Lamannia U76 - Balance Pass

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EinarMal

Well-known member
ranged aoe blows. The aoe is way smaller than a normal fireball, and is easily blocked by other enemies. Battle engineer is the only one that isn't crap half the time, because when it DOES hit halfway decently, it can hit 3x.
I completely disagree it works great on crossbows, anything survives the 2-3 AOE shots gets mowed down with EF or NHB
 

EinarMal

Well-known member
You really and truly want balance?


Something like:
SWF/Wraps +10%
TWF +5%
THF (but AOE)
Sword and Shield
Bows -5%
Throwers/x-bows -10%
Caster (but AOE) -15%
Full Tank -30%

Should be the general order of DPS. 👍

Game will be harder. Nobody happy. See... Balance. 😁👍

I generally agree with this, which is surprising. Right now in the current game, a caster is -50% the DPS of top physical builds in R1, and in R10, it is something like -76%.

That is how bad caster DPS is, including AOE. That is the best casters like Sorc, Alchemist, Druid roll up some non-meta Cleric/FVS/Wizard/Warlock and try to DPS bosses, and it is REALLY bad.
 

EinarMal

Well-known member
If ranged AOE blows so much, we won't miss it. 👍
Honestly, I think it is good given the design of the game, it is too painful to level with no AOE and I think IPS is just not a fun playstyle personally.

Instead of the AOE shots buffing DPS they should probably have been given some sort of penalty (or certainly no buff over normal shots).

They put stupid huge packs of mobs in everything, making leveling a pain without something.
 

Throbulator

Well-known member
Is Featherfall gonna result in 50% falling damage next? Just let magical spells be magical spells? The whole point of spells is that they do magical stuff.

I'm getting a throwback to waaaaay back in the Dark Ages when poison immunity meant immunity. Then there was an inflation of magical poisons overriding said immunities, and then further down the line poison started doing HP-damage, because IDK "balance"? If for "balance" some monster needs to be given a way to beat the unfair advantage of players being immune to neg energy, give it, I don't know, a fireball spell or something.

Chasing "balance" in a non-PvP game is chasing a red herring, and sweeping changes to many things at once is just going to result in new imbalances, along with the inevitable unforseen results and bugs. I do like many of the changes listed, but roll them out slow, one pass at a time, and stop worrying so much about "balancing" stuff that has had NO negative impact on the game since Day One?

Pretty please?
 

Jaspar

Well-known member
So 2 weeks ago we get told about U76 and the planned updates. There has been 38 pages of discussions and suggestions and last night U76 released exactly as discussed in the original post 2 weeks ago.

They really do not care what we say. Feels like a pointless exercise posting in Lamannia threads.
 

Jaspar

Well-known member
Rofl. But we already know that! We are just talking because we are bored.

Ive learned my lesson. In the past I have seen devs interact and discuss. But we had literally zero this time.

BTW: Mechanic Line Up And Sit Down says "kocks your enemy..." rather than "knocks your enemy" in both the Enhancement tree and in the tooltip hover.
 
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Jack Jarvis Esquire

Well-known member
Ive learned my lesson. In the past I have seen devs interact and discuss. But we had literally zero this time.

BTW: Mechanic Line Up And Sit Down says "kocks your enemy..." rather than "knocks your enemy" in both the Enhancement tree and in the tooltip hover.
Ooh err missus! 😮 Is Benny Hill a developer? 🤣
 

Ying

5000+ hours played
Is Featherfall gonna result in 50% falling damage next? Just let magical spells be magical spells? The whole point of spells is that they do magical stuff.
Immunities are bad game design as they take options away from developers for mobs/encounters. The "fire shield model" of taking half damage is a reasonable approach since it works both ways. Devs have more options to damage players now without it always being unsavable Cyclonic Blast/Horrid Wilting, and players can do negative damage to death warded mobs.
 

woq

Well-known member
Battleguard is specifically in fighter trees that dragonlord doesn't get - Kensei and Vanguard.
But of course it's going to be part of the growing list of reasons people think dragonlord needs nerfs.
Yeah the monk Reed was left unchanged, this was good and a misunderstanding on my part.

