation for a melee skill and one augmentation for a missile skill.


Melee Skill Consolidation

Due to the varying costs of melee skills, several choices are ignored due to being underpowered. Also, unlike Two Handed, Magic, and Missile combat, each skill is missing/weak in certain elements where as the other combat types have access to all damage types. We feel two handed is a great example of how a melee skill should work.

All of the melee skills will be condensed into 3 new skills.
Heavy Weapons: A 6/6 one handed melee combat skill based off Strength/Coordination.
Light Weapons: A 4/4 one handed melee combat skill based off Strength/Coordination.
Finesse Weapons: A 4/4 one handed melee combat skill based off Quickness/Coordination.
Weapons of all types (mace, sword, dagger) will drop for each weapon skill.
Most one handed weapons will use the Heavy Weapons skill.
Some weapons will be designated as light weapons and use the Light Weapons skill. These weapons will do less damage than heavy weapons.
Some weapons (stiletto, rapier, etc.) will be designated as finesse weapons and use the Finesse Weapons skill.
Heavy weapons will be balanced against each other and competitive with one handed swords.
As you might expect from the lower skill cost, light weapons and finesse weapons will do lower damage than heavy weapons.


Missile Skill Consolidation

All of the missile skills will be condensed into Missile Weapons: A 6/6 missile combat skill.
All missile weapons will use the Missile Weapons skill.
Bows, crossbows and thrown weapons will be balanced against each other and competitive with Bow.


Weapon Flavor
With the consolidation of melee skills and missile skills we want to make sure we preserve a sense of flavor depending on the weapon you choose.

All melee and missile weapon types will have uniqueness to their stats. Daggers, for example, might all be multi strike, and axes might have lower damage but bigger crits.
Each race will gain one melee Mastery and one ranged Mastery which will provide a small damage boost with that type of attack. Higher level characters can work to change this mastery to favor any weapon type.
Characters can only have one melee mastery and one ranged mastery at any one time. Melee masteries will include Axe, Dagger, Mace, Spear, Staff, Sword, and Unarmed Combat. Ranged masteries will include Bow, Crossbow, Magic, and Thrown Weapon.
Existing characters will get one free change to either the melee weapon augmentation or ranged augmentation of their choice.


Shield Skill

At the same time as the consolidation skills we will be adding a 2/2 shield skill that uses Strength and Coordination.

This skill will determine how much al/aegis effect you gain from equipping a shield.
Specializing in Shields and leveling your skill will provide the full benefit to top end shields.
Training in Shields and leveling your skill will provide a lesser benefit.
The idea is that Two Handed Combat, Weapon and Shield Combat, and eventually Two Weapon Combat will all have similar 8/8 total cost. These styles will be balanced against each other.


The Shield skill will cap the armor level a shield will provide. The skill formula for Shield will be (Strength + Coordination) / 2. The formula for the maximum armor level your shield can provide will be total skill level for untrained or trained Shield skill, and double the total skill level for specialized Shield skill. This means a specialized Shield user can get full benefit for top end Shields even if they start at 10 for both Strength and Coordination. We plan to have a similar curve for Aegis benefit. If a Finesse Weapons fighter or even a mage are willing to specialize they will see full benefit for all the current shields,


- continued in the next post -
New Skills:

Although we are not close to finalizing new skill options, we wanted to give the players a taste of a few of the new skills we want to add to promote template diversity. The February patch would bring in new skills that would enhance different aspects of combat. Part of the goal is to give the height/power attack options more of an effect. To give a slight tease into what we are considering, here are some skills that might appear.

A 2/2 Dual Wield skill may be on the table. This skill would allow you to wield a weapon in your off hand and use an alternate Dual Wield animation while attacking. Your attacks would alternate between the two weapons, and your weapon swings would be delivered faster than a single weapon. Attack modifiers for each weapon would only apply to attacks with that weapon, and you would use only the highest defense modifier from the two weapons.

A 4/2 Sneak Attack skill based on Coordination/Quickness has been discussed. This skill would do extra damage from behind by making a check against your attack roll when you hit from behind. If the Sneak Attack also hits you'd do an extra 10 damage rating for trained and an extra 20 damage rating for specialized Sneak Attack hits. In addition, characters with high Deception skills would have a small (2-5%) chance to proc some of the extra damage with front hits, but the extra damage rating would be halved for Deception hits.

A 2/2 Dirty Fighting skill based on Coordination would have different effects based on the attack height of the swing. Your high swings would have a chance to debuff attack skills. Your low swings would have a chance to debuff melee defense and missile defense. Your mid swings would have a chance to cause a bleed effect on the target and to debuff healing effects as well. The bleed effect would scale with the value of the weapon; weapons from lower tiers would have a light bleed effect, weapons from mid tiers would have a medium bleed effect, and weapons from the highest tier would have a heavy bleed effect. The heaviest bleed effect would not be as good as any of the Nether damage over time spells.

