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 on: Today at 06:46:14 AM 
Started by islakelynack - Last post by islakelynack
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 on: Today at 03:56:55 AM 
Started by laylalevy1 - Last post by laylalevy1
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 on: November 22, 2017, 11:08:20 PM 
Started by dawnrobinett1 - Last post by dawnrobinett1
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 on: November 16, 2017, 11:43:15 PM 
Started by Gar - Last post by Gar
Server should be back up by tomorrow at the latest as we try to figure some things out with regards to account creation.

 on: September 20, 2017, 10:47:01 PM 
Started by PKChrisChan - Last post by Gar
This sounds like a good direction to take shards in.

 on: September 20, 2017, 09:55:10 AM 
Started by PKChrisChan - Last post by PKChrisChan
A few players had made requests at the beginning of 103 to push a variety of changes to facilitate building, make damage easier, and reduce the hold duration of Kara’hol’s and various other changes. Many of these changes in combination with yours make for an underwhelming PvP experience.

Plain Robes:
112 added the -10% damage to plain robes. I disagree with this as this was one of the ways to mitigate damage. It was an opportunity cost of SP for for less damage.

Unbound Energy with Detect Invisible:
The underlying leveling of a playing field is good intention, but Unbound energy on the other hand is outright destructive to the PvP experience. Particularly in the area of permanent detect invisibility. Awareness gives too much incentive to the defender to simply rescue or to log on the spot.

Kara’hol’s Curse Hold Duration:
The current incantation of Kara’hol’s Curse is the catalyst for all the things broken in Meridian. 300 offense and 1-5 damage is absurd for all builds. Additionally, it is distillable and karma-less. For such a powerful spell, and level two Qor. I would like to see the hold reintroduced and punishable for utilizing it unwittingly. Besides Purge is not 1 and done like 101 days.

Shield Rods:
These were an excellent idea. Under this era of absurd damage and limitless mana, this was a good defense so you could last more than 5 seconds in PvP. Truthfully, I’d reintroduce it as 3 second duration, 3 hit maximum.

This is awkward and pretty much useless in 90% of fights much like invisiblilty was. Potions no longer get effected by AMA/Dement so we're good here.

 on: September 20, 2017, 09:49:25 AM 
Started by PKChrisChan - Last post by PKChrisChan
This is a very fun and new mechanic introduced to Meridian. Now I will be able to customize my
characters much more deeply. Except for one thing, all of this customization is diminished by one
absolute infuriating and murder-invoking mechanic: RNG. For those who’ve never been subjected to its
torture, it is the vile random number generator. It’s a demonic demi-god who enjoys torturing mortals
by placing random elements which place them at the mercy of their elements with zero opportunity
whatsoever to react. I stand in direct opposition to any mechanic which revolves around form of luck.
Sharding gear completely revolves around absolute luck and the only way to improve your chance is to
spend more time. This strong presence of RNG in shards has strongly negative effects on my enjoyment
of the game, and almost all strong players have become frustrated at the lack of opportunity for skill
expression. Let’s take a moment to examine why this is:

I’ve been talking to a lot of players who’ve played on 103 over the last year. They are really impressed by
the absurd amount of work you’ve put into the desert/schools/systems. But they all mention how they
despise gear. Gear grinding is the antithesis of meridian, as we always have had opportunities for
outplay regardless of item quality. They mentioned how discouraging it is to deal around 8 damage
across all of their damage types because someone is wearing plate armor with ~40-65 resists to all
elements. With the introduction of heartstone shards, building anti-damage gods has never been easier.
Most players don’t even bother adding most of the other rolls. Maybe 10% damage on their weapon
attacks. 75 weapon resist with 50+ across all faren elements is unbearably difficult to deal with for non-
witchery, non-Qor builds. This type of gear substantially defeats renders all builds outside of Witchery/Faren toons or Riija PFs near to obsolete.

