What it takes to be a real warrior in this game.....
Being a dedicated warrior, I see somehow strange that warriors have same hps with casters... I think warrior hps should be upped a little (100-300 hps) and also skills should mean a bit more. Looks like currently hps is all I should care for. Upping shieldblock/parry/dodge is a good idea. I think skills should be more stats-relevant and I also liked the idea of +stat items (+20 maxshieldblock rings would definitely make me forget any hp rings for soloing ) Just my 5c opinion about the difference between a Tank and a Warrior. I think balance should be slightly twinked towards Warriors, if we're mentioning balance at all. The thing that -100 AC wont beat 1200hps is a VERY sad thing IMO
------------------
Ruagh The Curious Troll pokes his long nose into another none-of-his-business matter here
[This message has been edited by Ruagh (edited 02-12-2002).]
------------------
Ruagh The Curious Troll pokes his long nose into another none-of-his-business matter here
[This message has been edited by Ruagh (edited 02-12-2002).]
AC does make a difference in damage taken at really low values. I certainly noticed a difference in damage taken when I played around with some agility gear and bark/armor back in my exping days. This isn't going to affect crits much though since, if I recall correctly, the way it works is that some damage is shaved off of each hit and taking 20 hps off a 500 hp crit isn't gonna do much
------------------
"Maybe I should stop and ask for directions . . ."
------------------
"Maybe I should stop and ask for directions . . ."
Nod Treladian
Thats my impression exactly. AC and agility make a difference at lower levels but against higher level mobs whatever benefit you get is marginal. Since most of the people who roll characters have an eventual goal of getting to a high level, what happens at lower levels is kind of irrelevent in the long run.
In any event, I think most of us would be in favor or more diversity among races and classes. I think it would be kind of cool to see elven warriors that take significantly less damage against high level mobs than their larger peers.
Corth
Thats my impression exactly. AC and agility make a difference at lower levels but against higher level mobs whatever benefit you get is marginal. Since most of the people who roll characters have an eventual goal of getting to a high level, what happens at lower levels is kind of irrelevent in the long run.
In any event, I think most of us would be in favor or more diversity among races and classes. I think it would be kind of cool to see elven warriors that take significantly less damage against high level mobs than their larger peers.
Corth
-
- Sojourner
- Posts: 510
- Joined: Thu Feb 01, 2001 6:01 am
Elves and drow do take significanly less damage from tanking then all the other races do. AC does absorb damage, but it seems like its a very small amount. They reduce crit damage alot better then all the other races. The problem is AC dosent have a signifcant affect at higher levels, because mobs don't miss wether your at -50 ac, -90, -100, or -135. it absorbs SOME damage, but when you get hit for 400 it dosent matter.
I like the new tanking warriors, no longer just bashers. The support spells, say from elementalist to make warrior more powerful are certainly more entertaining than when they made a 2000 point fire and that was the tank.
I would wear HP gear, and try get -100 AC on my warrior far over hit and dam, unless i was changed into a rogue, and that would be kinda silly.
I do agree with Nokies point that the gear designed as hitter gear could be made rogueable to see some more variations for them. I think.
Safe travels
I would wear HP gear, and try get -100 AC on my warrior far over hit and dam, unless i was changed into a rogue, and that would be kinda silly.
I do agree with Nokies point that the gear designed as hitter gear could be made rogueable to see some more variations for them. I think.
Safe travels
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by Galok Icewolf:
Elves and drow do take significanly less damage from tanking then all the other races do. AC does absorb damage, but it seems like its a very small amount. They reduce crit damage alot better then all the other races. The problem is AC dosent have a signifcant affect at higher levels, because mobs don't miss wether your at -50 ac, -90, -100, or -135. it absorbs SOME damage, but when you get hit for 400 it dosent matter.</font><HR></BLOCKQUOTE>
Heres an idea-
Make the damage absorption by AC a % of the total damage based upon how low the ac is with a multiplier for agility. Now if you have a low ac and a high Agility you get benefit of taking less damage. If this is the way it works today increase the %'s.
Make the %'s based upon class so that the warriors have higher multipliers than the rogues/rangers so it doesn't change the roles of the classes.
The result should be that ac items are now more valuable and higher agility races are more valuable as tankers.
The other thing you can do is to make area effect saves for % damage taken dependant upon Agility which means that the hitters now don't need as much +HP gear since they are not getting roasted. Higher the agility less damage taken.
