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Stephen
Big Boss Man
Posts: 868
Build 98 adjustments...
#40121 - 12/04/07 08:21 PM

We've made some adjustments to help the ranger, as promised. We'll bee cooking these adjustments into build 98 tomorrow and will get it up to PTS shortly.

The changes?

1. All player ranged weapons have had their attack ranges increased to 180 (up from 115). This increased range applies to all ranger skills as well.

2. Putrid Penetration speed and range has been increased.

3. Trigger Finger Frenzy has been overhauled. The buff now lasts for 15 seconds with a 45 second cooldown. However, the attack speed increase goes from 25% at rank one to 115% at the top rank. This skill is no longer an instant-cast spell and may be interrupted when activated. Also, when under the effects of this skill, your weapon will glow wonderfully.

4. The attack rating modifier of for all ranger skill shots has been significantly increased. This will allow you to more easily penetrate heavily armored opponents with your skill shots.

5. The range of all mage bolt skills have been increased roughly 30%. The only exception to this is Shadow Bolt which was increased by 15%.

steve


Saryna
New Kid
Posts: 16
Re: Build 98 adjustments...
#40154 - 12/05/07 04:41 AM

What about the Swivels???? =(


Itchy
Chicken Hawk
Posts: 190
Re: Build 98 adjustments...
#40177 - 12/05/07 09:57 AM

:} Wheeeeeeeeeeee!


Stephen
Big Boss Man
Posts: 868
Re: Build 98 adjustments... [Re: #40177]
#40210 - 12/05/07 10:51 PM

Swivels are unchanged for now. I think you'll get a lot more "bang for buck" out of them with the improved Way of the Roo (+100% to melee attack rating).

Higher hit chance means faster attack speed isn't as needed to do well. If we improved your hit chances without adjusting attack speed bonuses then you may well be overpowered.

That might have us increase monster difficulty to compensate. Increased monster difficulty makes us revisit the balance of everyone else too. It can be a vicious circle!

The trick is to find the minimum interesting and fun changes required to achieve your goals.

Oh, BTW, we increased attack rating to help alleviate the excessive attribute pressure that all melee players face. They need to have str, agi and end to do well. Through proper skills and better armor, melee users can have a larger variety of builds.

steve


jayshermansc
Chicken Hawk
Posts: 110
Re: Build 98 adjustments... [Re: #40210]
#40211 - 12/05/07 11:33 PM

If all goes well, when will it go live?

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NPCsoft 1
JaySherman 0



JoeB1978
Veternarian
Posts: 1,267
Re: Build 98 adjustments... [Re: #40211]
#40212 - 12/05/07 11:38 PM

Early next week per the other thread Dec 3 PTS release .... lets hope all goes well.

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JoeB - Level 100 - Back to a Fighter where he belongs
SirOldBottom - Level 49 - Ice Mage
Mearlin - Level 29 - Mage

Dungeon Runners Map Build 0.110



Legendrunner
Fully Decked out Skittle
Posts: 1,217
Re: Build 98 adjustments...
#40235 - 12/06/07 10:16 AM

I have to thank you for this. We are more happy as well as you people keep the 37.5% on time of TTF. On rougly thoughts, without any math, I think fighters and rangers are sort of balanced when putting changes against eachother. On the mage side I do not know.

I heard of hang that now its really difficult for lower level mages. BSOL became pretty nerfed. I dont know anything of it myself, but I can imagine that IF its true and its really nerfed for lower levels, that its far from fun.

But after a time of complaining, there should be a time to thank, and expecially when the players asked and the devs made it less nerfed in Overal (!) way.

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LegendRunner - level 100 Ace something

The Townstons Wiki Archive! - Boss of TT



Stephen
Big Boss Man
Posts: 810
Re: Build 98 adjustments... [Re: #40235]
#40268 - 12/06/07 10:42 PM

Blue Screen of Life is more efficient now, but the increased mana costs have mages feeling the burn when taking damage. At max rank, the skill takes ~80% of damage and applies it to your mana with ~16% inflation. That's pretty efficient.

Still, taking damage reduces your ability to cast spells. So your best bet is to avoid taking damage. The last thing you want to do with blue screen is to trade blows with someone.

It's important to note that we do some manipulation of damage numbers with blue screen in PvP. Damage done to your mana pool is remapped into your level range. This keeps the inflated damage from totally decimating your unadjusted mana pool.