The chance to activate the debuffs would be based on the skill level and could range as high as 25%. Characters with the skill specialized would use a better version of the debuff effects. The values of these debuffs are still being discussed.

A 4/2 Recklessness skill based on Quickness and Strength would be activated only when you were swinging at nearly maximum speed. All hits that are *not* critical strikes would be boosted by up to 20 damage rating, and all incoming strikes against you that were *not* critical strikes would similarly be boosted by up to 20 damage rating while this skill was active. The actual damage modifier would be based on your Recklessness skill and how close it was to your attack skill. If Recklessness is equal to or greater than your attack skill then you get the full benefit of 20 damage rating on strikes that are not critical hits. The additional damage you take from non-critical hits is always equal to the damage you output so you could intentionally not raise the skill if you wanted an option to do 10 damage rating and take an additional 10 damage rating from hits that are not critical strikes.

Loot:

Due to the changes in the skills section, there will be changes to loot.

Armor, jewelry and other non-weapon pieces will remain largely unchanged. Weapon buff spells will be updated to one of the three weapon skills. Our current plan is to change spells on loot pieces and quest pieces as follows:

How spells that buff weapons skills will change:

Sword spells on armor and jewelry change to buff Heavy Weapons.
Axe, Mace, Unarmed Combat, Staff and Spear spells on armor and jewelry change to buff Light Weapons.
Dagger spells on armor and jewelry change to buff Finesse Weapons.


This will make suits easier to put together since the weapon skill buff spells will be consolidated into 3 options instead of 7.

New versions of the existing Rare Weapons will be introduced and balanced to be on par with each other. As such, the use of all three skills will be distributed among the weapons depending on the flavor of the weapon. Players with existing Rare weapons will be able to trade them in for a melee Rare Weapon of their choice. Sadly this means that experience earned for that weapon will be lost.

(For the one person in game who obtained a name change for their rare weapon, PM me if players choose this option.)

Existing weapons will be changed to use the new skills as follows:

Existing Swords changed to use the Heavy Weapons skill.
Existing Axes, Maces, Unarmed Weapons, Staves, and Spears changed to use Light Weapons
Existing Daggers changed to use Finesse Weapons


Where possible we will try to keep existing weapons competitive within their new weapon category. Our goal is that current weapons will be as effective or more effect in current content as they are today. To do this we plan to update the damage ranges on some existing weapons to reflect the new design.

Existing characters who are more than two weeks old will gain some kind of item that will allow them to move existing slayer, imbues, and other non-tinkering weapon enhancements to new weapons. Our current plan is to give each character the ability to move those enhancements from a current (old) weapon to a new weapon three times.

We will be combating loot dilution by narrowing the various mutations so the low ends will no longer appear in loot. How much this will be changed is still being determined, and will likely be changed based on player feedback on the test server.

Sev~"

 

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Dadoleon 
Posts: 10,216
Registered: Dec 14, '02
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Subject: I hear they are changing the game again...
mehhhhh

 

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Dadoleon, Level 232 Mage
Paraduck says, "Dado, you don't know the definiteion of long and hard :P"
dadoleon best multiple orgasmer in ac-Benmage
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Themightyspork 
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Subject: I hear they are changing the game again...
Critical!!  You have received 302 points of Massive Impact Damage from Wall of Text!!

 

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Themightyspork Level 275 Mage/Bow
monkey monkey monkey monkey monkey monkey monkey monkey monkey monkey
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MomiSphinx 
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Subject: I hear they are changing the game again...
LOL Sporkie!!!! You rock.

Cheers, Nomi/Notsolost happy

 

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Dadoleon 
Posts: 10,216
Registered: Dec 14, '02
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Real Post Cnt: 10,088
User ID: 748,595
Subject: I hear they are changing the game again...
whats going on.

 

-----signature-----
Dadoleon, Level 232 Mage
Paraduck says, "Dado, you don't know the definiteion of long and hard :P"
dadoleon best multiple orgasmer in ac-Benmage
Link to this post
rabbitslayer 
Posts: 2,547
Registered: Aug 26, '01
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Real Post Cnt: 2,537
User ID: 347,811
Subject: I hear they are changing the game again...

http://forums.ac.turbine.com/showthread.php?t=53426
think only people with subs can read the ac forums

"Greetings.

As we come close to finalizing the design changes for the big February update we want to keep the players informed about the changes and incorporate their feedbacl. The changes to melee we are planning for February are summarized below.


Player Goals and Requests

We have rounded up player feedback and the players have, over time, put forth the following goals and suggestions.

