Official Thread: Polish and Balancing


#222

holy shit this is fucking amazing <3 <3


#223

ok that’s slightly better. Cool, but keep buffing…


#224

ffs thats trash


#225

Anyone else feels like magic woods needs a buff?? I understand is a low-mid tier dungeon but since it drops speed and dex shouldn’t it be harder than sprite world?


#226

I myself have been using dire during the woodland event and it has really been bugging me when I have to stand a long way from the chest just to get my dude to stop on it. Normally it just strolls past whatever I am aiming at.


#227

Magic Woods drops from ents at an uncommon rate, also testing closed


#228

I liked the new dungeon, however, I think that it needs a few changes. Currently, it only takes a few seconds to get from the spawn area to the boss room, and, even with a low-level character, the boss itself is very easy to fight. The dungeon is easier than a snake pit and takes less time to complete than a sprite world, but yet it has a guaranteed drop of both dex and spd. Either the dungeon’s difficulty needs to be increased or the loot should be changed, otherwise, once this dungeon is released, there will be no reason to run sprites or snakepits except for their uts. The orb that the dungeon drops could be quite annoying for other players, especially in the godlands or while destroying a chest. The boss’s phases may also need to be reworked, as there are a lot of safe spots, such as standing outside the corner of the island during any phase where the boss is at the center.


#229

A post was merged into an existing topic: MEGATHREAD: connection and registration issues


#230

Actually from what i saw, the dungeon is pretty rare and even then, not much people will call it. So running sprites and snakepits is still a viable option, especially since sprites will drop attack at a good rate (from the natural gods) and defense at a uncommon rate while a lucky snake pit will get you ~3 spd in one run


#231

Disappointed to see this, the massive radius reflected well the idea of it being a plague, IMO.


#232

Yeah, I think the lack of damage makes up for that already


#233

This is great, I love the changes and fixes here.
However, I’m surprised that the throwtime for poisons was reduced, but not for traps. They’d need it more (in my personal opinion).

Still, nice update, I’ll have to log on sometime this weekend and try it out for myself! :slight_smile:


#234

Trap throw times were reduced from 1.5 seconds to 1.0 second a few months ago.

I think 8 tiles are still a ton, especially when keeping in mind how much the area increases.
Only looking at radius can be a little misleading in that regard.

Comparing to Baneserpent Poison for example:
Radius: 5 to 8 -> 60% increase
Area: 78.5 to 201 -> 156% increase

That said, keep the feedback coming! It’s not set in stone of course.


#235

Oh, I must’ve missed this, sorry. :stuck_out_tongue:

I think I might’ve made a thread about this a long time ago, but a change I’d like to see for the prisms is to make the Ghostly Prism explosion spawn in between your locations before/after using the prism, instead of it spawning directly on your location before teleportation (hope this makes sense).
If I have already mentioned this in an existing thread, I’m sorry, my memory has not been the best lately :stuck_out_tongue:


#236

If the radius reduction is because of the reduced duration, I think there should at least be a small increase in overall damage as compensation. The baneserpent poison received a bigger dps buff (proportionally) alongside the added impact damage and lowered mp cost.


#237

It’s more about: why single Plague out for any nerf when no other poison is having a radius change; when almost every other aspect of every other poison is being buffed. It risks another Orb of Conflict scenario where a UT loses its distinctive feature and becomes never worth carrying.

Plague is solely used for its large radius which is why this single number is its only important aspect. If this lowers 9 -> 8, Plague’s niche gets eaten away because it gets closer to the T6 and becomes less worthwhile to ever bother carrying around if you can just always do more via throwing a couple of T6s left and then right.

Wide diversity in poisons is something we currently have. We want this major variety between the items because if they are all “just another flavour of vanilla” it becomes pointless having multiple items.

If old MP cost is remaining the same, & its throwtime is remaining the same, can we not just leave it intact with its 9 radius too. “If it ain’t broke…”

If it matters to credibility, I have been fortunate to be in continual possession of Plague since 2014 via a couple of white bags, so I’m speaking from not just theory on this. I hate the idea of a yearned-for UT being made less special, and I’m not aware of calls to see it nerfed (don’t the Experimental Settings mean it no longer causes so much lag?). Don’t give us less reason to want Plague.


That’s the Plague defence over, but if the door for discussion about radius is open:

Truth be told I was hoping to seeing poison radius increase across the board, because that’d be a simple buff to ensure players are getting the most out of their character’s ability, especially newer/unmaxed players using low tiered poisons. Faster throw time definitely helps, but so would a larger area of effect via a higher radius.

Tiereds could range from 3 tiles at T0 (currently 2.5) up to 6 for T6 (currently 5) - 6 tiles for T6 has a nice symmetry, no? Murky would remain as the poison of choice for good-aimers at 2/4 (or have a slight raise if desired, 2/5) and Plague remains at 9 (or even a round 10!) as the poison for wide area.

T6 current radius of 5 tiles, I believe is only due to the old design choice of making T6s functionally the same as T5s (with +2VIT&WIS) from the old days - so this would iron over that wrinkle too.

I realise the ‘poison cat’ is, like, 75% out of the ‘testing bag’ if you’ve already designed the changes, etc. But it seemed worthwhile to mention while on the topic. Remember you started it with a simple 9-> 8 suggestion! :smile:


tl;dr
Don’t nerf Plague’s only useful feature, keep it at 9 tiles… & consider if all poisons could benefit from higher radius.


#238

Let’s talk about poison tool tips!

Poison: {totalDamage} within {radius}
{impactDamage} after {throwTime}
{damageOverTime} over {duration}

damageOverTime = totalDamage - impactDamage

The idea was to pack more info into them similarly to traps (to which we’ve added throw time, duration and trigger sensitivity), but feedback was that they are too confusing. Do you think the additional information is unnecessary or could be conveyed in a better way?


#239

It’s nice to have more information but at the same time, your average player will really only care about (1) how much damage, (2) what’s the radius, and (3) how long does it take.

Lines 1 and 2 are confusing IMO:

I thought I was reading the description for Murky Toxin at first because there were two numbers for damage!

I would personally stick with simplicity and have the three pieces of info. If people are curious, they can check the wiki for more information.


#240

Poison: 200 impact + 750 damage over 4.5 seconds to enemies within 5 squares.

Don’t mention the throw time as it’s the same for everything except Plague. Lets assume that anyone who gets Plague is experienced enough to a) know the wiki exists or b) can visibly see there is a difference in throw time.


#241

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