It should also open up some options for warrior races.
Hmmm, do I roll the Barbarian warrior for HP's or do I roll the Halfling warrior for less damage taken?
Elves and drow do take significanly less damage from tanking then all the other races do. AC does absorb damage, but it seems like its a very small amount. They reduce crit damage alot better then all the other races. The problem is AC dosent have a signifcant affect at higher levels, because mobs don't miss wether your at -50 ac, -90, -100, or -135. it absorbs SOME damage, but when you get hit for 400 it dosent matter.</font><HR></BLOCKQUOTE>
Heres an idea-
Make the damage absorption by AC a % of the total damage based upon how low the ac is with a multiplier for agility. Now if you have a low ac and a high Agility you get benefit of taking less damage. If this is the way it works today increase the %'s.
Make the %'s based upon class so that the warriors have higher multipliers than the rogues/rangers so it doesn't change the roles of the classes.
The result should be that ac items are now more valuable and higher agility races are more valuable as tankers.
The other thing you can do is to make area effect saves for % damage taken dependant upon Agility which means that the hitters now don't need as much +HP gear since they are not getting roasted. Higher the agility less damage taken.
It should also open up some options for warrior races.
Hmmm, do I roll the Barbarian warrior for HP's or do I roll the Halfling warrior for less damage taken?
Yeah, let's add the pixie race and then lobby for them to be equal tanks to big mean races. Forget it. You pit some agile and dextrous ballet dancer or ice skater against a 6'5" 250lbs WWF wrestler or a boxer, the scrawny dorks are gonna get their ass pounded in the dirt every time. I don't see why the mud should positively discriminate against the weak and puny. People read too many 'elves are the greatest warriors alive' books.
Cherzra, Booker T.
Cherzra, Booker T.
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR><font face="Verdana, Arial" size="2">Originally posted by cherzra:
<B>Yeah, let's add the pixie race and then lobby for them to be equal tanks to big mean races. Forget it. You pit some agile and dextrous ballet dancer or ice skater against a 6'5" 250lbs WWF wrestler or a boxer, the scrawny dorks are gonna get their ass pounded in the dirt every time. I don't see why the mud should positively discriminate against the weak and puny. People read too many 'elves are the greatest warriors alive' books.
Cherzra, Booker T.</B></font><HR></BLOCKQUOTE>
Ok so skip the agility multiplier and make it % damage taken based upon AC and a class multiplier.
The concept is still the same, reduce the damage taken by each hit based upon AC to a level where it balances the hit points vs. damage issue.
<B>Yeah, let's add the pixie race and then lobby for them to be equal tanks to big mean races. Forget it. You pit some agile and dextrous ballet dancer or ice skater against a 6'5" 250lbs WWF wrestler or a boxer, the scrawny dorks are gonna get their ass pounded in the dirt every time. I don't see why the mud should positively discriminate against the weak and puny. People read too many 'elves are the greatest warriors alive' books.
Cherzra, Booker T.</B></font><HR></BLOCKQUOTE>
Ok so skip the agility multiplier and make it % damage taken based upon AC and a class multiplier.
The concept is still the same, reduce the damage taken by each hit based upon AC to a level where it balances the hit points vs. damage issue.
So Cherzra's money is on Iron Mike and I get Ken Shamrock? I'll take that bet. After all he is just an agile sissy from the WWF right?
Oh and too bad Andre the Giant isn't still alive. I'd bet on Dennis Alexio (even if he did retire).
In fact, I'm pretty sure that I'd take the well trained quick guy in most fights ver the hulking brute, but that's just me.
But anyway back to the subject at hand.
[This message has been edited by Salen (edited 02-14-2002).]
Oh and too bad Andre the Giant isn't still alive. I'd bet on Dennis Alexio (even if he did retire).
In fact, I'm pretty sure that I'd take the well trained quick guy in most fights ver the hulking brute, but that's just me.
But anyway back to the subject at hand.
[This message has been edited by Salen (edited 02-14-2002).]
warriors use to be too strong. they were just wiping out the mobs. i remember talking to friends about how to balance the mud. one of the suggestion was take out shieldp and shieldb. i think they downgraded shieldb which made warrior easier to kill. resulting in a greater need for hitpoints. good.. bad... shrug. i personally think it's good way to keep game challenging.
sok
sok
Return to “S3 Gameplay Discussion Archive”
Who is online
Users browsing this forum: No registered users and 20 guests