Page 2 of 3

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 11:53
by Jumpy
Thanks Freeyorp for

1. making something understandable for non dev
2. bringing light (not lightnings :) ) and solutions

Best Regards

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 12:28
by Black Don
I did some testing yesterday with my lvl 55 mage. If I went to the 6 skull room and cast lighting from the stack at best I got to hits in before the skull was dead and it gave me 2k. and I was hitting for 300 to 400 dmg. One on one yes a mage does more dgm then a warrior but then a mage can't defend like a warrior ether. I still can't find this "imbalance" everyone talks about.

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 15:03
by Ceros
Black Don wrote:I did some testing yesterday with my lvl 55 mage. If I went to the 6 skull room and cast lighting from the stack at best I got to hits in before the skull was dead and it gave me 2k. and I was hitting for 300 to 400 dmg. One on one yes a mage does more dgm then a warrior but then a mage can't defend like a warrior ether. I still can't find this "imbalance" everyone talks about.
Don't go to the 6 skull cave, go to the 2 skull cave(main mine entrance). Max out INT and max out your level 2 magic (or at least get it to a decent level). Wear a wedding ring, silk robe + cotton boots and a demon mask/circlet. Then run around and nail skulls. You shouldn't be toe to toeing the skulls, you should be hitting and pulling back. I can get 500-700dmg easy all day and multiple strikes to boot (4 or 5).

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 15:28
by Booth
Ceros is correct, the best spot is the 2 skull you can lure the skulls and run around them. I don't use magic, but thats what i see people do.

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 15:52
by muffel
yes, the game is very imbalanced. The warriors, who dont need intelligence, using their status points for luck (at least 61) and making their defense and attack very strong. They cant get damaged seriously by the skulls (at least from 2 skulls). They dont need iron ore or anything else to hurt the skulls. They are just standing still and all they have to do is to push the attack key. Thats what i see warriors do.

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 16:44
by Black Don
Ceros wrote:
Black Don wrote:I did some testing yesterday with my lvl 55 mage. If I went to the 6 skull room and cast lighting from the stack at best I got to hits in before the skull was dead and it gave me 2k. and I was hitting for 300 to 400 dmg. One on one yes a mage does more dgm then a warrior but then a mage can't defend like a warrior ether. I still can't find this "imbalance" everyone talks about.
Don't go to the 6 skull cave, go to the 2 skull cave(main mine entrance). Max out INT and max out your level 2 magic (or at least get it to a decent level). Wear a wedding ring, silk robe + cotton boots and a demon mask/circlet. Then run around and nail skulls. You shouldn't be toe to toeing the skulls, you should be hitting and pulling back. I can get 500-700dmg easy all day and multiple strikes to boot (4 or 5).
Again I still don't see how this is an imbalance. Plus you can't have 99 int until lvl 59. I would not be able to get any iron ore for making my components for the lighting spell. Most of the mages I see dominating on the 2 skulls are over lvl 80+. This seems like one group of players complaining and not really testing anything to give any proper results to Dev to make any proper balancing suggestions.

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 16:51
by Black Don
muffel wrote:yes, the game is very imbalanced. The warriors, who dont need intelligence, using their status points for luck (at least 61) and making their defense and attack very strong. They cant get damaged seriously by the skulls (at least from 2 skulls). They dont need iron ore or anything else to hurt the skulls. They are just standing still and all they have to do is to push the attack key. Thats what i see warriors do.
its called tanking its what Warriors do. Its boring but some people like to do it. Just cause one class of character has an advantage over another in one respect does not equal game imbalance. Warrior's strength is his defense were the mage's is offense. last time we had a imbalance issue it was the archers over the warrior's and it was very easy to spot because every one was an archer. No one played any other class so that is what an imbalance looks like to me.

Re: Some rules for archers and magician...

Posted: 09 Sep 2009, 16:57
by Booth
The shield is the like the only thing that made the Archers and the Warrior's "balanced", there will always be complaints about balancing classes.

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 02:41
by Jaxad0127
Black Don wrote:
muffel wrote:yes, the game is very imbalanced. The warriors, who dont need intelligence, using their status points for luck (at least 61) and making their defense and attack very strong. They cant get damaged seriously by the skulls (at least from 2 skulls). They dont need iron ore or anything else to hurt the skulls. They are just standing still and all they have to do is to push the attack key. Thats what i see warriors do.
its called tanking its what Warriors do. Its boring but some people like to do it. Just cause one class of character has an advantage over another in one respect does not equal game imbalance. Warrior's strength is his defense were the mage's is offense. last time we had a imbalance issue it was the archers over the warrior's and it was very easy to spot because every one was an archer. No one played any other class so that is what an imbalance looks like to me.
Agreed. But while warriors don't need int, they do need everything else. Mages don't need str or vit that much. Even others are not so used for mages. But warriors need all but int.

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 04:35
by Freeyorp101
Your build may vary... my mage character had 70 Vit and 60 Luk; he died too quickly otherwise... (not that he didn't die quickly anyway, but that way he could take a few hits)


---Freeyorp

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 12:58
by swimmy
Dallas wrote:let others play the way they want to?
rules are there for everyine who want to play how they want.
if someone breaks rule, others can't play like that.

ps: if you hate me, please put me on foe.

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 20:40
by evadem
Generally I get between 2 and 3 thousand exp. when fighting a skull at the same time as a mage of level 60+ using lightning. Granted I'm using a scythe and would gain more exp. using the setzer while consuming iron and concentration potions. As I see it this would make my level 95 char about on par with or slightly better then the level 60+ player.
Seems reasonable to me. :?

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 20:47
by fate
Dave,

You don't have to sacrifice one iron ore every two minutes of fighting or so, though. The systems are too different to allow easy comparisons, so we'll have to collect some statistics first. Please have a look at the `magic and levelling' thread for some additional background information.

-- fate

Re: Some rules for archers and magician...

Posted: 10 Sep 2009, 20:51
by Jumpy
and how much xp to next level ? :D

a warrior do get 7 or 9 k on a skull when level 60 ?
mmm if i remember well i was between 1 and 2 k because of thos damned high level warrior and archers ! ! :twisted: :lol: 8)

brb still got to get some few xp :) may i remind that it is only 35.6 kk xp to go from lvl 95 yo 96
how much is it to go from lvl 60 to 61

this is also another part of the issue we are talking about
not only xp but the efforts you need to do to get to next level

regards

Re: Some rules for archers and magician...

Posted: 11 Sep 2009, 01:55
by Ceros
I would like to offer up the following 'suggestion'. Not a rule, but something to think about:

If you are a warrior or archer and are slinging it out and have a mage dedicated to healing, try tipping them. Some of you may be against this, but think:

a) They could be dropping skulls quickly with lightning - instead they're keeping you alive
b) You aren't expending consumable items to heal (beers, potions, etc)
c) Giving that pile of ash to the healer will probably put you ahead of the line when it comes to healing and could save you a trip back through the mine/snake pit/whatever.

I have played warrior, mage and archer.

Nothing pissed me off more then watching some guy squatting over drops that someone else was leaving to me after I had healed him for 20 minutes busting skulls. Without even a thank you.

When I reclassed to archer (ore ain't cheap these days), I took this experience to heart and will now give any skull drops I get to a healer that's just healing and not casting lightning. If I've got a few branches, ash or something that they can use as spell components and I can't, I have no problem tossing them to the healer every 10 minutes or so. It makes the healer feel appreciated and keeps me alive.

Try it out.