As many of you know, we are attempting to do a complete overhaul of combat. I'd like to put our foot in the water by testing what we have so far, which is basically enough to put together combat for two bards. You can test in the arena using a special overhaul challenge to duel as avatars which we've set up. See HELP OVERHAUL ARENA.
PLEASE READ THIS DISCLAIMER: This is in very early testing, it is not even anywhere near what we could call a beta test. There will be bugs and there will be imbalances. There will be skills that work and some may be overpowered or underpowered. Please don't freak out and think these are the final results! We want to be transparent and open with this process so we are looking for your input to help shape the process as we go through it.However, you should be able to extrapolate the intent of what we are going for with the overhaul. We are getting rid of MANY afflictions, and using a progressive ailment system, wherein each ailment has 5 levels. However, most skills will not be able to get past level 3. Each skillset may only have 1 or 2 options to get an affliction up to level 5. You'll find afflictions may be harder to cure (we've slowed down the cure rate) and it may be harder to keep up with curing. You may also find damage to hit very hard. (Part of this has to do with the fact that we haven't coded a new armour system yet.) Again, please keep in mind that you help with early trial testing so expect it to be a bit funky.
I've started a new forum category for Combat Overhaul, which I hope you will participate in if you help with the testing. If you want to bug something in overhaul, please type "OVERHAUL" at the beginning of the bug. Otherwise, stick with the forums. We have suspended the envoy reports currently, but we may open them up in a month or so but focused on the overhaul.
See HELP OVERHAUL for more information.
Comments
Estarra the Eternal says, "Give Shevat the floor please."
Auric has the following:
Aura, Spiritual (reishi)
Leaky Aura: Mana drain
Justice Curse: Rebounding damage
Jinx Curse: Missed commands
Aeon Curse: Slowed time
Peace Curse: No offense
which means that auric five does mana drain, Justice, Void, Aeon and Peace as long as you have it. If you eat a reishi, the Peace effect goes away, but you still have Aeon, Void, Justice and the mana drain. Another reishi will get rid of the Aeon, and then another for the Void, then the Justice and finally cure you of the mana drain.
Auditory (the thing that does deafness) is a special case, because the first "affliction" level is deafness. Which is a beneficial effect. It looks like this:
Auditory (earwort)
*Deafness: can't hear
Earache: increase music damage
Tinnitis: increase music damage
Hyperacusis: increase music damage
Echoes: hear double of everything, increase music damage
You're only deaf if you have Auditory 1. At Auditory 0, you can hear normally (and bards can use non-blanknote stuff on you, but not blanknote). At Auditory 1, you're deaf and can only be attacked with Blanknote. Past that, you can be hit with any music effect, and damage is scaling upward based on level.
Removing entanglement stacking is definitely a great idea. I love that. Entanglement stacking is beyond ridiculous in groups, and should go the way of the dodo. A little early in the design stage, but remove entanglement from overhauled monks as well. Grapples mechanics have always been the most frustrating part of a monk offense, as well as being horrendous to balance around. By doing this, you also greatly reduce the effectiveness of contort (I'm fine with that) and summer/tipharet (hrmm, might want to consider reworking those).
Estarra the Eternal says, "Give Shevat the floor please."
If possible, make eq/bal bonuses non existent. Everyone operates on neutral, please. This will make balancing so much more easier, and pretty much eliminate some of the more egregrious outliers that can be possible otherwise. Afterall, a 0.5s bonus can turn a balanced affliction rate into something entirely ridiculous, as the current combat system has shown.
Speaking of affliction rates, can I ask if there is any regulation on what affliction rate the currently released bard passives are restricted to? For example, was there a decision to place bard passives at a 3 affliction levels per 10s rate, or something along those lines? If not, could I suggest such a thing be looked into and decided on? Make all bards have a constant passive rate. This way, afflictions from active skills can be balanced around how potent the passive afflictions their respective skillsets have. For example, if a Cantor is operating at 3 levels per 10s, and a Cacophony is operating at 2 levels per 10s, then you could give Cacophony an active ability which can give an additional level of affliction. Or you could do things like give Cantors access to more potent affliction trees if their passive rate is slower than a Cacophony's etc etc. If you can come up with a guideline for roughly how many afflictions a guild should be giving out over time, we can use that as a baseline to decide where all the other classes should be standing at, and how fast/slow the herb curing balances need to be etc.
Necroscream gets a command, musculature 1/5, skin 1/4 (2/3 with dyscrasia) and bleeding 1/3 on bound targets only.
I think it's pretty clear that Necroscream and Starhymn don't give the same number of afflictions and aren't intended to be mirrored that way.
As far as I can see, then they're both equal (at 3 levels per passive tick), with necro being able to boost it up to 5 levels per tick if they use power and manage to stick entanglement.
If this was intended, I'd say that's a good starting point for bards. We can adjust by adding more or reducing if need be as the other guilds/archetypes get overhauled as well, and using a standardized, numerical way of balancing is a good idea, is my suggestion.
Sort of a tangent, but can we get a comment on this:
I feel like this is a more pressing issue than the specific rate of afflictions, since VitalCurses are given by every bard spec and also happen in tarot. Fixing them to be not counter-productive should be a priority.
We can tweak how much health the curses reduce, or even reduce the damage formula to prevent the opposite (too easy kills or too much stacked health maluses) outlying situations.
(Edit: Also, AvengingAngel then is the same mechanic as dyscrasia. Power cost for more passive afflictions, which continues to be a perfectly fine idea.)
Dropping the h/m/e to its max when you get cursed does remove the additional need for the user to remove those remnant health, but it doesn't solve the issue of the damage being scaled lower and thus not affording any benefit to the user.
We could try fixed damage but that offers its own issues (though maybe not since we're regulating how high h/m/e can go now). Or for some special skills, we could have damage also be based on how many curses they have (hmm, kinda like that).
Hollimar starts out at 4500/4500 health. If Raklang uses a L5 DCC with no octave on Hollimar, he hits for 1669 damage - 37% of Hollimar's current health
If, instead Raklang uses Majorseventh on him three times, Hollimar has 4500/3300 health. Raklang's DCC does 1223 damage at this point, a mere 27% of Hollimar's current health.
HealthCurse makes you do less damage, both in absolute terms and as a percent toward killing.
If you change it so that Hollimar drops to 3300/3300 upon being M7'd, Raklang's M7 isn't helping the DCC (1223 is 37% of 3300), but at least it isn't hurting it. If ther are some damaging attacks (CrusaderCanto? ClarrionKnell? Bleeding?) are non-scaling, then I think you have a workable solution.