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Re: Ideas for The Meeting - [Nov. 18th]
Posted: Tue Dec 18, 2012 9:51 am
by Wyrmspawn
Definitely need some benefits for defensive builds... Everyone I see on the forum seems to favour attack over defense.
http://www.andorstrail.com/viewtopic.php?f=4&t=2295
(link to Mino's and my suggestions for defensive skills)
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Tue Dec 18, 2012 1:00 pm
by Antison
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Mon Dec 24, 2012 1:19 pm
by Priaxis
Maybe should not put in this topic, but the relative balance of some skills should be revised: e.g. 1 skill point of Dodge equals to 3 normal level-ups, 1 on Weapon Accuracy to almost 2.5 level-ups, but one on Hard Hit equals only to 1 normal level-ups. Should be at least 2, I guess.
Other; I think weapon damage system should be revised as well. On higher level the weapon's damage is getting irrelevant part of the whole damage. IMO other damages, like Hard Hit or the damage plus per level should not be additional to weapon's damage, but a multiplier. This way weapon's type would remain important.
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Fri Dec 28, 2012 12:23 am
by Sarumar
Priaxis wrote:Maybe should not put in this topic, but the relative balance of some skills should be revised: e.g. 1 skill point of Dodge equals to 3 normal level-ups, 1 on Weapon Accuracy to almost 2.5 level-ups, but one on Hard Hit equals only to 1 normal level-ups. Should be at least 2, I guess.
Other; I think weapon damage system should be revised as well. On higher level the weapon's damage is getting irrelevant part of the whole damage. IMO other damages, like Hard Hit or the damage plus per level should not be additional to weapon's damage, but a multiplier. This way weapon's type would remain important.
Welcom to the forums !
Nice first post, I agree; how about if HH 1 gives damage *1.1, HH 2 gives damage*1,2, etc... and gap somewhere ?
good hunting
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Fri Dec 28, 2012 12:56 am
by Pyrizzle
Sarumar wrote:Welcom to the forums !
Nice first post, I agree; how about if HH 1 gives damage *1.1, HH 2 gives damage*1,2, etc... and gap somewhere ?
good hunting
Great suggestion! Maybe something like this?
example idea: Hard Hit
level 1-2: adds 1 AD (first 2)
level 3-6: adds 2 AD (next 3)
level 7-11: adds 3 AD (nex 4)
and so on...
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Fri Dec 28, 2012 9:33 pm
by Priaxis
Pyrizzle wrote:Sarumar wrote:Welcom to the forums !
Nice first post, I agree; how about if HH 1 gives damage *1.1, HH 2 gives damage*1,2, etc... and gap somewhere ?
good hunting
Great suggestion! Maybe something like this?
example idea: Hard Hit
level 1-2: adds 1 AD (first 2)
level 3-6: adds 2 AD (next 3)
level 7-11: adds 3 AD (nex 4)
and so on...
Thanx!
Being honest, my basic idea was closer to Sarumar's, just including all additional AD's. E.g. my character's AD is 28-31 + weapon damage. It means that weapon's damage is marginal, not a big difference wherher I equip a dagger or a greataxe, BUT with the dagger I can attack x2 times! I do not think it is balanced. So, what if we convert all AD's to a e.g. x1.2 multiplier (2AD = x1.4)? In my case it would mean ~x7 multiplier. With a dagger it means 7-14 AD, with a greathaxe 35-63 damage... Well, as I said it is only a basic idea that would need fine tuning

If the dagger's basic damage would be 2-3, than with x7 it means 14-21. If we add up that it can be used x2 times it means 28-42. However, since it has to be balanced on lower and higher level as well, it might be a great job...
Independently from the above, the HH's weight should be higher than a simple level up. Like Pyrizzle wrote, just maybe starting from 2 (in your version e.g. HH level 5 would mean only +8 AD for 20 levels...)
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Fri Dec 28, 2012 10:10 pm
by Sarumar
Priaxis wrote:Pyrizzle wrote:Sarumar wrote:Welcom to the forums !
Nice first post, I agree; how about if HH 1 gives damage *1.1, HH 2 gives damage*1,2, etc... and gap somewhere ?
good hunting
Great suggestion! Maybe something like this?
example idea: Hard Hit
level 1-2: adds 1 AD (first 2)
level 3-6: adds 2 AD (next 3)
level 7-11: adds 3 AD (nex 4)
and so on...
Thanx!
Being honest, my basic idea was closer to Sarumar's, just including all additional AD's. E.g. my character's AD is 28-31 + weapon damage. It means that weapon's damage is marginal, not a big difference wherher I equip a dagger or a greataxe, BUT with the dagger I can attack x2 times! I do not think it is balanced. So, what if we convert all AD's to a e.g. x1.2 multiplier (2AD = x1.4)? In my case it would mean ~x7 multiplier. With a dagger it means 7-14 AD, with a greathaxe 35-63 damage... Well, as I said it is only a basic idea that would need fine tuning

If the dagger's basic damage would be 2-3, than with x7 it means 14-21. If we add up that it can be used x2 times it means 28-42. However, since it has to be balanced on lower and higher level as well, it might be a great job...
Independently from the above, the HH's weight should be higher than a simple level up. Like Pyrizzle wrote, just maybe starting from 2 (in your version e.g. HH level 5 would mean only +8 AD for 20 levels...)
Now i can understand you... (it seems that im bit slow

)
You mean that HH do not effect characters bace AD. Really promising idea...
Re: Ideas for The Meeting - [Nov. 18th]
Posted: Fri Dec 28, 2012 11:52 pm
by Pyrizzle
example idea: Hard Hit
level 1-2: adds 2 AD (first 2)
level 3-6: adds 3 AD (next 3)
level 7-11: adds 4 AD (nex 4)
and so on...
This would be better than the one i wrote out before.
just throwing out an idea.

Re: Ideas for The Next Meeting
Posted: Wed Jan 23, 2013 2:56 am
by sdevaney
Meeting this Sunday, get your suggestions in soon please.
Re: Ideas for The Next Meeting
Posted: Wed Jan 23, 2013 4:33 am
by Pyrizzle
sdevaney wrote:Meeting this Sunday, get your suggestions in soon please.
Thanks for the reminder boss! Been super busy lately since we are 2 people short at the front desk. YAY overtime! hahaha
I'll start putting some together for Sunday.