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lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 13:59:31

Ok. Then do you consider Ashes a game that has progressive mechanics or is this still not enough? If not enough, would your suggestion take it over the edge or would it still be not enough?

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 14:09:38

We don't know how hard the pve will be, but we know that the current plan is to make it difficult, which, I'd assume, means that you'll need a cleric to clear it. If the pve is in fact easy enough to clear w/o a cleric, what mechanic would you want in the game to make the archetype valuable and fun to play? And I'm talking about purely the pve part of the game. Your respawn suggestion would only be applicable in pvx/p situations, because pve would never kill you with a cleric. And if pvx is always dangerous, ...

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 14:24:16

Yes, you've given the explanation of the bad gameplay before. Do you have an example or an idea for the good gameplay? Mainly the "interesting and non-dysfunctional". What, in your opinion, is the "interesting and non-dysfunctional" gameplay? Do you have any concrete examples or at least general directions? Not the "don't do this" stuff, but instead "do this" examples.

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 14:29:46

Also, as a clarification for myself because we obviously have different experiences in pve. Why don't you want to use STH in pve? I feel like I'm missing some context here.

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 14:59:05

Ok. Do you want other mechanics separate from conviction? We have a very basic understanding and knowledge of conviction and whatever abilities will be linked to it, so I feel like that lack of knowledge limits the extent to which you can go with your ideas. So if you were to come up with a completely different mechanic, what would it be. In other words, what have you always wanted to have as a healer.

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 15:01:44

Yeah, I think our assumptions have just come from almost diametrically opposed ends, which is why our understanding of where the cleric archetype is being taken was so different. I feel like we're really close to an understanding, which would be very productive to this discussion.

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 15:09:43

It's that good ol' "hitting your head against the wall until you succeed" passive And I have Sylar as my avatar for a reason. As edgy and chuuni as it is, I've always related to his ability to understand things. And so far in life I've been able to stay on track with that relation. You're a longtime healer, so I definitely hope we can get to the bottom of this, cause if the cleric archetype isn't fun for the majority of healers I won't have anyone to save my ass when I throw myself onto other people and ...

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-10 16:15:28

Yeah, this has been my main "question" behind this whooole discussion. I'm going to sleep, so I'll leave the convo for now. Also, it's not as if I can add anything valuable at this point, because the topic has reached at least some semi-common ground, which was my goal.

lets talk about the state of the game and combat

Post by Ludullu on 2023-05-11 03:50:09

Yeah, for a moment there I really thought we had something going. Sad

Splinter Topic: Do I Need To Heal That Yet?

Post by Ludullu on 2023-05-11 04:21:39

I'd probably like a "bomb defuser" type of gameplay, where all dots/debuffs have a growing effect on a timer, which can be sped up by recasting the effect. And at the end of the timer there's an "explosion", which could be anything from direct damage to the victim to smth like "sap mana from all target's allies within a range and deal damage to them all based on the amount of mana sapped". Cleric would have different ways of addressing different bombs. Smth like: stopping the timer for a bit, reducing the growth lvl, redirecting the effect back onto ...

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-11 13:56:09

Considering how truly rare these items are expected to be, I'd prefer if Intrepid had a system where the owner of the item gets an email after 60 days of inactivity. The email just requires you to confirm that you plan on going back to the game. And confirmation gives you another 30 days of waiting w/o the item being removed. It also doesn't have to be an email. It could be a notification in the mobile app, or an sms or any other kind of notification that's available to Intrepid. Preferably all of the above as options. Of ...

Splinter Topic: Do I Need To Heal That Yet?

Post by Ludullu on 2023-05-11 15:50:22

Yeah, it'd be a tightrope walk of balancing and proper interconnected design that's somehow not super boring and overcomplicated. I imagined it kinda like a whac-a-mole gameplay, but instead of using the same hammer for all the different moles, you'd have several hammers that led to different effect changes. But I can definitely see how this kind of gameplay would be super frustrating to any semi-casual player, not only because you'd need to juggle this decision making with proper healing, but also because those effect changes' results would also rely on your mates' proper movements. And that is if ...

Splinter Topic: Do I Need To Heal That Yet?

Post by Ludullu on 2023-05-11 16:14:21

That's exactly why I had the "growth" part. On cast the debuff would have a fairly small impact on the target, but with time it would grow and then "explode". In theory, the healer would have enough time to not only notice the debuff, but also to decide what exactly they want to do with it considering the current party's situation. The debuffs themselves could sometimes not even impact the victim all that much. Or, well, not impact directly. Say, a bleed just drains their hp by a bit, but it obviously synergizes with any ability that's related to ...

