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Messages posted by: Disiple  XML
Profile for Disiple -> Messages posted by Disiple [46] Go to Page: 1, 2, 3, 4 Next 
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Szlat wrote:
Well, here I am again being the unpopular one

Adrenaline Masters start off relatively weak, but once they get to the higher levels, they become very strong.

As such, I do not think at this stage we can make high level Adrenaline Masters any stronger.

So, when you are suggesting a new skill that improves the strength/ease of use of artifacts/combos, you are actually proposing nerfing low level AMs - until they have enough points to buy the levels necessary to get them to where the skills currently are.

So, I am not convinced. I think low level AMs are already weak enough, without this suggestion to weaken them further.

And since I assume you would want AMs to be able to buy a higher level of this skill than the other classes, you are also suggesting nerfing all other classes.

Good luck to you. I am not brave enough to suggest nerfing everyone but high level AMs.  

I dont want to nerf anyone I just want to be able to improve the low level AM ablity to live since they cant really fight anymore.I would like to have a way to heal besides boost. Perhaps a new weapon that would benfit all class like adren protection gun. Everytime you get hit would take away adrenline before it took away your health .You could make it a gun or an artifact. I saw something similiar on another server and it worked pretty well. Szlat I do like all the work you done for AM even the nerf because I like balance.I like for low level to be balanced as well but really high level are more important so im glad that happened. Or just give me lightsaber hehehe

Wail wrote:

Elite wrote:
I believe that the artifacts should cost more, because the AM class is the first one to level up all of its abilities... instead of having 4 levels of loaded artifacts why not 10 or so. And to recompense how about taking out that timer especially with the beam, no one ever had any problems with the beam, it was all about the bolt; yet you also changed the beam's capabilities. I suggest the beam should not have a timer and be able to be used with the double damage but not the triple, as I said before, but this change to compensate with adding more levels of loaded artifacts.

Right now you get like 4 or 5 artifacts per level of loaded artifacts, how bout spreading em out like 1 or 2 artifacts per level or 3 to the most... any ideas? 


I always thought AMs should have levels available for each artifact which would allow them to improve the artifact's base functionality (Example skill, MWM Expertise: Roll weapons for 90 adrenaline instead of 100, etc).

However, in order to do this you'd probably want to make some adjustments to the base artifacts, and I'm not sure how that'd go over. For example, you could make the MWM cost 150 adrenaline with 0 levels of expertise instead of 100, and make 2 levels of MWM Expertise to drop the cost down by 25 each level. At MWM Expertise level 2 the minimum modifier you'd roll would be Min(MaxModifier,MinModifier+2)).
 

I like that idea alot give beam and bolt differnt damage levels depending on artfact level.

Hobo_Joe wrote:
AM isn't the only one that loses adren when you use booster and die. everyone else does to, so what is this other option that everyone else has that you speak of? finding a medic? you can do that too, picking up health packs? you can do that too. Besides How exactly would they enhance booster? or beserk?

If you've got at least denial 2 then your pretty much ready to go at anytime just like the WM, if not, then work a little more. get denial and make a good weapon. pick up adrenaline that's lying around the map, kill things. plenty of ways to get your adren back up, and quick. 

WM has regen and vamp medic has regen and medic weapon engy has shield regen and blast. Am is the only clase that has no special healing ablity. Even with deneil 2 you just have one gun. Even if i start on wave one. I have to have all the adrenaline skill so i have plent of adrline because 90% of it goes boost. If im lucky enough to get a good flack I need resupply 4 to use it all the time. I think im level 50 right now and after buying the nessary skills to live including damage reduction , drip3 ,surge 2 ,deniel 2 ,artifact 4, leech 3 and now im try to get 40 more points in ammo just get ready for resupply. This wasnt a big deal when i could still use magic to kill stuff with triple cuz it wouldnt cost that much adren. Now that bolt cost me over 100 adren i can either kill something then die or use boost and die a little slower. Bolt and triple is no differnt then a weapon master using triple and mine layer. (well it is differnt cus the weapon master gets health back)

Wail wrote:
AMs already have an advantage in that they can run these combos longer and/or more frequently. Giving them stronger combos and the aforementioned benefits just seems like stacking benefit on benefit. 

