- Limitless wrote:
- Ok, I'm not gonna write a book so you don't feel like I'm insulting your intelligence. Can you explain to me how in this post your are wanting to make things easier for melee to complete areas, encouraging people to play them more if it's changed, yet in the GC post you mock the admin for trying to beef up the GC so it isn't so "useless" as you point it out to be. A GC is meant to be a meat shield and not replace a "Tanking" class. Always had been, always will be.
Everyone is not created equal and this game is no different. Some races can clear areas faster then others, but in the end ALL races can complete them.
Play the race you enjoy the most and look forward to new areas like AT. My clan still goes here and to be honest, the ones I see here the most are a Warrior and a Seyan.
/rant off
I will attempt to not reply to one of your numerous flames and I hope you stay on topic as I am considering your post as a valid thought and not just a flame.
My way of analyzing features is based on various categories including fun, difficulty vs reward, reward, relevance, tedium, balance and functionality.
How do my suggestions allow for melee classes to further participate in AT?
- Re-balance skills in order to allow melee characters to actually kill these faster. Fdm skels have 600+hp and can heal about 300 per cast. They have atleast a good 8 heals in them probably more. Overall that is 3000hp per skel to bring down as a melee class. Seems ridiculous to me when you have 8 skels in there.
Right now the area is focused on survivability of mobs to create downtown and in some way determine exp/h rates beyond the general rng of scrolls. My issue lies with general and fdm areas of the AT specifically. Skels having around 600hp and being able to heal so much really implies that in order to kill reasonably fast, one needs a stun and an aoe damage dealing ability. In this situations looking at general kill speed you would have the following.
AH
Necro
Sorc/Seyan
Warrior
AT
My issue with this situation is that ATs and Warriors are the slowest penters. If AT is to be considered an "alternative" albeit less effective than pents, it should be so. AT right now punishes warriors and Arch templars in the later levels. Both races cannot sustain stuns without external elements such as potions. Their killing speed is also somewhat lower due to lower WV or solo spells. What it means is that these two are limited in their speed due to mechanics which replicate their disadvantage in pents. By re-balancing mob stats at these levels, we could increase the general exp/h rate for melee classes in order to make these areas viable for everyone which they aren't.
One idea is flagging the area so that when warriors/temps use the portal, skels cannot use heal or something. Or providing a valuable melee kill speed buff for such an area to make things fair.
-Fix the scroll spawn rate so that it matches normal skels.
This is a problem for everyone actually as it effectively makes the gen/fdm section pretty useless. The intended purpose does not do what is intended and instead punishes players.
Reduce spread on scrolls. I makes no sense that FDM scrolls can give 7k-33k exp.
The Rng also makes these two sections unattractive as most races require drugs to complete this and the possibility of getting significantly less exp/h to somewhat lower exp/h compared to pents makes it unattractive as well.
If you have an issue with what I said in GC topic, please comment there and I will elaborate. I will add to this later as I am still at work. Cheers.