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 Post subject: Balance
PostPosted: Thu Nov 20, 2014 2:19 am 
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Okay, I'm sure i'll catch hell for this post, but it needs to be addressed.

There is a huge disadvantage in classes unlike I've ever seen before here in DL.

There currently are 5 classes with "summon steed". Cavs, Paladin, Druid, Ranger, and Warrior.
What this skill is doing, is basically giving these classes meat shields with 1.5k - 2k hp and if set up right, an unlimited amount of meat shields. Now I'm tracking that you can only have 2 or 3 at a time, but once that one is dead.. you just whistle for another. With this new spell given to so many classes, we've virtually gone away from groups and key classes to the game. There is no need for Clerics. There is no need for Barbarians. There is no need for any other class that cannot summon steeds.
I think it would balance things out a lot if it went to one class, the Cavalier. Take the "charge skill" down a bit (instead of charging for 600 knock it down to 400) to even it out with having steeds. If you keep the charge skill the same, I think they might be a bit overpowered. But if you lower it a bit and give them steeds, it will balance it out. There should never be a time in the game where a level 100 player is solo'ing (with the help of steeds) level 200-300 NPC.

The Bard class... I think it would add some excitement to the Bard class if they were able to have their charmies cast. Now.. here me out. I'm not saying give them the ability to have their charmies cast sanc, portals, etc.. limit what the charmies can cast. Either by level or spell specific (IE: cannot cast portal, sanc, full heal).

Lose of Constitution points I think should be suspended or take out completely. Our player base is small enough (right now) that I dont think there is ANY benefit to losing one, two or three players because of perm death. I think the con lose is on par with Player wipes. I don't agree with it (unless there is a memory issue or something we cannot help) and I think its the main problem that hurt our player base to begin with. If there was ever a need to wipe things clean on the game, I think an item purge is the best answer, instead of completely wiping out a character that people have worked on.
I think it would benefit the game to have old players show up, knowing they still have a character they worked on a year ago and still have 110 levels on that character. That could only lead to good things (IE: Someone logs on, still at the level they stopped at and it may give them the urge to play again. Knowing they dont have to start all the way from level 1 again). I dont see any negative in leaving characters.

The backstab skill, to me needs some work. For example, after the item purge... I couldn't land 1 stab on a visiting sailor with a simple dagger. Take into account, I'm at level 113 and the sailor is around.. 30-50? The stab skill seems to be solely based on equipment. Meaning the "skills" I've learned from level 1 to 99 would be pointless. Because even with no +stab equipment, I can't even land one. I've also noticed, if I attempt to target larger NPC's, I miss more than half the time. If I've "mastered" this skill, you would think I'd land it more than miss it.
Another thing that may help is.. being able to know what equipment adds to the backstab skill.


-Summon steed to 1 class: Cavs
-Charmie ability to cast: Bards
-No more CON lose or Player wipes
-Backstab skill, cannot see what equip adds to BS & level and skill (mastered) should account for accuracy.


One last thing, our player base is small right now. When I first got back, I went to a lot of forums and voting sites. The players are out there, we had about 10-15 new players show up. Unfortunately, our minds get caught up in loading items instead of noticing new players. We can easily get the numbers back up, I've seen it. We just need to take a moment out of our loading/camping spree's and help people out. Even a few mins to explain things is better than nothing.

One more thought...

Slowly lower the EXP bonus. Due to the fact most of us starting back to killing smaller, mediocre NPC's. Needing 20-90 mil in exp per level, but we're only gaining 1-2 mil per day. Then add in we have been killed a lot more, trying to reload equipment.
I think it would go smooth doing it, 100% bonus first week, next week 90%, then 80%, etc.

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 Post subject: Re: Balance
PostPosted: Sun Dec 21, 2014 4:05 am 
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That's a bummer you couldn't land on mobs of that low level even with the crappiest of daggers when you are 100 or so levels above the mob. Doesn't make sense.

Cavs has a considerable lag time between charges and don't they have to flee the fight, come back in, just like a stabber? So they'd have to be able to flee mounted, and walk in mounted... else hope they fall off, come back in, remount, then charge again. I say up the damage. ****, you're running a massive lance through a person, not a small knife. But, a stabber has the know how where to put the blade. A cavalier just points to the body mass, causing massive internal injuries and leaving a gaping hole. IDK.

Steeds (Illusionists get wind dragons, same stats) were added for whatever reason and it got me turned back on to a game that, for the most part, has become one of many hours of solo playing...I think...I hope...they're here to stay because I really don't want to go back to being on alone with a group of 5 zombies trying to kill stuff alone like in the old days with my cleric. I carried about buckets of dead bees. At one point all charmies could cast, that was just OP in a big way. It was fun, but uber overpowered. You had level 90's killing Amhearst for gear that wouldn't work for six months down the road. A bard with some 20 charmies that could cast would also be very OP. But, no one plays a bard, so yeah, maybe someone would pick one up.

No player wipe woulda been nice when I had two chars over 200 eh? The system is currently set up to wipe all gear after 30 days of not logging on. Very very fair. So long as Nezmar doesn't choose to do a wipe, we should be okay. I could only see a wipe happening with the addition of a handful of new zones and hundreds of new items. But idk, I don't run the thing, all up to the boss.

You mentioned something in game about casks, and I think you had a good point about under 100's being able to use it, then it going useless after 100, but, there is a flaw. We kill much much larger mobs as we get bigger, meaning more healing, more chances of getting crapped on and needing to heal. It's fairly easy to level to 100 anyways. I'd even take a cask as a healing ranger, but I doubt I would because classes that need it most are those that cannot regen mana to heal themselves. Thieves, assassins, barbs, warriors, mages, illusionists. Mana healers really don't need one, just need better regen gear. Especially in this solo world we seem to be playing in.

