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Thread: Discussion about update 1.01.045

  1. #31
    Developer - Managing Director Alex's Avatar
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    Quote Originally Posted by Zab View Post
    With monster's having skills that are infinite, ....
    Actually, monster energy is not infinite, and the spend energy when they use skills, even when they use natural skills such as regeneration or disease/poison attacks, which would be considered passive skills. This way even passive skills are measured by energy attribute, and they will count for the experience got by defeating them. When they use their skills for some turns, they will run out of energy and they won't use more skills, even natural skills will be gone.

    Of course, when a new quest is launched, energy is refilled as well as their vitality, and this fact is being couted in the XP given for defeating them.

  2. #32
    Developer - Managing Director Alex's Avatar
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    Quote Originally Posted by Jessica Hadley View Post
    How does one Parry or Block a Fireball? Shouldn't those skills only work on physical damage?
    In our understandings, you should be able also to avoid/dodge/block/take cover for bolts, fireballs, etc. For not to make the system more complex, we extend this principle also for cause damage, dinive punishment, etc.

    Above all, we must watch also for playability and we think that it is nice to have the chance to do something against direct damage spells.

  3. #33
    Senior Member
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    Zab
    Alex says:

    Of course, when a new quest is launched, energy is refilled as well as their vitality, and this fact is being couted in the XP given for defeating them.

    Our energy is not refilled unless we pay for it or use a potion. When ambushes come, other player's energy will not refill unless they do the same thing. So, occasionally seeing a monster drink a potion and knowing every 24 hours, they too get a free full energy recharge would be ok, but to have their energy refilled every quest is ....not really cool, Alex

    Alex says:

    In our understandings, you should be able also to avoid/dodge/block/take cover for bolts, fireballs, etc.

    Fireballs are pretty tough, Alex. I have seen crazy damage scores from them. I think they need to be adjusted. because right now: you may be successful in blocking them, but then who on your team is doing the attacking?

    About healing, it's costs, etc. Maybe instead of giving us a free heal for ourselves daily, you could let us heal one of our teammates daily. Or maybe that can be another advantage of being Guild Master. Maybe they could hand out a few free heals a day.
    Skills really need to be balanced for lower leveled players right now, particularly those level 20 and under. What were once simple quests are bringing whole teams to an unplayable point with just one quest. Level 20 is still a fairly new player, so the amount of loss feels pretty high.
    This is a message I received on my wall:

    My party just tried Curse of the Werewolf on easy - last time we did this, we took maybe 10-20% damage to the party. Now the werewolf has skills, we have 21% party health left.

    My daughter's party of players approaching level 50, had to go three pages backwards to find a quest on Hard they could do without taking damage and it is one they are currently turning yellow on. Maybe that is how you want it, I do not know

  4. #34
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    Here is some info from When Love Is Not Enough Easy. The fireball happened in the last (second) round. The party started with almost full health. This party could once do this quest on Medium with 5-10% damage to whole team. This is their vitality scores at end of the quest.

    When Love is Not Enough at difficulty easy




    Once and Future King
    Thief
    Velocity: 4 Health: 40 % Size: 21




    Aleeria
    Illusionist
    Velocity: 2 Health: 33 % Size: 18




    Fog
    Rogue
    Velocity: 2 Health: 36 % Size: 17



    Gregg
    Disciple
    Velocity: 4 Health: 46 % Size: 16




    Swaggert
    Thief
    Velocity: 4 Health: 20 % Size: 15




    Jinx Mahoney
    Fighter
    Velocity: 2 Health: 60 % Size: 14

    Then they do the old mainstay: Lone Highway Man on Hard. This was a safer quest before. One that could be thrown and damage taken was seldom. One player heals and throws the quest and this is the vitality scores after that quest:

    Once and Future King
    Thief
    Velocity: 4 Health: 40 % Size: 21


    Aleeria
    Illusionist
    Velocity: 2 Health: 0 % Size: 18


    Fog
    Rogue
    Velocity: 2 Health: 36 % Size: 17


    Gregg
    Disciple
    Velocity: 4 Health: 100 % Size: 16


    Swaggert
    Thief
    Velocity: 4 Health: 0 % Size: 15


    Jinx Mahoney
    Fighter
    Velocity: 2 Health: 60 % Size: 14

    Results like these are not really encouraging play for lower leveled and powered players. 2 dead, after 2 quests.
    Last edited by Zab; April 5th, 2013 at 17:13.

  5. #35
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    solkor
    Just a post to comment on the overdoing of monster skills, particularly on difficulty "easy" quests. I threw "The Magician of the Caves" (easy) a few minutes ago - everyone in the party was on full health except the cleric on 88%.

    1st round:
    Ogre-Mage I fired a Power Missile (SL 194) at Camilla (ATT +970) : hit
    This left the cleric on 45-50% health. (SL 194 - thats awfully high for a monster with no followers - I dread to think how much gold he spent getting that skill level ... )
    2nd round:
    No idea what his attack was as we killed him. Presumably he was wired with C4 judging by the mayhem caused:
    I was reduced to 83%
    The fighter was reduced to 58% and the Cleric 0%.
    Of the other scouts in the party, 1 was 39% a second 36%, and the third 0%.