Doesn't change the gist of my initial impression though - where ftr/monk/dl is to my understanding even better than before and others are relatively worse - I hope I'm wrong though.
 

Elfishski

Well-known member
Doesn't change the gist of my initial impression though - where ftr/monk/dl is to my understanding even better than before and others are relatively worse - I hope I'm wrong though.
I'd go so far as to say there probably aren't any melee builds that wouldn't be better with a fighter (of some flavor) multiclass now (except for raw purple name DPS in raids where others are doing all the tanking and CC).
 

VinoeWhines

Well-known member
I would say at least half the nerf of what Casters got hit with in R7+ (I would prefer absolutely No Nerf) so the devs can start with that at the baseline and then, Un Nerf half of that again, after some time.

Fix Shadar kai Chains to be with piercing light weapons (what a Spiked Chain is).


Dire Charge, Shadow Strike, Drifting Lotus and The Sword Swings should have similiar scaling DPS as Quick Cutter(but with its Themed type of Attack.
Quick Cutter: 3d6 Slash damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Dire Charge: 3d6 Piercing/Bludgeoning damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Shadow Strike: 3d6 Untyped damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
Drifting Lotus: 3d6 Force damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.
The Sword Swings: 3d6 Sonic damage per Character Level every 2 seconds. Stacks 3 times, scales with 200% Melee Power. Duration: 8 seconds.

When killing a mob in Reapers base the Lost Souls to be what the mob is:

If you kill a caster let it be 250+ Spell Points they drop (5 x base level +3) *
If you kill a Melee mob it should be a 250 HP Points restorer.*
If you kill a Range mob it should be a Draconic Re-invigoration Clicky restorer.*
*and if it's a Champ, double that.



Fix the Assassin Enhancement Tree.

1. The Assassin Enhancement Poison strikes has no Poison Vulnerability like other Enhancement Trees do: Alchemist and Ninja Spy.
2. Assassinate has a lot of obstacles to hurdle overcome, in regards to position, not being interrupted and slow mechanic to achieve and at time misses on swing even though you are next to target. (Why was offhand Assassinate removed? Not balanced with SWF double assassinate mainhand)

3. Other classes can instakill from far away and don't have to deal with those issues. Casters, Barbarians and DragonLords all have AOE distance instakills, which is fine but Rogues have allot of their abilities removed and never replaced.

4. Removed: Vorpal on 20 with any weapon removed. Monks still have Core 6 still has theirs intact.
5. Range option from Assassin Tree removed (even though shortbow was weak weapon but should of been replaced with Throwing Dagger to go along with Dagger).
6. Mechanical Dog removed and given to Artificer. They should give a Shadow Worg or preferrably a Displacer Beast, that's upgrade-able.
7. Vial Thrower was only fixed for Alchemist. Let it scale with Rogue level and Sneak Dice/Range Power. DND Dice: Deals 1d6+2 <element> damage per Rogue level, max 10d6+20.
8. Cheat Death removed but Monk still has Rise of the Phoenix.
9. Trap Making: which doesn't work on Reaper Mode (3 second to 0 second Web, Dance, Hypnotism...with a 120+ Disable Device even. CC should be at least 6 seconds).
10. Anti-stealth locked Doors and Chests.
11. Only a Melee option to Assassinate (Dark Hunter *edit meant Swash Bard has Melee/Range Falconry has Range as well), Rogues should have a Ranged and Melee (shared cooldown) version of Assassinate.
12. Stealth Aggro were it is near to impossible to Shake off in Dungeons. (Blind Targets, bee-line you in dungeons all over, Zombies/Undead practically Abundant Step towards you).
13. Assassinate isn't a Spell so Deathward is against Magic, Assassinate is DPS attack, not magic ability.(If want to protect Orange/Red/Boss named mobs, then is should be a Mortal Fear attempt at taking 50% HP or for those particular Boss types maybe on them, 15-20% HP on Vorpal Assassinate.
14. Switching weapons or dropping down causes you to be hit with Legendary Salt/Identiy Crisis movement speed.


Chat Gpt is silent........
 
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