~ Address the racial imbalance in templates.
~ Allow a greater variety of weapons to be useful.
~ Allow greater freedom in player templates and racial choices.

Racial Skills

Racial Skills have had balance issues essentially since the game launched. New players are currently able to choose a race and already have an inferior template even as they enter the training academy. Our goal is that races retain their initial flavor, but in the end no race is the superior choice as all races can achieve template parity.

All current racial skills will be removed.
All races will get Arcane Lore automatically trained for free
All races will get 2 additional skill credits to spend at creation
All races will get 6 additional points added to the specialization cap
Skill/Attribute Reset NPCs and the Temples will have their timers/uses reset to allow players to easily adjust to the new changes.
Races will still have their free starting augmentation.
Races will gain a free augmentation that provides a small damage boost to one weapon type. Higher level characters can work toward changing this augmentation to any other weapon type so any racial choice can ultimately achieve any template. Characters will be able to change to alternate weapon types that may not be included in the preferred weapon type of any race. Ultimately a character can only achieve one augmentation for a melee skill and one augmentation for a missile skill.


Melee Skill Consolidation

Due to the varying costs of melee skills, several choices are ignored due to being underpowered. Also, unlike Two Handed, Magic, and Missile combat, each skill is missing/weak in certain elements where as the other combat types have access to all damage types. We feel two handed is a great example of how a melee skill should work.

All of the melee skills will be condensed into 3 new skills.
Heavy Weapons: A 6/6 one handed melee combat skill based off Strength/Coordination.
Light Weapons: A 4/4 one handed melee combat skill based off Strength/Coordination.
Finesse Weapons: A 4/4 one handed melee combat skill based off Quickness/Coordination.
Weapons of all types (mace, sword, dagger) will drop for each weapon skill.
Most one handed weapons will use the Heavy Weapons skill.
Some weapons will be designated as light weapons and use the Light Weapons skill. These weapons will do less damage than heavy weapons.
Some weapons (stiletto, rapier, etc.) will be designated as finesse weapons and use the Finesse Weapons skill.
Heavy weapons will be balanced against each other and competitive with one handed swords.
As you might expect from the lower skill cost, light weapons and finesse weapons will do lower damage than heavy weapons.


Missile Skill Consolidation

All of the missile skills will be condensed into Missile Weapons: A 6/6 missile combat skill.
All missile weapons will use the Missile Weapons skill.
Bows, crossbows and thrown weapons will be balanced against each other and competitive with Bow.


Weapon Flavor
With the consolidation of melee skills and missile skills we want to make sure we preserve a sense of flavor depending on the weapon you choose.

All melee and missile weapon types will have uniqueness to their stats. Daggers, for example, might all be multi strike, and axes might have lower damage but bigger crits.
Each race will gain one melee Mastery and one ranged Mastery which will provide a small damage boost with that type of attack. Higher level characters can work to change this mastery to favor any weapon type.
Characters can only have one melee mastery and one ranged mastery at any one time. Melee masteries will include Axe, Dagger, Mace, Spear, Staff, Sword, and Unarmed Combat. Ranged masteries will include Bow, Crossbow, Magic, and Thrown Weapon.
Existing characters will get one free change to either the melee weapon augmentation or ranged augmentation of their choice.


Shield Skill

At the same time as the consolidation skills we will be adding a 2/2 shield skill that uses Strength and Coordination.

This skill will determine how much al/aegis effect you gain from equipping a shield.
Specializing in Shields and leveling your skill will provide the full benefit to top end shields.
Training in Shields and leveling your skill will provide a lesser benefit.
The idea is that Two Handed Combat, Weapon and Shield Combat, and eventually Two Weapon Combat will all have similar 8/8 total cost. These styles will be balanced against each other.


The Shield skill will cap the armor level a shield will provide. The skill formula for Shield will be (Strength + Coordination) / 2. The formula for the maximum armor level your shield can provide will be total skill level for untrained or trained Shield skill, and double the total skill level for specialized Shield skill. This means a specialized Shield user can get full benefit for top end Shields even if they start at 10 for both Strength and Coordination. We plan to have a similar curve for Aegis benefit. If a Finesse Weapons fighter or even a mage are willing to specialize they will see full benefit for all the current shields,


- continued in the next post -
New Skills:

Although we are not close to finalizing new skill options, we wanted to give the players a taste of a few of the new skills we want to add to promote template diversity. The February patch would bring in new skills that would enhance different aspects of combat. Part of the goal is to give the height/power attack options more of an effect. To give a slight tease into what we are considering, here are some skills that might appear.

A 2/2 Dual Wield skill may be on the table. This skill would allow you to wield a weapon in your off hand and use an alternate Dual Wield animation while attacking. Your attacks would alternate between the two weapons, and your weapon swings would be delivered faster than a single weapon. Attack modifiers for each weapon would only apply to attacks with that weapon, and you would use only the highest defense modifier from the two weapons.

