Ash
Member
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quote:
A reason? Of course there's a reason. I don't have the time to be working out every combination of skills, every bit of math, and every little detail the instant that the class is released. I was looking forward to getting the numbers on Monday or some other relatively early time in the week so I could see if there's any quick swaps with the numbers to make things more fluid. This is the statement that I looked at when I thought of this. You said that it could go on as long as it needs to, and I saw a change that I wanted to see only today. You're upset about this and it's not fair for me to hold you to this, but then what's the point of prolonging testing if you want people to stop throwing ideas after Tuesday? There's a difference. You've had over a WEEK now to test and push out ideas. I was fine with the multi because it was early enough that I could still fiddle with it. Now? No. No one else brought up core game play issues and were satisfied with it. Now is last minute bug fixes for live. You don't have to have the numbers to get a general idea when you have a static damage weapon. If you get some percents wrong I'll correct you just as I did with the other couple of people who posted. Players didn't used to get skill breakdowns at all, the job fell to YOU all to do it. I'm being generous by even giving them out at all. I could still go by the old way it was done and say, "figure it out on your own and give me feedback." Why were numbers needed to go, "Minion just seems bland and might go better with Reap." Those are two of the easiest skills in the set to check. One I even upfront said was only for damage. Blaming this on me for not giving you exact numbers doesn't fly here. quote:
My reason for believing that Dread should have a higher MP cost than Obliterate is because Obliterate is forced crit. Really, at any stage of the game, forced crits are a way to both increase damage, and to prevent damage from exceeding a barrier. Obliterate hits that barrier, and since Dread does not, Dread has the ability to go beyond 380 by as much as 42%. You reach 30 crit at about level 50+. You reach 50 crit at 60, and 60 at 70. At 80, it's not unnatural to get to 70 crit, which essentially means that by the time you get past level 50, Dread will on average, constantly be stronger than Obliterate. Because of this, Dread should be more expensive because the skills have the same MP cost, and therefore there is no reason not to use Dread in any situation that requires 35 MP. Dread has higher damage potential, therefore it should have higher cost. That is my belief. I will say this as many times as I have to, STOP focusing on crit. I'm tired of that being a huge issue with every single class. If it comes up and is the main focus again all revamps after that will be postponed until I finish the stat calculations and updates as a whole are done. Crit should not, and is not, factored into BASE damage ranges and costs. You can list out any string of numbers you want but until that point is hammered home and understood you aren't going to be winning that argument. Get off the Crit kick. quote:
Crusade and Familiar on P/N serve different purposes. Crusade is a high damage skill enabled to NDAs very early into training Paladin. It doesn't do anything else because it's NDA-enabled. Combined with the rest of the new NDA Paladin, it's a very good change. On the other hand, Familiar's biggest use is in conjunction with Seed. Familiar has the highest damage increase on the class, so Seed - Boon - Final - Familiar deals some of the highest damage in the class's rotations. By getting Seed to land on a Mage / Warrior / Berserker, Familiar deals between 480 and 640 damage. In short, Crusade is an NDA skill while Familiar is a big combo piece. They're significantly different from Minion, which is just a 175% damage skill. If it was like the old Call Minion, which dealt fixed damage based on your DPS, then that would be different because it would have a distinction from all of the other skills. Now, it doesn't. Thank you for explaining to the person who designed the class how the skills work. The skills serve multiple functions, focusing only on one, as has happened in the past, doesn't make your argument correct. Again, stop tunneling into something and look at the big picture, how multiple play styles interact and THEN try and come up with reasoning. I have to when I'm designing the skills and where they go on the bar.
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