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SubClass Balance Issues  XML
Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3  ...  10, 11, 12
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synchronyze


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Joined: 11/07/2009 21:24:11
Messages: 27
Location: Colorado
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I was looking at the hybrids for MM since those are what I'm closest to at the moment and I've been giving it some thought over the past couple dyas. The AM and WM hybrids look a little underpowered. They lose Advanced DR and monsters for either artifacts or weapons that are easy enough to find without the abilities. Granted you also gain resupply and if you die you don't have to refind the artifacts or weapons, but usually that isn't a problem. So essentially it's trading monsters/adr/healing blast for resupply and the guarantee of having weapons/basic artifacts when you die. As for making/maxing weapons it wouldn't quite be worth it without Denial.

It seems like there should be one more level of LA to get beam/bolt to make up for losing monsters/healing blast. This would give more of a redmage feel to the AM/MM hybrid.

For the WM/MM maybe a combination of ADB/ADR (5 of each?). Some players feel the WM should've had both ADB/ADR in the first place.
Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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synchronyze wrote:

For the WM/MM maybe a combination of ADB/ADR (5 of each?). Some players feel the WM should've had both ADB/ADR in the first place. 


I have already brought this up and szlat has already implemented the changes into the next build see his posts and it should be there
synchronyze


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Joined: 11/07/2009 21:24:11
Messages: 27
Location: Colorado
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I see also all the medic hybrids have been updated to have some monsters too. Slap me for not doing my research.

Although I would still like to get beam instead of monsters personally; monsters aren't as fun.
Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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Sentinel specialists and I think one other subclass are the only subclasses that have barrels, was this intentional? If not shouldn't all the specialists be able to spawn barrels?

Also when playing as a specialist i.e. vehicle specialist, I still get icons for destroy all sentinels and destroy all turrets even when the subclass is not allowed to spawn them. This happens with all 3 specialist classes. So its like extra icons for the specialists.

And as I have been reading in the previous posts about the beserker subclass, there has been quite a frustration going on with it and its high scores which have caused the adrenaline surge to be removed from it. I was thinking since the subclass was meant for hit and run tactics with high chance of taking damage... why not re-enable the rod for them but disable the globe. That will make them more cautious in how to roam around and not just step into the line of fight, and without surge to back them up the rod won't last as long. The only waves the beserkers will still score massive points are on the titan waves since the targets are quite large, but it will make them more vulnerable to warlords and skaarj, its a trade off.

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
TON80

Rampage
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Joined: 06/25/2006 01:02:22
Messages: 116
Location: ARIZONA
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Szlat wrote:
Has anyone with the Extreme Monsters SubClass tried the commands
AttackEnemy
Follow
Stay

You will probably need to put them in your user.ini, like
.....
home=AttackEnemy
.....
Period=Stay
..... 


I've tried the commands, Stay and Follow seem to work as advertised. I can not get AttackEnemy to work though. It does not seem to affect the pets and does not echo onto the screen when the assigned key is pressed.



It’s hard being a Medic and a drunk, but I try to keep my XP near my BAC
Elite

Godlike
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Joined: 10/21/2007 13:24:50
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you have to be aiming at the monsters in order for that command to work... it works like if it was the beam artifact

Another route to go with the beserker would be as an opposite of the tank: the tank would get additional skills for sturdiness so it would move less when hit as it should for excessive armor and perhaps poison resistance of some sort. And for the beserker the opposite would be true it would move more when hit due to the less armor and be more susceptible to poison attacks... of course just ideas

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Can we log all future balance issue points to this thread please.
 
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