    You earned 1387 XP during the fight.
    I'll re-iterate : this was a quest on easy, one we've thrown numerous time and taken 5-10% damage max.

    Unfortunately, I'm now in the position of not really being able to do anything until several people in different time zones log-on and heal. I can appreciate the need for feedback / combat logs, but setting the skills at this level is driving players away. Victorious Coffee aside - https://www.guildmasters.com/Game/Pa...x?IdParty=3277 - the xp earned in the last week amongst players is almost in free-fall.

  6. #36
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    War Bringers Easy:


    Results from Turn 1
    Barbarian Warrior I went into Berserk (SL 15) larry : ATT +750 , DEF -750
    larry became Berserk. (ATT +750 , DEF -750)


    Rastlin cast a Fireball (SL 35) on the monsters
    Damage dealt to Barbarian Warrior I: 338 Magical HP
    Damage dealt to Barbarian Warrior II: 404 Magical HP
    Damage dealt to Barbarian Axe-Thrower I: 384 Magical HP
    Damage dealt to Barbarian Axe-Thrower II: 350 Magical HP
    Damage dealt to Barbarian Axe-Thrower III: 384 Magical HP


    Arion attacked Barbarian Warrior II : hit
    Damage dealt to Barbarian Warrior II: 106 Physical HP


    RIGHTEOUS_GOD attacked Barbarian Warrior II : hit
    Damage dealt to Barbarian Warrior II: 83 Magical HP


    Night Watch shot at Barbarian Axe-Thrower III : hit
    Damage dealt to Barbarian Axe-Thrower III: 371 ( 325 ) Physical HP + ( +46 ) Magical HP


    Markham attacked Barbarian Warrior I : missed


    larry attacked Barbarian Warrior II : hit
    Damage dealt to Barbarian Warrior II: 258 ( 231 ) Physical HP + ( +27 ) Magical HP


    Barbarian Warrior II attacked RIGHTEOUS_GOD : hit
    Damage dealt to RIGHTEOUS_GOD: 54 ( 102 -48 ) Physical HP


    Barbarian Axe-Thrower I shot at Markham : hit
    Damage dealt to Markham: 0 ( 54 -68 ) Physical HP


    Barbarian Axe-Thrower II shot at Markham : hit
    Damage dealt to Markham: 0 ( 36 -68 ) Physical HP


    Barbarian Axe-Thrower III shot at Markham : missed






















    Results from Turn 2
    Markham prayed for Mass Heal (SL 13) HEAVENLY_BELOVED
    Rastlin : (VIT +161)
    Night Watch : (VIT +209)
    Arion : (VIT +144)
    RIGHTEOUS_GOD : (VIT +123)
    Markham : (VIT +172)
    larry : (VIT +181)


    Rastlin cast a Fireball (SL 35) on the monsters
    Damage dealt to Barbarian Warrior I: 388 Magical HP
    Damage dealt to Barbarian Warrior II: 460 Magical HP
    Damage dealt to Barbarian Axe-Thrower I: 338 Magical HP
    Damage dealt to Barbarian Axe-Thrower II: 326 Magical HP
    Damage dealt to Barbarian Axe-Thrower III: 358 Magical HP


    RIGHTEOUS_GOD attacked Barbarian Warrior II : missed


    Arion attacked Barbarian Warrior I : hit
    Damage dealt to Barbarian Warrior I: 289 Physical HP


    Night Watch shot at Barbarian Axe-Thrower III : hit
    Damage dealt to Barbarian Axe-Thrower III: 184 ( 138 ) Physical HP + ( +46 ) Magical HP


    larry attacked Barbarian Warrior I : hit
    Damage dealt to Barbarian Warrior I: 527 ( 500 ) Physical HP + ( +27 ) Magical HP


    Barbarian Warrior I attacked RIGHTEOUS_GOD : missed


    Barbarian Warrior II attacked larry : hit
    Damage dealt to larry: 0 ( 44 -53 ) Physical HP


    Barbarian Axe-Thrower I shot at Rastlin : missed


    Barbarian Axe-Thrower II shot at larry : hit
    Damage dealt to larry: 20 ( 73 -53 ) Physical HP


    Barbarian Axe-Thrower III shot at Markham : critical hit (x2)!
    Damage dealt to Markham: 190 ( 258 -68 ) Physical HP

  7. #37
    Results from Turn 11
    Gnoll Leader I shouted a War Cry (SL 0) discouraging Cavelord's Party
    Cavelord has been discouraged (ATT 2347)
    Sophia has been discouraged (ATT 1546)
    Rambo has been discouraged (ATT 381)

    How is this possible with SL 0?
    Which is the mean of ( ATT XXX)?

  8. #38
    Member Kurilia's Avatar
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    Forlorn Hope
    Castle Garrison Man-At-Arms III was Blocking (SL 42) attacks on Kurilia (DEF +420, Damage Reduction +84)
    Kurilia got (DEF +420, Damage Reduction +84):
    This is plus or minus?

    Kurilia attacked Castle Garrison Man-At-Arms III : hit
    Damage dealt to Castle Garrison Man-At-Arms III: 583 ( 663 -84 ) Physical HP + ( +88 -84 ) Magical HP:

  9. #39
    Developer - Managing Director Alex's Avatar
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    It's a bug. Should be fixed in next update.

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