I'm with you on tweeks to backstabbing, accuracy based on mastery; a learnable skill that allows seeing plus stab on gear maybe like a warrior can see approximate stops...but if you're under level 150 and killing mobs like the Butcher alone? How much tweeking do you need?

If a mob is stunned, a stabber should be able to land the stab at a higher rate than normal as well as a higher chance to assassinate. The mob is stunned after all, nothing it can do to stop it. A bashed mob that gets stunned should take more damage as well. I imagine standing around the mob, everyone kicking it while it's down.

"This item/weapon appears to have a low, medium, high bonus to penetration"...lame yeah, but something like that when you look with the skill.

I still enjoy this idea: Barbarians with an ability to dual wield 2h weapons. *GASP*. I'd play my barbarian. Add that to assist with a stunner with his stops and hp and those gaps where those assisting get hit won't matter much because he can take the hits until the stunner lands again. Hrm, or even be able to wear a shield and still wield a 2h, adding a few more stops for him.

Lower the magic restrictions level for barbarians. I think it's what, one item every 50 levels till 100? Maybe one item every 25 till 100.

Let's get crazy, unlock all races for all classes. Giant Cleric? Yes please.

XP bonus is great, I miss the regen bonus even if it was 5% per player, but it does seem more balanced currently since it takes so much xp to level now.

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 Post subject: Re: Balance
PostPosted: Sun Dec 21, 2014 4:21 am 
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Lemme throw out a crazy talk idea.

Being able to pick what class you learn once over 100 for the next 100 levels instead of 50 would be nice. Get an option every 25 levels to change classes. Of course, the good stuff is over 75, so I'm sure most would concentrate on one class after 100. You would be forced at the moment you rise ranks, to pick your class, else not earn any xp. Maybe have to log out, and log in to your character with an asterisk next to the name and it takes you to a version of the class selection screen. Maybe go assassin with illusionist. Get all the stab perks, then learn stone skin, minor portal, blade barrier, and wind dragons. Mwahaha. That'd be one sick assassin. Add choosing any race, go with a giant = Giant Assassin Illusionist.

I could see picking up 25 levels of paladin for the laying of hands at level 5. Much better healing spell than summon rain. Could create a unique mix of gear too balancing mana, power, hp, stops, and regen for one's play style.

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 Post subject: Re: Balance
PostPosted: Sun Dec 21, 2014 11:01 am 
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gideonhalo wrote:
for the most part, has become one of many hours of solo playing...I think...I hope...they're here to stay because I really don't want to go back to being on alone with a group of 5 zombies trying to kill stuff alone like in the old days with my cleric.
You first mentioned not wanting to get rid of the steeds because you don't want to be solo. Until the last 2-3 day's that is all the steed user's did was solo right after the item purge. Why? Because the steeds killed NPC's while everyone else had to slowly climb up the ladder by killing level 5 NPC's. Now you have level 150 players with steeds killing Amhearst solo. Still extremely unbalanced if you ask me.

I could only see a wipe happening with the addition of a handful of new zones and hundreds of new items. But idk, I don't run the thing, all up to the boss.
I don't think even with adding new zones, etc. we should do a purge.. ever. I've said this before. I've stopped by a couple of MUDs while promoting DL on MUD forums and voting polls. The top 3-5 have a constant 50-100 player constantly. One of the biggest things they promote (on their web pages) is "No pwipes, ever."

You mentioned something in game about casks, and I think you had a good point about under 100's being able to use it, then it going useless after 100, but, there is a flaw. We kill much much larger mobs as we get bigger, meaning more healing, more chances of getting crapped on and needing to heal. It's fairly easy to level to 100 anyways. I'd even take a cask as a healing ranger, but I doubt I would because classes that need it most are those that cannot regen mana to heal themselves. Thieves, assassins, barbs, warriors, mages, illusionists. Mana healers really don't need one, just need better regen gear. Especially in this solo world we seem to be playing in. As we get bigger, we kill bigger mobs. Yes, we do. We also get more powerful skills, spells, stops, melee, more potions, scrolls, etc..

.but if you're under level 150 and killing mobs like the Butcher alone? How much tweeking do you need?
Where on this post did I ask to have the stab tweeked to be stronger? I asked to have it land according to how well you've mastered it. And, the butcher took me.. 1 portal, 10 recalls, 2 sanc's, 3 FH scrolls, 4 FH potions, and 5 scrolls of element and 2 deaths. Now please show me a class that goes through that trouble to kill a mob 20 levels above them. All my potions, scrolls gone. To me, that's how it's supposed to be. Also, no cask involved. Not.. call 3 steeds, send, attack, 3 dead steeds, flee, wash & rinse without being touched or using sanc's/FH items or death. By the way, there are 7 classes that can do this method. Where is the challenge?

Lower the magic restrictions level for barbarians. I think it's what, one item every 50 levels till 100? Maybe one item every 25 till 100. I agree

Let's get crazy, unlock all races for all classes. Giant Cleric? Yes please.
This would be fun, not sure how it would turn out.

XP bonus is great, I miss the regen bonus even if it was 5% per player, but it does seem more balanced currently since it takes so much xp to level now.
I'm glad there is no regen bonus, we're making this place WAY to easy. You have 7 classes with charmies and can kill level 300-400 NPC's at level 150. Cask = unlimited heals (feather weight rings)

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