This encourages a tanky/deal damage type of metagame. Witchery subverts this
playstyle by having the ability to ‘poke holes’ in gear and deal absurd amounts of damage in the element
of choice. Riija Pure Fighters are on the opposite end of the spectrum they abuse reflections, AMA, and
remove your ability to heal(via unholy damage) oneself. They use this crutch strategy to -outlast- their
opponents. Generally the worst abusers of this would be Elven Pure fighters with a slight durability
bonus(10% magic resist) with bonus damage to partial attacks(10% I believe) kara’hol’s, 60+ Aim. They
don’t deal incredible amounts of damage but they are difficult to lock down and are consistent: They
never miss. Although you are healed over time from the illusions, the attacks DO magic damage and
come in unpredictable bursts, which in turn can be devastating in certain circumstances. If you are
unfortunate to get caught in a robe, it is an almost instant ~60 damage. Generally, plate + KS + Jonas +
gort + ~50 Unholy Resist because building Neru + nomad shield + RM + Cess leaves you ~10% vulnerable
to normal weapon attacks.

Proposed Re-evaluation of the Shard System:

-Major, Minor, and heartstone shards should add only one randomized enchant at a time.

-Draining Shards should remove the last enchant on a piece of gear at a time.

-Gear should allow the number of enchants relative to item level. (200 allows 5 enchants. 210 allows 6.
160 allowing 4, 170 allowing 5, but one enchant weak etc. )

By revamping the shard system to an “enchant by enchant” basis, you give players a larger amount of
control and customization. And deal with a lot less RNG. It’s a bit more straightforward and a bit less
anti-faren focused. On the contrary, they still are rolling for what they want so they still will expend
quite a few shards to get what they want. Additionally, you remove the frustrating element of absolute
luck that we all secretly despise. Perhaps, players will be a lot less frivolous with the good gear they’ve
spent 400 draining shards rolling on. Otherwise, you won’t see any interesting set ups outside of

I hope that this makes sense.

 on: July 12, 2017, 03:09:52 PM 
Started by PKChrisChan - Last post by PKChrisChan
Tier 1 Argument:

Gaze: This buff is actually really really really nice under anti-magic aura. It levels the playing field and gives Qor mages both defensive and offensive pressure(mini-holds).
Deflect: This is a given.
Bless/Kara'hol's Curse: Offense needs to be easily checked. This 400+ offense adds to a host of other issues making aim's offense bonus obselete on most builds. Also, Kara's should not hold the user if purged, if it currently does.

Tier 2 Argument

Faren Resists: Resist spells are really aggrivating to deal with(forcing Neq/iwo witchery down our throats). Someone sitting around in perma 40+ resists to all elements as a non-witchery Faren mage is completely unfun. Having to put witchery on all of my characters turns me away from this game. Purge is no-longer god mode with the new system.
Free Action: Also necessary. Synergy with holding effects.
Armor of Gort/Resist Magic:  Boost damage a bit.

Tier 3 Arguments

Holy/Unholy Resists: Let these spells be purged again. The reason these spells weren't Purgeable doesn't apply under this new armor system. Back then partial magic attacks were overwhelming and needed to be balanced some way.
Eagle Eyes: Purging this much should/is an investment of mana. Removing this person's Eagle Eyes makes them vulnerable to longer CC than usual. This gives players a bit more control in group fights.
Invis/Magic Shield/Shadow Form: Lowering defense should be more difficult.

 on: July 12, 2017, 02:18:12 PM 
Started by PKChrisChan - Last post by PKChrisChan
Tier One (50 Purge Factor- 1 or 2 Purges should do the trick)
Gaze of the Basilisk
Kara'hol's Curse

Tier 2 ( 40 Purge Factor - 3 99% SP Purges)
Faren Resists
Free Action
Resist Magic
Armor of Gort

Tier Three (20 Purge Factor - 5 99% Purges)
Holy/Unholy Resist
Eagle eyes
Magic Shield
Shadow Form

Tier Four
Detect Invisibility
Other Detection Spells

 on: July 08, 2017, 04:20:15 PM 
Started by PKChrisChan - Last post by PKChrisChan
These are things I feel should be addressed for the sake of balance and variety of builds. Right now, its an all mage metagame. Everything else is subtier. Also with Ogre client gaining popularity this further compounds issues as a lot of game mechanics that were difficult to do are now incredibly easy to do.

