Splash damage changes

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Chicka-Maria
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Re: Splash damage changes

Post by Chicka-Maria »

Big Crunch wrote:It is more difficult for archers in that they cannot heal a warrior, considering they have a short range on their healing ability.
+1
No healing warriors would give them an even more disadvantage. People enjoy healing their friends during battle but its hard with such a range and would discourage healing.

I think it would make more sense for some low level monsters that have low damage for example mushrooms since they seem to puff gas all around them.

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Re: Splash damage changes

Post by foobo »

Removal of "rapid attack bug" and "casino dupe" was also unpopular. Please bring it back ;)
To be honest, every change which brings more healthier and honest gameplay is unpopular.
I've met few times with statements from players who were logged on other MMORPG's (although not on this one)
"OMG I'm bored". Is it logical to log on game to get bored? More difficult and challenging the game is then it will get more popular.
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Big Crunch
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Re: Splash damage changes

Post by Big Crunch »

foobo wrote:Removal of "rapid attack bug" and "casino dupe" was also unpopular. Please bring it back ;)
To be honest, every change which brings more healthier and honest gameplay is unpopular.
I've met few times with statements from players who were logged on other MMORPG's (although not on this one)
"OMG I'm bored". Is it logical to log on game to get bored? More difficult and challenging the game is then it will get more popular.
In this case this is not a 'bug' or 'exploit'. Furthermore, the idea of splash damage is a good one, but having every single monster deal splash damage is inconsistent with their type of attack.

In the example of the Fire/Poison skull, using a breath weapon, dealing damage in a triangular pattern depending on its direction of attack makes sense, where a skeleton using a melee attack damages 6 total squares with one attack is stupid.

This needs to be refined, not rebuked

BC
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Chicka-Maria
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Re: Splash damage changes

Post by Chicka-Maria »

But even the skulls breath damage shouldnt go all around the skull, if anything it should hit the first 3 tiles infront of it. For shrooms it would make sense if it was around cause the animation shoots around the mushroom. Witnessing butterfly's in town killing people sitting because someone feels like itenplzing them is just awkward. I think it should be removed on most monsters but left on monsters that would make sense like the 2 monsters listed above.

ps. i also think if theres gonna be splash damage the damage/crit should be lower than the regular attack damage.

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Yubaba
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Big Crunch
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Re: Splash damage changes

Post by Big Crunch »

Big Crunch wrote:Furthermore, the idea of splash damage is a good one, but having every single monster deal splash damage is inconsistent with their type of attack.

In the example of the Fire/Poison skull, using a breath weapon, dealing damage in a triangular pattern depending on its direction of attack makes sense, where a skeleton using a melee attack damages 6 total squares with one attack is stupid.

This needs to be refined, not rebuked

BC
Chicka-Maria wrote:But even the skulls breath damage shouldnt go all around the skull, if anything it should hit the first 3 tiles infront of it. For shrooms it would make sense if it was around cause the animation shoots around the mushroom. Witnessing butterfly's in town killing people sitting because someone feels like itenplzing them is just awkward. I think it should be removed on most monsters but left on monsters that would make sense like the 2 monsters listed above.

ps. i also think if theres gonna be splash damage the damage/crit should be lower than the regular attack damage.

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Johanne Laliberté
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Re: Splash damage changes

Post by Johanne Laliberté »

Hi,

My opinion about this splash damage, I don't like it anymore!!! :(

1. Nobody will help a low player to leveling.
2. Now it will be harder to heal a player without take damages with low intelligence. I took damage healing a player
yesterday.
3. AFK players or waiting to get more mana will get damage too, we have to be far away from attackers.
4. It can be a weapons (arms) against Acher/Mage or low player.
5. But I don't know what will happen to play Candor/Cindy.
6. I believe many players wil go to another server. How TMW could be alive????????

We don't need this "Splash Damage" to avoid bot-players. There is certainly another way you can develop to avoid them.


Johanne
Last edited by Johanne Laliberté on 07 Aug 2012, 02:40, edited 1 time in total.
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Re: Splash damage changes

Post by o11c »

Big Crunch wrote:One thing i would like to ask is this: If the monster attacks a warrior, who has a very low evade % and an archer is in the splash zone, is the archer's evade % considered in whether they receive splash damage or is it entirely dependent on the warrior? Meaning if the warrior gets hit, will the archer automatically take damage as well?
Every player's evade and resistance is calculated separately.
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Johanne Laliberté
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Re: Splash damage changes

Post by Johanne Laliberté »

Hello again,

I want to tell you this is not a problem with a high level and vitality warrior like I am!! :D

All in all it's just another brick on the .....low players!!!!! :shock:

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Narus
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Re: Splash damage changes

Post by Narus »

My ideas:

Warriors: I don't see why they will be affected I´m one of them. I was testing this new feature while on Cindy, I had no more trouble with 3 yetis that I normally have. And as I see it the warriors were bored to play, the "park" the warrior in a corner of the GY and hit when the skeleton come is bored as hell but people do it. We must pay attention now :)
And also now we have a purpose, being a warrior for me has many functions one is to be a tank to mages and archers, i love to tank and help them and i found this very fun to play.
Lower level warriors will have no problem if they hit the monsters according to their levels help a lower level is not only bring them to the GY and block whisps so they can get exp.