A 4/2 Sneak Attack skill based on Coordination/Quickness has been discussed. This skill would do extra damage from behind by making a check against your attack roll when you hit from behind. If the Sneak Attack also hits you'd do an extra 10 damage rating for trained and an extra 20 damage rating for specialized Sneak Attack hits. In addition, characters with high Deception skills would have a small (2-5%) chance to proc some of the extra damage with front hits, but the extra damage rating would be halved for Deception hits.

A 2/2 Dirty Fighting skill based on Coordination would have different effects based on the attack height of the swing. Your high swings would have a chance to debuff attack skills. Your low swings would have a chance to debuff melee defense and missile defense. Your mid swings would have a chance to cause a bleed effect on the target and to debuff healing effects as well. The bleed effect would scale with the value of the weapon; weapons from lower tiers would have a light bleed effect, weapons from mid tiers would have a medium bleed effect, and weapons from the highest tier would have a heavy bleed effect. The heaviest bleed effect would not be as good as any of the Nether damage over time spells.

The chance to activate the debuffs would be based on the skill level and could range as high as 25%. Characters with the skill specialized would use a better version of the debuff effects. The values of these debuffs are still being discussed.

A 4/2 Recklessness skill based on Quickness and Strength would be activated only when you were swinging at nearly maximum speed. All hits that are *not* critical strikes would be boosted by up to 20 damage rating, and all incoming strikes against you that were *not* critical strikes would similarly be boosted by up to 20 damage rating while this skill was active. The actual damage modifier would be based on your Recklessness skill and how close it was to your attack skill. If Recklessness is equal to or greater than your attack skill then you get the full benefit of 20 damage rating on strikes that are not critical hits. The additional damage you take from non-critical hits is always equal to the damage you output so you could intentionally not raise the skill if you wanted an option to do 10 damage rating and take an additional 10 damage rating from hits that are not critical strikes.

Loot:

Due to the changes in the skills section, there will be changes to loot.

Armor, jewelry and other non-weapon pieces will remain largely unchanged. Weapon buff spells will be updated to one of the three weapon skills. Our current plan is to change spells on loot pieces and quest pieces as follows:

How spells that buff weapons skills will change:

Sword spells on armor and jewelry change to buff Heavy Weapons.
Axe, Mace, Unarmed Combat, Staff and Spear spells on armor and jewelry change to buff Light Weapons.
Dagger spells on armor and jewelry change to buff Finesse Weapons.


This will make suits easier to put together since the weapon skill buff spells will be consolidated into 3 options instead of 7.

New versions of the existing Rare Weapons will be introduced and balanced to be on par with each other. As such, the use of all three skills will be distributed among the weapons depending on the flavor of the weapon. Players with existing Rare weapons will be able to trade them in for a melee Rare Weapon of their choice. Sadly this means that experience earned for that weapon will be lost.

(For the one person in game who obtained a name change for their rare weapon, PM me if players choose this option.)

Existing weapons will be changed to use the new skills as follows:

Existing Swords changed to use the Heavy Weapons skill.
Existing Axes, Maces, Unarmed Weapons, Staves, and Spears changed to use Light Weapons
Existing Daggers changed to use Finesse Weapons


Where possible we will try to keep existing weapons competitive within their new weapon category. Our goal is that current weapons will be as effective or more effect in current content as they are today. To do this we plan to update the damage ranges on some existing weapons to reflect the new design.

Existing characters who are more than two weeks old will gain some kind of item that will allow them to move existing slayer, imbues, and other non-tinkering weapon enhancements to new weapons. Our current plan is to give each character the ability to move those enhancements from a current (old) weapon to a new weapon three times.

We will be combating loot dilution by narrowing the various mutations so the low ends will no longer appear in loot. How much this will be changed is still being determined, and will likely be changed based on player feedback on the test server.

Sev~"

 

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Dadoleon 
Posts: 10,216
Registered: Dec 14, '02
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Subject: I hear they are changing the game again...
mehhhhh

 

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Dadoleon, Level 232 Mage
Paraduck says, "Dado, you don't know the definiteion of long and hard :P"
dadoleon best multiple orgasmer in ac-Benmage
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Themightyspork 
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Subject: I hear they are changing the game again...
Critical!!  You have received 302 points of Massive Impact Damage from Wall of Text!!

 

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Themightyspork Level 275 Mage/Bow
monkey monkey monkey monkey monkey monkey monkey monkey monkey monkey
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MomiSphinx 
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Subject: I hear they are changing the game again...
LOL Sporkie!!!! You rock.

Cheers, Nomi/Notsolost happy

 

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