Design Philosophy:
From my inspection, and the new armor systems. It would appear that you intend to attack character trains by rendering old builds pointless. The 3 school Shal Faren mage literally can not doing anything against someone in Nerudite armor. We should not continue with this model because the new schools should not be required but supplemental. We want to encourage as many builds as possible to create a lot of diverse and unique builds. Character trains should/could be managed in other methods in my opinion. Vets are gonna come back and be like "uhhh fuck this".

iDefense = iParry + iBlock + (iDodge*2) + (iAgility*8) + (200 * iHealth)/(100 + Send(self,@GetStamina));
iOffense = (iStroke*2) + (iProficiency*2) + (iAim*8) + (200 * piBase_Max_Health)/(100 + Send(self,@GetStamina));

Defense is in an incredibly bad area. This equation is outdated and rendered pointless. Purge was a huge factor when this equations was changed. With the new shard/gear system and the risklessness of using Kara'hol's Curse(no more hold). Offense is bolstered through the roof across all builds and aim.

Additionally, mages in particular are godly because of the aforementioned issues. My mages with 1 aim have 1500 offense with touch spells and 1200 with melee weapons. I'm more afraid of going toe to toe with mages(even under AMA) than I am than elf Pure fighters! That's a severe problem! Acid/Unholy damage further compound issues and render defensive reactions pretty useless.

Damage boosts via Shards:
Flat damage boosts are awkward and overpowered. Giving melee weapons with non-optimum stats advantages. I am under the impression that everything should shift to damage boost % values instead. 

As it stands now fighters are at absurd disadvantages statwise. Mages only have to invest in 2 stats and full damage/offense across 5+ different attack types. I realized this as I began stating my Undine fighter character. As I gave him more intellect I gave up more and more agility, aim, and Might all of which have 1-2 attack types on each. Cess shield/Amulet of Three compounds these issues. Additionally having higher intellect gives a lot of defensive benefits as in more perceptive awarenesses, defense against riija’s spells and more options to counteract your opponent with.

All resists and gort/gaze/deflect should become tier 1 buffs. Bless/EE/MS/RM/Invisi tier 2. I'll make a post later on how I feel Purge should operate under this new armor system. The current values are also outdated because of the recent major change to gort/armor.

Witchery debuffs
Personally, I feel these debuffs really do not need to bring a character below zero(or racial minimums). We have been getting damage boosts ever since the inception of this server. Our stats, gear, and shardic bonus values should be what really gives us the edge with damage. I envision Witchery as a tool to counteract Gear defenses. Not a prerequisite to doing damage.

Currently you can remove dement with a dispel rendering it pointless in this all duke shielded world. Also, I'm not sure if I read this somewhere but we should probably shift this spell to attacking gear spellpower. It would prove to be an effective counter against the ridiculous power of robe + mace + herald + max duke shield. We've reintroduced cure disease potions! Let's use them!!!
Also, it was aggrivating in dispelling your enemies dement off of them as soon as you cast it on them.

This is just piggy backing on the issue of defense but all armors are pretty much obselete except for chain/Neru/plate.

Spell ranges
Now this will take a lot of thought into. But Ogre has introduced a drop down "enemy attack list" and third person perspectives. Everything from CC spells to dement to long bow/battle bow ranges will need to addressed here. The interesting thing here is that ranges could be adjusted in such a way that makes introduces a mechanic of positioning factor more.

As it stands now, I can hold down the blind key and spam click on the area in the menu in Ogre client to outblind players that I have no business outblinding from a remote area in the room.

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