By the way, the new TTF is very deadly. During those 15 seconds, your damage potential is crazy high! When you see your opponent turn that skill on, you gotta get out of the kill zone... or be killed.

steve


clamm
Actual Hawk
Posts: 289
Re: Build 98 adjustments... [Re: #40268]
#40270 - 12/06/07 11:14 PM

right so its an end for endurance mages, like i said time after time.. you making mages being kiters and paper tanks. So basically use BSoL or change class. Thats great in theory but what about against a group of other mages? Who the single mage cant outrun nor kite. And not to mention the low lvl mage who cant out run the higher lvl mage due to speed enhancement gear.

Several issues need to be adressed here. 1) why low rangers gain hps in the middle of a fight is a major flaw
2) low lvl mages are crap even with the adjusted BSoL 3) most important trying to keep everyone from becoming a fighter


aanna
Armchair Warrior
Posts: 45
Re: Build 98 adjustments... [Re: #40270]
#40361 - 12/08/07 11:51 AM

The new range on PTS is making life alot easier. True mana is hard to come by even with a balanced build of 55% end 45% int and with that ratio i need spontanious regeneration, heal, hare, BSoL and bookworm on my bar but i was able to compete against stephen on test and have a draw and a win and get a draw against a lvl 100 ranger on my 33 mage. Fire bolt having the longest range in the game is a great boost. so now everyone has to run and dodge a little like a mage. As stephen said at the end of the match "Balance feels good" i have to agree. Kudos to the devs for fixing this in test before it went live.

Edited by aanna (12/08/07 12:05 PM)


Itchy
Chicken Hawk
Posts: 168
Re: Build 98 adjustments... [Re: #40361]
#40364 - 12/08/07 01:25 PM

my only concern is that the devs are working so hard to balance the classes for pvp that they are losing the easy casual feel to pve :{ Especially since the majority of players don't seem to pvp in the first place. Balance is great for pvp, but it removes the point to multiple class builds in pve by nerfing the few differences they have that make them distinct. it also seems to be removing the point of hybrid classes as the increase difficulty is strongly discouraging spreading your stats and skills too thin :S


aanna
Armchair Warrior
Posts: 25
Re: Build 98 adjustments... [Re: #40364]
#40368 - 12/08/07 02:03 PM

Quote:

my only concern is that the devs are working so hard to balance the classes for pvp that they are losing the easy casual feel to pve :{ Especially since the majority of players don't seem to pvp in the first place. Balance is great for pvp, but it removes the point to multiple class builds in pve by nerfing the few differences they have that make them distinct. it also seems to be removing the point of hybrid classes as the increase difficulty is strongly discouraging spreading your stats and skills too thin :S





I tried out some pve and found the increased range and damage to be alot more fun. I also think high breds should have tradeoffs Thats what the passives have always insured. Dont expect much magic damage from a warrior now that spells cost so much mana and if a ranger wants to shoot ice bolts then its going to cause less poisen damage due to depleting mana pools to fast, no mana = no escape, heals or any other special abilities so that makes everyone use tactics. Everyones going to have to relearn methods to defeat opponents both AI and player.



Tristanne
Rabbit Puncher
Posts: 64
Re: Build 98 adjustments... [Re: #40364]
#40369 - 12/08/07 02:05 PM

I have very mixed reactions about Chunk#2.

Increased stack sizes and secure trading are awesome features that should go into production without delay. Adding advertisements should help NCSoft generate additional revenue so that is also great. Non-members should be thrilled to have bank space and additional access to higher gear levels. Devs recognizing that fighters could use an overall buff is super! What a WONDERFUL patch ... wow, Merry Christmas runners.

The bad part is Chunk #2 did not end there, but went on to revamp both the mage and ranger classes and a healthy percentage of frequently used skills.

Rangers Very few people considered rangers to be overpowered so I am confused by virtually every change. Initially, rangers took a damage nerf almost in 1/3rd of magnitude. Even after "corrections" have been made the damage nerf is obvious in every situation and circumstance. Since monsters got a buff in consecutive chunks the difficulty level was ALREADY going up for PvE rangers without the need to nerf damage. I see several rangers stating "I can live with it" but the changes did not seem necessary to begin with.

Mages With significant changes to mana pools and damage output, mages also face dramatic changes. I am positive that many players will wonder what happened to their "fun" class. Mages appear to be more of a ranged class than before with fewer build options, increased range and a couple of almost mandated skill selections. If the changes to this class go live "as is" BSOL needs to be made available at a very early level.

