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Yeah Jefe that sounds really good to me.
I would like to vote to give Szlat a chance to make the build upgrades on the server but I am not the owner of DC Im just a regular playa , I bet he has put a lot of effort in making builds fun each release, so give him command on the server to make the changes will be ok. I think Druid and Shantara should give him a chance, I dont think he will do bad things to the server I really think he is not that type, instead He will benefit the server a lot doing upgrades each time it requires.
Just my 2 cents
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Wow Szlat!!! I thought you quit, couse no word from you a long time ago!!!
Good that I was wrong
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Well Ive checked the forums since 2 months ago and It looks kinda dead talking about next build release and updates, Did Szlat quit? Or what happened couse It has been almost 6 months and nothing new.
Im kinda worried about this couse the last post of Szlat regarding Changes submitted to version 226 was in 10/18/2010 and no new updates, that build has a lot of potential balancing classes. I hope it gets soon to the server that would be a nice present for Xmas for all of us !!! =D
I hope everything is ok..
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Thè-Hättêr wrote:
i like that ryu but please dont start adding monsters that just dosent fit in the server, like velociraptors or so
Lol I hate those monsters , they are from DW servers, they are insanely grotesc for my tastes
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Well What we need is a new type of monsters with different ways of acting or fighting couse now almost all of the DC crew members know the behavior of certain monsters and the way to defeat them, So adding monsters with new behaviors or new abilities will make the game more changelling.
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Well you can delete the Extreme Engineer but add to each specialist (except sent spec) the ability to spawn 3 def sents with shield and armor healing, make them not to depened from others peoples sentinels, and remove the ion turrets/cannons to make it more balanced.
They will be like the extreme engineer but in their speciality, turrets, vehicles or sentinels.
If Xtremee Engineer is gone How about you give the bonus to shield heal up to 200 to the new MM/Eng class that only specializes in healing??
Its only and add up of 50+ of healing shield from the normal shield bonus
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Szlat wrote:
So, trying to summarise where we currently are. We want the Medic/Engineer hybrid to be a support player - a bit like an Extreme Medic, but not doing the health healing as well but doing shield healing and base set-up.
So the list of skills I currently favour are:
Loaded healing 3
Experienced healing 9
Medic Awareness 2
Advanced Damage Reduction 10
Loaded Engineer 15, but limited to no vehicles, just one minigun turret, 15 blocks, no barrels and 2 defense sents
Shield regen 15
Shield Healing 3
Construction Health Bonus 6
Engineer Awareness 1
Def Sent Upgrade Health 5
Def Sent Upgrade Shields 5
Def Sent Upgrade Armor 5
Regen 3
Drip 3
Vehicle Eject 1
Ghost, Ultima, CounterShove, Quickfoot etc as normal
No resupply, Awareness or Denial
No monster skills
No Armor Vampire, Armor Regen, Rapid Build
No rod pickup
Can pick up other weapons, but all damage (Artifact/Weapons/Vehicles) at 0.5
The first four are an exact copy of the Medic skills from the M/MM. Health healing will be to +150 and shield healing will be to +150. The def sents will only heal health and shields to +100, to always leave room for a medic to top up (as is the case now).
With lvl 10 damage reduction and shield regen 15, this should be a survivor. And it needs to be tough due to its severely nerfed attacking.
Wow yes!! I love the idea this will help this hybrid so much and I liked the part they cant deal damage but they will have strong defense to survive.
When im playing my am and we are surrounded by warlords on wave 12 there are some healers that start healing like crazy but the enemy fire is so intense that the medics die first, and with this they will support teammates until the end.
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Szlat wrote:
It sounds like a medic/engineer mix may be what this subclass should be then.
However, I think it should not be a better medic than a M/MM, nor should it be better at healing shields than the straight engineer.
Mmmmm not better, I mean The class MM/MD is like a mix of 2 classes: the healer and the other part a good Damage dealer with pets. So cutting this class in half will not be better than the original but different.
My idea of MD/Eng subclass is like taking away all the offense abilities from the M/MM including pets and medic weapon damage and adding the shield healing ability side of the Engineer, same is with the engineer, they can spawn a sentinel, turrets and hellbender and a link gun that does good damage and they can heal shields with blasts they get exp from all of that.
So just giving the MD/Eng class low levels from the original classes of healing shield/health and adding a little % of offense ability will make them weak compared to the real engineers and M/MM.
My idea is to create an unique class, this will not be better than the originals but different, Example:
Eng/MD
Loaded Healing lv3
Experienced Healing lv9
AbilityMedicAwareness lv2
Adrenal Drip lv3
Advance Damage Reduction lv5
Shield Healing lv3
Experienced shield healing lv5 (currently the engineer shield heal doesnt give that good exp like medic skills so how about adding this skill? )
Engineer Awareness lv1
Loaded Engineer lv 15 ( taking away all offense gear ) so they can make 15 blocks and spawn 2 defense sentinels.
Shield regen lv7
This class has only 1 mission heal, heal, heal and support
They will not be healing health/shield better than the M/MM and Eng but the same. Their medic/engineer guns are nerfed in damage same with Am artifacts.
And how about giving the class lvl restrictions in buying skills, to make it more interesting like they can buy Exp healing lvl 5 at lvl 90, Exp shield healing lv 3 at lv 120 and so on. We dont want another general class issue, are we?
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Well Dead Fredd has a good point.
The Eng/MD is underpowered they cant heal or do good damage, Their role should be the support, how about making them the healing/repairing class.
They can get lvl 10 of healing. You will say " oh wow wait thats a lot buddy!!" but wait, here is the deal.
