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Subclass balance in DruidsRPG227  XML
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K&D_Enterprise



Joined: 08/04/2010 14:40:04
Messages: 20
Location: Belleville, Ontario, Canada
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No real complaints, something that is not new but I think the wm/eng s
Should be able to build two total sentinels instead of one.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Location: UK
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K&D_Enterprise wrote:
..but I think the wm/eng should be able to build two total sentinels instead of one.  
Can you clarify please? At the moment, a WM/Eng can build 2 defense sents or one lightning sent - similar to the AM/Eng. You think the WM/Eng should be able to build 2 lightning sents - which is more than a standard Engineer can do?

Locrian wrote:
I take it that means Base Specialists are keeping all of their current Defense Sentinel bonuses? 
The Base Specialist is really in trial mode, and needs to be tweaked to achieve the correct balance and game play. Their main attribute was the link sentinel - all the other bits are there for balancing purposes. If it is wrong, then it needs to be tweaked. Perhaps their defense sents are just a bit too dominating? In particular, I am open to the request to remove healing from their defense sentinels, and perhaps ammo and energy. But it requires feedback from you guys as to how to take it.
At the moment, there is one base specialist in the top 25 compared to 6 extreme medics, even though the base specialist has been played more times than the extreme medic. In fact Base Specialist seems to be the most frequently played subclass amongst the high levels. This might mean that it makes life just too safe, but takes some of the excitement out. You guys give me feedback.
K&D_Enterprise



Joined: 08/04/2010 14:40:04
Messages: 20
Location: Belleville, Ontario, Canada
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Szlat wrote:

K&D_Enterprise wrote:
..but I think the wm/eng should be able to build two total sentinels instead of one.  
Can you clarify please? At the moment, a WM/Eng can build 2 defense sents or one lightning sent - similar to the AM/Eng. You think the WM/Eng should be able to build 2 lightning sents - which is more than a standard Engineer can do?

[size=18]Hi Szlat, anyway the WM/ENG from the sents avail, autogun, lightning or defense, only one in total of the 3 can be built. you can not build two of anything...

except i can build two minigun turrets, don't really need that, I'm a WM by choice so i don't really sit in turrets.. the autogun still blows, be better to build that gun sentinal thing whatever it is.. or get rid of the hummer to enable the sentinal with the gun.
but it would be nice to be able to build two of anything sentinals...
[/size]

Locrian wrote:
I take it that means Base Specialists are keeping all of their current Defense Sentinel bonuses? 
The Base Specialist is really in trial mode, and needs to be tweaked to achieve the correct balance and game play. Their main attribute was the link sentinel - all the other bits are there for balancing purposes. If it is wrong, then it needs to be tweaked. Perhaps their defense sents are just a bit too dominating? In particular, I am open to the request to remove healing from their defense sentinels, and perhaps ammo and energy. But it requires feedback from you guys as to how to take it.
At the moment, there is one base specialist in the top 25 compared to 6 extreme medics, even though the base specialist has been played more times than the extreme medic. In fact Base Specialist seems to be the most frequently played subclass amongst the high levels. This might mean that it makes life just too safe, but takes some of the excitement out. You guys give me feedback. 
Locrian

Rampage

Joined: 11/05/2010 16:07:35
Messages: 134
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I've always been a fan of "less safe, more challenge", and my only complaint with the base specialists is that, currently, they make games far too easy. Especially with four sentinels constantly boosting people's adrenaline; the other day, we won Concentrate because Smurf and Cancer were on, so we had 8 sentinels feeding my medic adren and I could fire non-stop healing blasts even though I was getting poisoned every five seconds on wave 16. We should have been destroyed that wave, but instead we won, and I can't say I felt like we earned that victory. During another game in which two base specialists were on, Ton commented that he could run the globe in his turret constantly and his adrenaline would stay consistent thanks to all the adrenaline boosts.

But I'm hesitant to demand changes that will affect how another subclass gets XP, especially if it's a class I haven't played yet. This is just my opinion as an outsider; hopefully the base specialists will give their two cents.
(DC)DEMONSLAYER

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Joined: 03/18/2006 12:10:27
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What little I have played the base specialist subclass, it was too easy. Especially with the link sent.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

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Danny

Killing Spree

Joined: 07/05/2011 09:38:39
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I can't really comment on many of the subclasses, as my engineer is the only character with a high enough lvl to purchase one. as for base specialist being easy, I'm sure to some, it is. From looking at the scores on the first page, I don't see base specialist as an advantage over any other subclass compared to wm or am. I originally was working to get extreme engineer, however I just barely missed getting it. If I had a choice, i'd pick extreme engi over base specialist any day. i'm pretty sure smurf feels the same way, as i asked which he preferred.

