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 Compulsion balance

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Asmodeus




Posts : 483
Join date : 2012-12-22

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PostSubject: Compulsion balance   Compulsion balance Icon_minitimeThu Jan 07, 2016 6:14 pm

Here is the point. Compulsion was overpowered -ish. The discussion isn't about that but how to make a compromise between the removal of a significant gameplay mechanic for two races.

Right now 3 compulsions max makes it utterly useless in pents. Even more so, high level pents have issues with how compulsion is now. Here are a few suggestions.

Cycle through compulsions. When a 4th one is generate, the first one created dies. So that compulsion no longer requires the 3 monsters to be transfered in order to be reused. This will provide escape options in pents but not longer allow compulsion penting or make it totally useless even if they cycle.

1. To compensate for the significant reduction in power. Allow compulse to provide statistical bonuses to bases dependant on mod compulse. It will give the player a reason to level it past a very early level. Cap it at like 15-20 bases over normal mobs. This is to make compulse more viable in pvp as well. Right now, the only available mobs to players are from emme cave, barb mountains or lancelot village with the latter being a poor option.

2. Remove no compulsion flags on non-important npcs. I would enjoy compulsing dark champions but I admit that is too much.

3. Increase the max number of compulses to 4 in order to allow spellers to surround their targets with compulsions which provides an additional level of tactics and defense in pvp.

4. Potentially reduce the power gap to succesfully compulse to balance out increase in power of compulsed monsters.

I don't really care about the topic of compulsion being OP but I do care about the fact that the number of 3 is a significant power drop for Sorcs and Haras. Given the fact that pvp (where balance really matters) for Haras has been all but shattered now. PVE wise, sorc has seen a significant power drop and will have to rely on tried and true stun/run pents.

I know compulsion is OP but unless you actually use it, I would like for you to limit your numbercrafting and speculation. The spell has been wrecked and I hope that some degree of revision may allow for a compromise between lovers and haters of compulsion.

I await your thoughts.
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amanar

amanar


Posts : 649
Join date : 2012-12-21
Age : 36
Location : Ontario, Canada

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeSat Jan 09, 2016 10:28 pm

Asmodeus wrote:

Cycle through compulsions. When a 4th one is generate, the first one created dies. So that compulsion no longer requires the 3 monsters to be transfered in order to be reused. This will provide escape options in pents but not longer allow compulsion penting or make it totally useless even if they cycle.

100% this
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Lordlava

Lordlava


Posts : 3955
Join date : 2009-08-23
Location : The Land Down Under

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeSun Jan 10, 2016 2:32 am

A mostly positive and well written posting.

Number of comps
When I made the change I said the number should be between 2 and 5 and the choice of 3 was fairly arbitrary. Try it and see. I used to use up to 5 on my Sorc and I was largely untouchable unless I ran ahead too fast. I have not tried it limited to 3.

If consensus is 4 is a better balance number then this is an easy change.

Power of comps
I also only compulsed the strongest rank in the area so that my companions, on my spells, were unbeatable. I am not sure that they need to be stronger than that - do they really?

Cycle and transfer
At the moment, if you have the limit (3) then you can not cast compulse again till one of your comps die or are transferred.
Options are:
1. Extra compulse kills an existing comp based on some criteria (age, rank, exp pts etc). You lose the exp in the comp.
2. Transfer command transfers a specific comp, if it is selected (highlighted). You gain the exp in the comp and only transfer the specific one of them. If none selected then all in range get transferred as per normal.

NOCOMPULSE flag
This is set by the builder at the time of building an area, or it was added later for some probably valid reason.
If there are specific NPCs with the flag set then let us know and we can consider whether they should be changed.
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jaigur




Posts : 31
Join date : 2015-08-30

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeSun Jan 10, 2016 10:16 pm

I like option number 2, because then I can pick what compulse dies and I get the exp they gained from killing stuff
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amanar

amanar


Posts : 649
Join date : 2012-12-21
Age : 36
Location : Ontario, Canada

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeMon Jan 11, 2016 7:35 am

I'd really like option 1 implemented.

I feel like if we have option 2, it will seriously slow down the gameplay.

Meaning instead of flying through places comping units, having my oldest comp replaced by the new one I comp, I'll be stuck having to highlight and transfer 100 times to finish an area.

I cannot stress how much I want comps to be replaced when comping something new.

I don't want to sit around having to transfer every few minutes
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Motoko




Posts : 1229
Join date : 2009-09-14

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeMon Jan 11, 2016 3:43 pm

Compulse is still very strong, you can instantly kill any NPC in pents, which results in the ability to escape better than with any other skill, and results in fast solves and easy experience.

I think the ability is fine as is, walk around compulsing a garg every 30 sec to 1 minute to let gargs flock to them and you can basically pent untouched, it's still overpowered as is.

I've been watching people do this while on /invis and it's very easy.

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Asmodeus




Posts : 483
Join date : 2012-12-22

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PostSubject: Re: Compulsion balance   Compulsion balance Icon_minitimeMon Jan 11, 2016 5:58 pm

Motoko wrote:
Compulse is still very strong, you can instantly kill any NPC in pents, which results in the ability to escape better than with any other skill, and results in fast solves and easy experience.

I think the ability is fine as is, walk around compulsing a garg every 30 sec to 1 minute to let gargs flock to them and you can basically pent untouched, it's still overpowered as is.

I've been watching people do this while on /invis and it's very easy.


As long as you can cycle through comps
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