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-11 17:53:31

But with AoC's balancing around group fights instead of 1v1s, that impact is reduced almost completely. Well, that is if the legendary unique stuff is not just x2-5 times stronger than the next best thing, which I fucking hope it's not. L2 had legendary jewelry that, at release of its bosses, only a select few people would have. Its impact on any given big fight would be very arguable. Maybe a few aoes here and there took out an additional person or two, but when you're talking about hundreds vs hundreds with guild-sized rezzes - those few additional kills ...

Misses, resists and other combat RNG

Post by Ludullu on 2023-05-11 18:07:28

I personally like rng in both of those. But rng based on the stat difference between the attacker and defender. And people would be able to make builds that address those differences. A mage has high WIS stat that lets them resist majority of poisons? Boost your INT in response and get a buff that boosts poison effect chance. Stuff like that. And the same applies to physical interactions as well. Perfect blocks and dodges should still be in the game, but they gotta be real tight, so that they're a real skill check (well, of course as long ...

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-11 18:17:55

Do you have any basis for this assumption? I'd personally definitely not want those items to have that big of an impact. I'd probably go for a +5-7 OE value over the safe limit on a normal legendary. So you're still stronger than people with normal safely enchanted legendaries, but you're not a damn god that can increase their death output by 60 damn %

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-11 18:37:59

Ah, I thought you were comparing normal legenadries with uniques. I guess 30% would be roughly the jump between those tiers, though I'd prefer smth closer to 20%. True, but we don't know the extent of weapon effects yet, so it's hard to say how much benefit would a player get from getting a unique.

Corruption/pvp

Post by Ludullu on 2023-05-12 02:52:22

That highly depends on how bad the corruption balancing is. But outside of my own attacks, I will always fight back if attacked.

Dual Wielding Weapons - Crafting, Progression Path, Legendary, Abilities

Post by Ludullu on 2023-05-12 02:58:05

Great questions that I can't wait to get answers to. I'd assume there will be some abilities that require duals, just as shield bash will require a shield, but I definitely hope that it won't be as hardcore as BD's situation was, cause locking the entire class behind a very specific weapon type (well, outside of archers of course) seems to go against what Intrepid are going for.

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-12 05:55:25

For a reasonable person who has literally no plans of returning to the game - I see no reason why they'd keep the item. And if they have even the slightest thought of "eh, I might return so I'll keep it", then I'd be completely on their side, because to me that would be a cool in-game story. A legendary player that has an incredible item and is well-known on their server leaves the game for whatever reason. Say, a year passes and that player returns back to the game. Anyone who's been playing a long time would see ...

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-12 07:43:18

10? ain't no 10-hour pleb getting those items

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-12 18:10:43

This is exactly why I want unique legendaries be just a few OE steps above the safe limit dmg values of a normal legendary. This way people can still get to the same power lvl through resource investment, even if the additional effect (if there will even be one) of the unique item gives more "power".

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 04:27:33

I think these 2 things are kinda related. I feel like you're assuming that unique legendaries will auto-adjust to the one who dropped them to become their BiS on pick up. I don't share that supposition. Uniques will have either super specific stats with some special effects or just random stats with special effects. If they have super specific stats - they become the most sought-after item in the game and they will probably cost like a whole damn legendary set of gear. So unless we know those stats and effects before we even drop the item, there's no ...

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 07:05:26

My point wasn't about them being useless. My point was that their use would be super limited, so the person who's the first to pick them up would most likely not have them as their BiS. So the main use would be to find a buyer and sell that shit at an insane price. But this value would only exist if the item is completely permanent and personal, not the shit Mag was suggesting. If Uniques are anything but permanent - they would, in fact, be completely useless.

What do you think will be the Most Popular Class/Race Combos?

Post by Ludullu on 2023-05-13 08:18:13

Ayo, that's me! I think human mage is a safe bet.

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 12:31:59

Legendaries and Legendary Uniques are two different things. Former will be way more abundant. I'd expect no involvement from Intrepid when it comes to drop distribution. That's on guilds to decide.

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 12:42:35

I'll scroll for you then

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 12:44:22

Can't quite craft a thing that's supposed to be one-of-a-kind. Which is why those will be Unique, while still being legendary.

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 13:43:36

Yeah, ok, that's an assumption based on how things usually go. Crafting usually implies that you can keep getting resources, but there is in fact a small chance that the "unique" part can come from a material that only drops once. You're right. But considering Steven's roots, I'd assume that will not be the case.

At What Point of Player-Inactivity Should Legendary/Limited Items Re-Drop?

Post by Ludullu on 2023-05-13 15:51:04

Making it a guild or node item completely removes its uniqueness, because it would just become the public toilet - everyone's free to use it. And just as we all won't be the ones to get the item if it's a forever thing, nor we or you would be the ones to get the item even if it is on a bi-weekly reset. So what exactly is the difference between the two? The chances are, the item will be used by several people from that top guild, because there might be times when it fits another player better than ...