Skills/Builds/Attributes
Overall, I see build and attribute choices being narrowed and I do not see this as a positive change for Dungeon Runners (example below). The freedom of choice was very appealing part of the game and being able to mix-match skills at whim was AWESOME. Cookie cutter builds may now become more prevalent reducing the overall enjoyment of the game.

There also seems to be a sharp contrast in the way TFF and BSOL are being handled. With TFF, Stephen has basically said the skill was overpowered and thus a "default" selection for rangers. With BSOL, the class changes almost makes it basically a requirement for mages. Sharp contrast!


The resistance changes should have been coupled with encounter changes, but that does not appear to have happened. Sissirat, Abaddon, Shadow Queen and other encounters have just had their difficulty levels exponentially increased. This may not appear to be game-breaking, but since many bosses are gatekeepers this may prevent players from accessing new content without "external" assistance.


example (overdramatized to make the point)
Chunk #2 Problem Rangers took an overall massive damage nerf that was "corrected" by the devs.

How was it corrected?

Stephen states, "Putrid Penetration speed and range has been increased." -and- "The attack rating modifier of for all ranger skill shots has been significantly increased. This will allow you to more easily penetrate heavily armored opponents with your skill shots."

What was gained?
TFF was nerfed and is no longer an “automatic” choice for rangers.

What is lost?
Increases to mob defenses coupled with a damage nerf made the gap betwen rangers and mobs larger. To counteract some of the nerf, rangers are now basically REQUIRED to use specific skills limiting build choices. TFF is no longer an easy choice, but if rangers want better dps you will now need to take skill X, Y & Z. Now I need to remove other skills from my toon for improved skill shots that improve my DPS, but will still be LOWER than pre-chunk changes. I also now need to evaluate my equipment because with the new skills some gear just no longer "fits.” Of course, farming Abaddon just got exponentially harder so I will need to do HDOL3 or Ratsputin.

Exactly where is the fun-filled, wide-opened, unrestricted game that I once could enjoy in 15 minute increments?


There are many WONDERFUL changes in this chunk that need to be implemented directly. I just hope additional time is spent on the more sweeping class changes before this gets rushed into production.

My suggestion is to scale back the class and skill changes, implement the "no-brainer" items and go have some egg nog.


Elad_Baats
Actual Hawk
Posts: 244
Re: Build 98 adjustments... [Re: #40369]
#40370 - 12/08/07 02:37 PM

WOW......well done and I agree completly.........after that piece Tristanne, Ill even buy the eggog

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Ghad. Creative Arch Obsidian Mage LVL 100

refugee from the Lost World 30

0 PVP wins 0 PVP Loss's and proud of it



clamm
Actual Hawk
Posts: 289
Re: Build 98 adjustments... [Re: #40370]
#40382 - 12/08/07 05:39 PM

I also agree with alvera as we did some testing on PTS in pvp. Even with her 15 second buff she couldnt kill Clamm then again i used heal, and mana spells. For abby you need TTF and 15 seconds just doesnt seem to cut it.

I read another post where mama and stephen tried abby on normal with a ranger and mage, so atleast he can see what we are all talking about.

I am not sure how to correct this for pve/pvp but then again that is why i am employed by NCsoft ).


Sharingan
Armchair Warrior
Posts: 31
Re: Build 98 adjustments... [Re: #40369]
#40462 - 12/10/07 07:01 AM

Quote:

If the changes to this class go live "as is" BSOL needs to be made available at a very early level.



I don't think it would be that helpful to low level mages since they have small mana pools. In PvP, they probably would want to go up against a group of five just to get that 60% extra mana boost.

I personally wouldn't play a very low level fighter(below level 20) in PvP like others for a few reasons. One reason would be that want to have Holy Roller to attack and close the distance. I know there is Light in the Loafers but it's not a attack skill and isn't as fast as HR in closing the distance and probably better used as an escape skill. Now, that mages bolts and rangers arrows have increased range, I think a lot of low level fighters are going to lose anywhere from 20% of their health to being half dead before they reach a mage or ranger. Maybe, HR should be moved to a lower level to help them out just like how Way of the Roo was improved.