I disagree because if an AM is using boost to heal and he dies all his adrenaline is gone. Then he has no adrenaline for the next way . It not like wm who is ready to go at anytime. If I have to risk all my adrenalin just to heal it doesnt seem fair while every othere class has another option.
The mods on rq rpg Invasion it also has the link turret that was taken out of druids.
I think AMs should be the masters of adrenalin combos like boost ,speed and the one that makes you fire fast cant remeber the name. Anyways AMs could invest points in combo to enchance them. I dont want to say how strong they should be because I favor AM so someone fair would need to balance them.
Maybe if you bought awness the health bar could show if monster was poisoned.
Thanks Greg you might be right as my WM is no where near 80 or my AM
I dont know iF any one plays team fortess here. I was that if would be cool to have Critcal hits in the game similiar to triple damage but also increase the splash damage . All classes could have differant Critcal ablites.
WM could have passive 10% chance that would increase by 5% for every double , muti kill and so on.
AM could have an artifact that would be 100% critcal chance but cost5-10 adren for each monster effect by gun or magic item.
Medic could have something similar to WM but would also effect the people there healing. More chars they heal the higher the critcal chnce is on monster and there teammates.
Engineer could have something similiar to WM and Medics but would only crit while in a turret or vehical.
Obviously the numbers would need to be change because im bad a balancing but this way we could get rid of triple that seems to be at the heart of most balance issues.
Dommi what level are you ? I need some help surviving If your close to 50 or something could you give me skill break down.
THanks
Im not sure about rod damage. Im was under the impression that Rod was 10%then add in dmage bonus then advance damage then triple. If anyone know for sure like slat or something I think it would be cool to know how it all works. Regaurdless thank you for help but I still have an issue of just being able to live through wave that my othere low level Wm laughts at. IF its going to be harder to level an Am shouldnt he or she get some kind of reward to look forward too??
Thank you again I appreciate all the help.
I am not a high level AM but I think there something wrong with fact that weapon master can do more damge with rod then the Am can because of there Advance damage. Shouldnt AM Do more damage ( with artifacts) then a weapon master ? How do I level up now its too hard. I need drip 3 just to live.(75 +24) Then loaded artifacts 3 (27) leech 3 Surge 2(10) (50damageB+24) Denial 2 (35) Resupply1 (50+15). 305/7=43. I will basic have no chance to do anything really except upgrade weapons for weapon masters. It also seem like every class is based around supporting WP. I picked AM because I thought it was suppose to be most damaging class and weapon masters suppose to be the tank. Im sorry if i come off sounding like jerk I dont mean to but I built my class around doing awsome damage with magic artifacts. Now im basicly a crafter with the way beam and bolt and triple are. Its great that the high levels are fine but there othere levels to think about. Plz dont leave timers on bolt and beam or leave the timer and let it work with triple.
Thank you slat and druid I know you both work very hard on this Rpg and its not like Im paying you guys or anthing.I do know you want what best for all the class so I wanted to share my point of view.
Whats so special about level 150 engineer dont get any new skills after 90. As for the death match thing i was under the impression that only invasion was suppose to be balanced with the classes.
There no way engineer beat weapon master any more with only having one offence sent. I see high level weapon masters scoring between 3000 and 2000. The only time engineer get that high is if there turret linked by othere players who are share there exp.While if they do get a high score there only getting half of the exp or less. So even a score of 3000 is more like 1500. As for adrenmaster beinng the most powerful seem to me like most of the high scores are weapon masters.
sorry if this is wrong place for posting just wondering if new version of druid rpg would be release to public. ALso if had all the adrenaline and medic artifacts in it just wondering. Agian sorry if this is wrng place to post. Any info would be appreciated thanks.
 
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