Open Meridian Project Forums

  • July 23, 2017, 07:42:12 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  


Pages: [1] 2 3 ... 10
 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.

 on: July 07, 2017, 09:36:42 PM 
Started by HazZy - Last post by Gar
back up - will be able to fix how he's doing this when i get back to the States

 on: July 07, 2017, 05:11:30 PM 
Started by HazZy - Last post by HazZy
Been down for atleast 2 hours.

 on: July 02, 2017, 03:15:16 PM 
Started by cindyroyall - Last post by Gar
Indeed, I'm at a work conference. Server has been up for awhile now - I forgot my forum password :)

 on: July 02, 2017, 02:36:20 PM 
Started by cindyroyall - Last post by Evil_Sibhod
Someone ranting in IRC last night said "Gar is gone, He's had enough" which was apparently the overdramatized version of "Gar is gone to a work conference for a bit"

 on: July 02, 2017, 12:59:52 PM 
Started by cindyroyall - Last post by Prom102
Any update on this?

 on: July 02, 2017, 10:47:12 AM 
Started by cindyroyall - Last post by Barak
Any Idea when it will be back up?

 on: July 02, 2017, 07:58:13 AM 
Started by cindyroyall - Last post by cindyroyall
Thanks for answering HazZy, I was wondering if it was only my computer. Good to know.  ;)

Pages: [1] 2 3 ... 10