Tristanne
Rabbit Puncher
Posts: 64
Re: Build 98 adjustments... [Re: #40462]
#40477 - 12/10/07 10:33 AM

My main concern is not how a small minority of PvP players cope with dramatic class changes. Many of these changes appear to be driven by PvP that will impact the majority of the players. This isn't the tail wagging the dog, this is the flea on the tail wagging the dog. Ghad ... omg, I hate you! (note: Crickette - that was not an attack on Ghad we really do have a love to hate relationship. HEHE!)

The DR devs do listen to their player base and have already made changes based upon feedback. As noted early, some of these changes are wonderful and should go in immediately. It appears other changes just need more testing and tweaking, but should not delay the "no brainer" changes.


Elad_Baats
Actual Hawk
Posts: 244
Re: Build 98 adjustments... [Re: #40477]
#40478 - 12/10/07 10:37 AM

lol I respect you tristanne even when I dont always agree with you....BUT in this case we both agree

--------------------
Ghad. Creative Arch Obsidian Mage LVL 100

refugee from the Lost World 30

0 PVP wins 0 PVP Loss's and proud of it



Tristanne
Rabbit Puncher
Posts: 64
Re: Build 98 adjustments... [Re: #40478]
#40479 - 12/10/07 11:28 AM

yup, yup
/hug crickette


Stephen
Big Boss Man
Posts: 744
Re: Build 98 adjustments... [Re: #40479]
#40481 - 12/10/07 12:03 PM

I totally understand the apprehensive feelings some of you have about these coming changes. I do want to reiterate that these changes are not based solely on PvP needs. If they were then we would keep them in PvP where they belong.

It's my belief that these changes help make the game more interesting. You're going to have to adapt, that much is certain. The game, even with these changes, is very playable... and fun!

steve


clamm
Actual Hawk
Posts: 289
Re: Build 98 adjustments... [Re: #40481]
#40484 - 12/10/07 12:25 PM

i believe if you make abby harder to solo then there should be gear as well to even the playing field. Fighters have the advantage soloing right now cause of the nice cinder gear available. Mages can get all cooled or freezing stuff with hot-tempered for Fire Resist. Mages will kill alot slower but will use less pots cause of their 2500+ FR.

Rangers basically only have 3 nice items for FR, coolers, ringlets, and i forget the miner helm name as i dont have that yet. With TFF down to 15 seconds its either kill him in those 15 seconds or sit idle for 40 seconds waiting for cooldown. Which is were speed not crits will come more into play and this also goes back to the gear issue for rangers.


Tristanne
Rabbit Puncher
Posts: 73
Re: Build 98 adjustments... [Re: #40484]
#40488 - 12/10/07 12:50 PM

Even with the adjustments to TFF the skill is literally worthless in PvE and PvP. Even the new glowing effect works against rangers in PvP, but I forget it is now "fun."

Abby isn't the only encounter where the ranger damage nerf is still blatantly obvious, but it may be the most glaring. In the current build I can do Abby on Insane usually in under 53 seconds. Alvera is currently built for speed and not crits. In this current build I have a very difficult time doing Abby on normal in 60 seconds (with 10 times the consumables).

I can assure you there isn't any "fun" in seeing your class nerfed and your damage crippled. I believe there are only 2 apologists for the ranger in chunk#2 and even those 2 admit there are required changes that need to be implemented.


Ipack
New Kid
Posts: 15
Re: Build 98 adjustments... [Re: #40481]
#40490 - 12/10/07 01:10 PM

Observation of a newbie:
I've been playing just over a month now and really enjoy the game. However I don't really understand how Ranger is over powered. I started as a Ranger and enjoyed playing him. In solo play I had to be careful of damage taken and found I needed either the stomp skill to get mobs off my back or 'Ring of Fire' and 'Gaseous Blast' to soften them up for the kill and if I was careful and kept an eye on the health meter I did okay. In a team with a fighter the Ranger did great since the mobs usually went after the fighter so I could calmly pick them off from a distance. Then when I hit the broken Abyss Mill quest I started a Mage - I was shocked how quick the Mage burned through mobs. Yes he was downing pots at a high rate but with some good End. bonuses from equipment that isn't too bad now.
My point then, since I am probably not being clear is I don't see Rangers being overpowered and the changes look to make it even harder (and a grind) to be a ranger PVE.

Is Ranger DR's Smuggler?

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Ipack - Level 30 Healthy Practiced Poison Ranger; still looking for a useful rainbow item.



 
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