Lets take a look at the MM/MD master, they get exp from healing, from killing with medic flak which does good damage and from pets which they do a lot of exp when they have all the bonuses like health, intelligence, damage bonus, damage reduction, quickfoot and stuff. So how about split the class?? Take away the monsters and Damage Deal sides of the the medic and only use the medic side and mix it with the engineer healing shield ability.
So my idea is to merge all medic abilities maxed with the shield healing abilities maxed.
They can heal health up to 150+ and shield up to 200+ ( to make them more special than other classes )
They can use health/shield blasts and how about giving them extra levels of exp from shield healing??
Their role would be make a base, spawn a healing sent inside, healing shields from players when needed, and going out of base healing players.
They cant spawn hellbender or turrets, any offensive gear but they can heal health and shield I recommend to nerf their damage from link gun couse its not their job to hurt monsters just like the Sent specialist link gun, the general class heals shield 150+ and health 100+ in my opinion they shouldnt do that good.
The ENG/MD focus in getting exp from supporting teammates only not from killing.
It will not be that overpowered couse just imagine they heal players but if there is a MM/MD on or a Xtreme Medic on they will have to compete with that, When they are healing shields and If there are engineers on?? well they will not get that extreme exp from their healing abilities they will compete with other classes.
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Well the times I just tried turret specialist I used the Ion turret but people start complaining I was killing everything so I stopped using it couse its really overpowered same as vehicle ion cannon, So for me that turret gets too much xp and its really boring playing with, u kill so easly.
Sentinel Specialist vs Normal Engineer.
Well this two classes are similar but different in playstyle, the Engineer can spawn a good turret with a def sent in a place, spawn an offense sentinel in other place and spawn a hellbender you can be switching hellbender or turret and killing in those spots while ur sent is making kills in other spot, So you will get a nice score doing that and the sentinel specialist replaces the hellbender or turret by another offense sent, so the exp will be a little different, I will say lower couse they dont kill as fast as a turret or hellbender so I have to kill with my link gun too to achieve the same score as my normal engineer but it has a risk to be running around killing with link gun without any health/shield regen skills we only depend on adrenaline kill bonuses to use booster. The bad problem here is that Sentinel Specialist has no shield regen or healing skills so that encourages to make them stay at base.
Extreme Sentinel vs Engineer
Well both have almost the same skills and for me the extreme only misses the shield healing , they can achieve almost the same score in a map. The problem here is they are almost the same so they dont look so extreme , they misses 5 more blocks, shield healing skills. They are very similar but Idk the EE is missing something, something that makes it xtreme. lemme try both more and I will let ya know.
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Well I tried the General Class and Im not agree with something. General has a skill to heal up to 100+ health but When there are healers that focus only on healing they lose exp from the general classes, the gen can get exp from using triple, healing, light sent, healing shield, I know they cant max those skills but still. I think they are like a class that cant be specialized in any skill, so In my opinion they should be healing only 50+ health and Shield, let the healers and Engineers do the real job of healing up to 100 and 150+.
Regarding Turret specialists.
They are really good with the Ion turret but gets too easy to kill with it that sometimes is boring.
If it gets removed its ok, but what I think they need a damage reduction on all turrets just like the medics couse they cant dodge, hide or move from enemy fire, they die so easly in waves 11 and up even with all the armor regen/vamp maxed.
Ive been playing with the turrets and what it makes it not playable its that I need to depend from an engineer so they can spawn sentinels around me to cover me from fire, and sometimes they are not available or they prefer to put offense sentinels which is valid.
So making a class that depends too much on another class to survive makes it not playable. I mean any class can run and hide from monsters but we depend so much on def sents that we will have to be hiding in bases in higher waves.
So What I think would help them and make them more popular would be:
Defense mode: They can spawn up to 3 defense sentinels with armor regen maxed.
Offense mode: They can spawn autoguns as they do now
Both can buy defense bonus new skill* which helps to reduce damage,.
Another bug is that when im playing with minigun,ball turret some bugs or monsters get very close to me and cant shoot at them but they do damage at me, so how about making a skill that can make like a repulsion sphere just like the AM artifact that make them knockback so I can start shooting at them at a distance?
For me the most powerful turret is the minigun, I can achieve a nice score with it but I really wish that the turretball gets more handful couse has some bugs, they cant shoot nicely in close distances, its like the plasma balls start spawning under the floor, their fire traveling is slow at far distances between the monster and turret. Could they get faster I mean extremely faster just like u did with the link gun fire for engineers?
And make them smaller so they can spawn anywhere.
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Szlat wrote:
Health of the two offensive sentinels down. Damage and range of the Autoguns up.
Ahhhh ok!!!! I like that change, Cant wait to use autoguns!!! They will be awesome. One question Szlat If I use them with my turret specialist the autoguns will get damage and range up too??
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As an owner of a Xtreme AM I have some serious problems with the pets getting in the way, when I start spam shooting fireballs at monsters suddendly the pets appear near and infront of me and they block my fireball resulting a big damage for myself. Ive seen in other invasion servers that they have a mutator that all players and pets become like ghosts, you can shoot anything through them and they dont block it same with pets.
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Szlat The changes to the Sentinel Specialist are only reducing their health or their fire power too?
Just wondering couse the Sents Firepower to me seems ok, they take sometime killing a monster while with a flak cannon or beam or fireball u take down the monster faster.
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Elite wrote:
And lastly, most people hate losing power once it has been given, and since the advent of most of these subclasses, a lot of imbalances have been taking place. Why not simply increase monster difficulty as many people have suggested. The players will keep their power but will face adversaries much stronger to suit their level of power.
+1
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