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Brainstorming for Vocation Balancing

 
Hortblade
Member
Posts: 246
2014-12-08 #16285
Quote:
Originally Posted by El Pieroozek

"Paladins should start using Utamo Vita during those weeks."

I always use Utamo Vita. Anyway I got to say something about HP/MANA of pallies/eks. So let's see.
1220 druid/1220 pally, Druid got more mana than Pally hp and mana. Is it a joke or what?
1220 Knight/1220 druid. Knight got like 50% of druids mana as hp. It's almost nothing if we consider that Knights are just dying and dying in wars. I'd like to see changes in HP/MANA of pallies and HP of knights.


Yours Pieroo



Exacly, I have to agree with Piero, when it comes to pvp, I'm always with utamo vita on, and most times using mana per soul too (remembering that it costs soul orbs, even that its easier to get'em by fishing)

And again, have to agree with pallies and knights having a lot less "numbers" in HP/MANA, not only that, but again, I only have one knight reb 400, so I can only speak about paladins.

Knights have less summation on HP/MANA, but they have a lot more HP than other vocations, and since donate UH heals a lot of HP percentage, knights die only because other vocations have a high damage power and he cant heal himself while freezed.

Now, about pallies, if we rely on mana, our "healling formula" on ultimate MR its lower than mages. So the only way of surviving on mana is with soul points. because when mana ends and it goes for HP, its hard to suvive since in at least on me, I have 7B more mana than hp.
I was almost satisfied with paladin skills on the small period of time (started when admin fix the error on "mega holy" formula code, and ended when they changed SD formula)

About Riesen's words, I agree with most things, but in my personal opinion, the awesome about tibia PVP in overall, its the different PVP styles, and you find the one that suits your skills/tastes, and as said in my previous post, all vocations (even knight~~ using extreme runes and area spells) have the same PVP style (that can be considered the mage style) with use of runes and magic.

SO I'd really love to see, how would work with paladins and knights lose some magic power damage, and gain some physical power damage.

Also I dont even need to again say that the new spells need to be totaly reworked to all other vocations but druids. I read some great sugestions on this thread or even in others, like increasing damage power, increasing tanky power, or I could have some sugestions, like one "curse spell" for knights, that whoever attacks they when that spell its on, they do less damage and get less protection for some seconds.

 
Riesen
Seniour Tutor
Posts: 2176
2014-12-09 #16304
@Staff

Can you enable the option to stay online? I wasted like 20minutes to make a understandable post and lost the progress just like Gollum did. And I was unable to "Copy / Paste" it for some weird reason.

@All idiots


Thanks to the loss of my previous post, this will be a rather short one.

Imagine the Druids being green ones spamming slow and using immune while freezing.



I think the change Gollum mentioned will prevent this. Surely they can still run away, but it will be a little easier for the other Vocations.

In my my post I lost, I mentioned that the players that replied here now are either players that used bot or didnt play that much during 8.6.
-To make it short. The druids wont be able to block that much without the immune spell.
I think a change on that and Paralyze rune, will make it more like a rotation vocation just like Paladins used to be.


I would also like to see a more stategic map in the Arena. Not stairs, but walls. It usually ends with players killing eachothers after 2-5 minutes and then it takes 25 freaking minutes to take a screenshot and decide who will win. With a strategic map, we can use magic / wild growth runes to win the arena.


I probably missed a lot. But what I can say (personally) is a change on the things I mentioned before considering Pieroozek's and Hortblade's ideas. I'm sure the staff knows the issues with enabling it.
Also about Gollums idea, the immune spell only increase the damage if you turn a player into a skunk. (It stacks). If you players got a microphone or atleast a headset, I can explain further about the issues.
Since I failed to mention them here.
 
Ultimate Sniper
Member
Posts: 130
Member of Xerazx-OTS Forum.
2014-12-10 #16332
Quote:
Originally Posted by Riesen

@Staff


Imagine the Druids being green ones spamming slow and using immune while freezing.



I'm a fan of that picture. It is so simple and by the way so complete lol.

That arena idea is actually very nice!


 
Old Powerz
Member
Posts: 537
Member of Xerazx-OTS Forum.
2014-12-10 #16335
Quote:
Originally Posted by Riesen




Hahahahahahaha i don't know what this thread talking about but it's funny picture :P
 
GM Xerazx
Administrator
Posts: 541
2014-12-30 #16893
Comments and Feedback about the Latest Vocation Changes are hosted into this thread, feel free to comment down below if you wish to.
 
- Apocalypse -
Member
Posts: 5
Member of Xerazx-OTS Forum.
2014-12-30 #16895
Not only did the update happens for patches for vocations but now only 2 vocations got buff and ultimate manarune has been slowed down, That makes admin upgraded manarune the best, Also makes ultimate manarune worth nothing. We also have low hp and we die in 3 seconds from freeze, Mega Mas Flam has gone stronger and can kill me easy because of the buff. The server won't ever be balanced.
 
Old Powerz
Member
Posts: 537
Member of Xerazx-OTS Forum.
2014-12-30 #16896
Soul orbs isn't for free and paralyze rune not gift from temple to use we should loot something just to buy it.
unfortunately, i forget how to buy soul orbs or where it's npc or even get it but it's not problem soul orbs still gives 20 point of character soul, i agree that druid is op but not only druid, paladin, sorcerer and knight all of them are op why?
because all this vocations can use "SD" gollum has insane damage he was almost kill me with music dead sure i wont waste mana per soul just to run from him so we conclusion that mana per soul needs something to waste which it called soul orbs, sure i need to buy soul orbs so i can use mana per soul.
also Knight use Donate uh to heal 60-70% of his Health and use ultimate mana rune to heal over 20% of his mana which give him chance to use op spells i don't need to mention it, but 1500 reb can solo 1300 reb and i showed it to staff once.
also, unfreeze bug when someone can unfreeze his friend it is just like "Immune Spell", still i can heal my friend with donate uh, ultimate manarune And admin manarune from distance it is a problem how come someone heal his friend throw walls? every vocation has problem sure it does but when u ask for improvement you should mention every details about pvp system not only certain problem, you just focus with druid you still can use sd with insane damage and you know that well
 
GM Xerazx
Administrator
Posts: 541
2014-12-30 #16898
Further changes have been implemented and included within this patch, please check it out as some of the mentioned issues are resolved by now.
 
Old Powerz
Member
Posts: 537
Member of Xerazx-OTS Forum.
2014-12-30 #16899
Excuse me also SD should be with rebirth not only magic level someone like echoes has damage even higher than me, and runes legendary are too much doesn't make different with rebirths it's normal but also it's damage should be higher with rebirths and here difference comes.
i have 1 more problem actually it was my Mana/hp of old powerz i received email says it was too much for it's rebirth ok it doesn't matter but also there alot of players has alot of mana/hp so fix it for whole server not only me
 
Nerf
Member
Posts: 250
Member of Xerazx-OTS Forum.
2014-12-30 #16900
SD increases with rebirth.
Also they mentioned that within one of the 2015 updates will be a fix to all characters health and mana to make them all equal.
Quote:
As i understand that you would like to have your character states to be re-adjusted, i can't assure you that this will happen at least for now as we only manually adjust either these who have much or less states than supposed in their rebirth. We are currently measuring this problem and will probably reset all of the character states (mana / hp) and readjust them based on new formula to make them all equal based on their vocations, this should happen within this 2015 updates.

Taken from the thread of Charlymister

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