The healing from base specialist's sents IS a bit too much. especially as i've noticed less and less medics online lately. i like that they heal, comes in handy when no medic is on, however it does get in the way of medics getting their xp. I don't know if maybe dropping the healing to lvl 1 rather than 2 would help, or just get rid of the healing in the first place. I understand the point of the game is to be challenging, but i also don't want to get to the point where it's impossible to even win.

Just my 2 cents, I may be a bit biased towards engineer, but I hope this feedback helps szlat to balance the play among all classes.

EM - cancer MM - nx2k WM - 91/30 GM - JEB
Elite

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Joined: 10/21/2007 13:24:50
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The link sentinel was the main purpose for re-modifying the extreme engineer into a base specialist. I also agree the defensive sentinels are a bit much... not only can you make 4, but they can give ample adrenaline and ammo, and to top it off they heal and shield you. If I may suggest, although I am not sure if people would agree, a solution that breaks into 3 parts:

1)Completely remove the defensive sentinel and the extra healing, adrenaline and ammo the defensive sentinels give for the base specialists, perhaps those 3 are not necessary. As people have stated before the base specialists should provide protection and not luxury.

2)Replace the defensive sentinels with energy walls. Make the energy walls more powerful for the base specialists only, perhaps an impenetrable wall, where monsters cannot pass, and maybe a little thicker as well. Make them cost less engineering points. These energy walls, maybe a maximum of 3 could be built, would replace the defensive sentinels the base specialists can build now. So it would not take away from the sentinel specialist but instead still provide protection keeping the uniqueness in every subclass. The total of all the sentinels that would be built would be 3 energy walls and a link sentinel.

3)This 3rd one, I am still unsure about, but should a base specialist have access to a turret? Although its a mini-turret, when a link sentinel is attached to it, the firepower is doubled. So should they be able to make a turret?

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Locrian

Rampage

Joined: 11/05/2010 16:07:35
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I can't remember the last time any engineer honestly tried to use an energy wall in place of def sents; most of the time, the wall is pulled out to relieve boredom and/or when one is in the company of plenty of other def sent-spawning engineers. Which would you rather do: shoot directly at enemies while being protected, or only shoot at enemies when you're no longer protected from enemy fire? The defense sent gives you the former, the energy wall the latter. So as a defensive construct, the energy wall is severely lacking.

Making the energy walls corporeal eliminates the only reason for their existence, because if enemies can't walk through them, they can't be damaged or killed. And, let's be honest, the only time energy walls are used seriously are when they're used to kill monsters, since defense sents are the much more logical choice for defense-oriented bases.

The energy wall idea would certainly make things more interesting/challenging, if people played the subclass at all. But it may end up being to engineers what Skilled Weapons is to weapon masters, and no one would ever play it.
Danny

Killing Spree

Joined: 07/05/2011 09:38:39
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Location: AZ
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just wondering about an update on how everything is working out, as last log is from january. also have seen szlat in a while! i also have a few questions, but would like to see the logs first before i say anything. thanks in advance!

EM - cancer MM - nx2k WM - 91/30 GM - JEB
Danny

Killing Spree

Joined: 07/05/2011 09:38:39
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hate to sound like im beating a dead horse, but can we get updates of this monthly? pretty sure subclasses are slightly skewed, and i need data before i open my mouth, thank you.

EM - cancer MM - nx2k WM - 91/30 GM - JEB
(DC)DEMONSLAYER

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Joined: 03/18/2006 12:10:27
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Danny wrote:
hate to sound like im beating a dead horse, but can we get updates of this monthly? pretty sure subclasses are slightly skewed, and i need data before i open my mouth, thank you. 


Danny, currently there is two people involved in the updates and servicing and both have their families and jobs as well as keeping the server going. At this point, there are no updates or future upgrades that will take place.

As such, you will need to live with the current status quo.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
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Dead_Freddo

Killing Spree

Joined: 06/30/2010 12:36:28
Messages: 55
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My first thought was that the base specialist subclass completely undermines the general class. The main “pull” for me of playing the general class is (or was) being able to summon a defence sentinel that is unique in its ability to boost everything (adrenaline/health/shields/armour/ammo), but now that a base specialist can summon four of these the general class seems to be almost rendered pointless.

I think so that the general class doesn’t lose its main component of individuality, adrenaline boosting ability should be removed from the base specialist subclass as this doesn’t really seem like it fits in with an engineer’s identity anyway, and health and ammo boosting should be maxed at level 1.

On another note I still think a turret specialist should be able to summon one defence sentinel, as you really are a sitting duck in your turret to Titan rocks if you do not have a defence sentinel to protect you, and I think this is why you don’t see many people playing the subclass. I also still think that you should get a small amount of XP as others use a turret or vehicle that you have a summoned, as such selflessness should be rewarded.

 
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