Gigantic reply post incoming!
1)Are formulas for Crits, Deflects and Block being adjusted? They have been taking too much importance and happen about more than they should lately, one of the aspects I hope you revise.
2)Are classes getting more skills added to their skill tree or will you just replace skills?
3) Are you clarifying what's the percentage that Shadow Arts currently protects?
1. Crit damage is being reduced, but no chance calculation changes this update.
2. Just replacing skills if a class needs it.
3. Is it currently confusing? Not sure what you mean here.
This is going to affect TLMs too. If you really want to nerf the Caster TM, you need to look at Assimilation instead.
We're adjusting Assimilation as well. Battery Backup in general was too strong, not just on TM.
Energy parasite is bad now, and your lowering the general effects of energy draining effects?
No direct changes to Energy Parasite this update. Indirectly it will be buffed by higher Energy pools.
On Static Charge:
1.) If blocked there is almost NO gain
2.) The percents are way to low, especially since you'll be reducing the damage weapons do. (a nerf to the already terrible Static Charge)
3.) The steal is based on damage, which means the only way its even worth using is with glass cannon or strength builds. (glass cannons don't need much mana anyways)
1. We're changing Static Charge to be unblockable, and it won't be able to crit or Rage to make sure that doesn't get out of hand.
2. The percentage will be going up significantly.
3. If this continues to be an issue, we'll look more at the skill.
Infernal Interdictor? Of course, they just love nerfing that weapon. If that's the case, I believe they should increase the weapon's core from 10% to 15/20%.
Infernal Interdictor's Massive Strike core ignores 10% defense on crits. You'll be critting the same amount as before, and 10% defense is the same amount of damage increase no matter what the base defense ignore from crit is. In other words, the damage increase from the core will be the same after this update.
I am glad Rabble has posted many issues to show his recognition of the situations in balance. I think he should do this more often.
I really like doing these discussions! Main issue is the amount of time it takes to do them. Sometimes there just isn't enough time during the week for it unfortunately. ):
I like how they make the battle duration longer where they increase Health. I guess They will return the 2 health points per 1 stat
Not quite that much. Each point in Health will give somewhere between 1 and 2 actual Health (Don't want to give a number yet since it's subject to change). As an example of how this would work: if each point now gives 1.1 Health, you will gain an extra point of Health for each 10 stats you put into it.
....Hopefully that sorta kinda makes sense.
Btw I think Cybers need a little power.
Several of their skills are getting a little love this update.
If there is more health and ep, why lower damage?
We felt it was better to change damage and health by a little bit, rather than just change one of them by a lot.
Have you considering changing the debuffs?
We're giving them a small love tap this week, will continue to look at them since I believe they are another culprit in making battles a little too quick.
Whait, so NPCs will keep passive skills, they wil just get a damage nerf?
For now. We haven't ruled out taking away Bloodlust and Reroute from them, but that may involve a fairly large balance pass since many of them rely on these skills to remain challenging.
Also, to Rabble, will you change Focus too?
Not in this update, but it's another area we want to take a look at.
In addition, will Reflex Boost get a mini buff to its +Dex boost?
@Poison Bot discussion
At this point in the week we're pretty much locked in on the changes so we can focus on bug testing, polish, and final number tweaks to what we've already done. I'll bring it up for discussion next week though. Thanks for all the feedback on it!
< Message edited by RabbleFroth -- 11/14/2013 14:47:41 >