Archers and mages as I see it are done to hit from long distance, so do it :)

Healers: now you can also play as a full healer, I did that for 5 levels as a pure healer not attacking at all and getting my exp from Nishae and sugar, that was soooo boring, now a true healer paying attention and with a nice group of warriors and archer can do the function very well in a group of 5 warriors they are all getting hurt not just one! That would be heaven for me back then.

Attack mages: they are very unbalanced and as you all know i was a mage like this for the last year i know it is unbalanced and this will balance them a lot. is not enough anymore to hit 1k to a skeleton now you have to dodge other monsters and relay on your fellow warriors to tank them and your archers to freeze them. This will be fun

I really don't think this is bad to the game play at all, like any change we will have a million opinions, every one of us has one, mine is this is a great addition, as a GM I'm really happy to see the huge stacks of players gone, we have to level our chars in a more realistic way, we cannot put a lvl 30 in the tail of a 80 warrior to hit whisps anymore is that so bad? We have to level for real and stop to level alts in the fast way. So for me so far this is a great additiona nd sure there will be critics.

About the butterflies and bees killing afk people in town just get ride of the monsters in town if that is such a big problem.

The game play will be really different some of us will see it better others worst as i see it this is great and i think we will finally get more defined roles in game and we will have to level in groups of players around our levels with monsters according to that :)
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Re: Splash damage changes

Post by jingpohu »

I was protect under a betsanc, when i lost the protection, the yeti has died...

Bug?
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Re: Splash damage changes

Post by tmwTroLL007 »

I like the splash damage.We played two cindy battles a candor the grave yard with warrior and a mage, i had no issues at all.I think the haters are mad there bots keep dieing =win for the team :D .when i played as a warrior all i had to do was back up a square and i had no splash at all at 70 vit im no real tank and can live with a water against 2 skeletons and 3 lady skeletons. brings back realistic stats in my eyes it will be a good thing for everyone the only bad thing i did see was butterflys killing in town but narus hit it already... remove them:D
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Chicka-Maria
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Re: Splash damage changes

Post by Chicka-Maria »

People are saying theyre happy the stacks are gone, but they were gone when the no follow rule applied. I dont think its right to walk in the graveyard and have people drag monsters over to you while your attacking other monsters and get you killed. Or if your just walking through the graveyard and people bring monsters to the entrance and itenplz then you get hit cause of their stupidity. This would cause more trolling and more abuse. As i said before i think splash attacks are a great idea but only for certain monsters. Yetis and skeletons, zombies and fallen don't suit that category.

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Yubaba
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Re: TEST: splash damage against stacks

Post by Ledmitz »

Big Crunch wrote:its nonsensical for a zombie to bite 17 people at once
i could understand it for those monsters with a breath attack
Bang on Mate! That really is what this patch lacks a little... logic.... otherwise, it has me wondering why I can't attack 5 mobs at one time... that would make the patch more fair, but makes less sense. I like the `ol logical approach. If you encounter logical problems, then it is time to correct with new items and skills to compensate.

Splitting damage is another option but you still have that damn logic in the way. Maybe a virtual roll to decide who to attack, but a plus for those doing more damage to get hit. More math, but it might be a better solution in the end.

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Re: Splash damage changes

Post by Narus »

Chicka-Maria wrote:People are saying theyre happy the stacks are gone, but they were gone when the no follow rule applied..."
Actually that part is not exactly like that, while autofollow is gone, stacks are not, until yesterday anyone could stack alts or real players. Automation is not baneable "yet" only autofollow, so the ones you don't see anymore are the players that loved to stack a huge amount of alts on their tails to level all at the same time and fast.
Now they can stack alts but they must be sure all the alts are able to survive because now all the alts will receive damage, is a more realistic game play. The thing that we lost is the ability of level an alt leeching exp and I still don't see anything wrong in that xD
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Chicka-Maria
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Re: Splash damage changes

Post by Chicka-Maria »

Narus wrote:
Chicka-Maria wrote:People are saying theyre happy the stacks are gone, but they were gone when the no follow rule applied..."
Actually that part is not exactly like that, while autofollow is gone, stacks are not, until yesterday anyone could stack alts or real players. Automation is not baneable "yet" only autofollow, so the ones you don't see anymore are the players that loved to stack a huge amount of alts on their tails to level all at the same time and fast.
Now they can stack alts but they must be sure all the alts are able to survive because now all the alts will receive damage, is a more realistic game play. The thing that we lost is the ability of level an alt leeching exp and I still don't see anything wrong in that xD
automation wont be ban able for the reason you don't really know theyre using it. The no follow rule has stopped many stacks, you cant say it hasn't, the graveyard is much more "civil" since the no follow rule which is good. As for the leeching it also doesn't help when you want to help a lower level player level up..

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Yubaba
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