- You can now LEAP over a pit, or over water! Just keep casting it, and you'll get a *poof* that lets you keep going. Watch out--if you stop you'll fall!
- 1H throwing weapons are fixed
- Fury, Quickness now work as they should
Moderator: Karl G.
Karl G. wrote:What specifically are you referring to? I adjusted all damages to make the spread between different styles more apparent, but the overall damages should have remained about where they were.
Also: I've uploaded a fix for the leaping front-flip that will make it much more natural to go over pits.
marzuku wrote:Karl G. wrote:What specifically are you referring to? I adjusted all damages to make the spread between different styles more apparent, but the overall damages should have remained about where they were.
Also: I've uploaded a fix for the leaping front-flip that will make it much more natural to go over pits.
if you fixxed throwing wepons why dont you fix the overall damage of melee class? a difference of about 80 dmg isnt that awsome.
Karl G. wrote:adding extra x's to words doesn't help.
LEXIC wrote:Nerfing increase speed no duel wielding doesn't make sense. It was find the way it was. Now mages do way more damage per second than weapon users.
Morn wrote:LEXIC wrote:Nerfing increase speed no duel wielding doesn't make sense. It was find the way it was. Now mages do way more damage per second than weapon users.
In case you missed Erich's posts, it will all be balanced out after the data is analyzed.
Mage dmg is supposed to be higher to make up for lower HP. It is imbalanced too high but it's something that can only be fixed after they look at leveling speeds over a longer period
LEXIC wrote:Nerfing increase speed no duel wielding doesn't make sense. It was find the way it was. Now mages do way more damage per second than weapon users.
Morn wrote:I have a theory that they want to get meelee right, it requires less data to know what is going on, and then adjust magic to meet meelee's standards after they've seen all of meelee's stats, or maybe they are working on something with magic that adjusting magic right now that would #### up their calculations if they adjusted magic, then again I could be sticking my foot in my mouth and it's just not their priority right now.
Morn wrote:It's a beta release and if I understand right, they are still in college and/or working on top of creating this game. Be a little patient.
It takes way too long for warriors to kill stuff now with speed being nurfed. I do 1 spin like every second. Even with 1 Holy Knife which is a fast weapon, warriors are still slow as poo.
Joelshup wrote:But the point is why was it nerfed? I know the developers are trying to find a balance of speed and damage but this speed right now is WAY to slow. It made my xp grinding twice as hard.
Velocity does speed it up and that's great and all but I shouldn't have to keep asking an adept every 5 min to get it so I can at least xp grind properly.
I also have 21 agil, level 25 though, and have 10% from gloves. I feel that I shouldn't have to put any more points in to agility to be honest.
The 10% attack speed brings me to a point off topic but I think should be addressed.
Why is it that Holy Gloves, a level 20 item, have the same amount of armor and +10% attack speed just like Earth Gloves or Fiery Gloves? I would assume that since these gloves are a higher level and quality should give more armor and attack speed. I find that this should be looked at please.
Erich wrote:As regards spin speed... wat? I just logged on to my char (24 agility, 10% gloves, level 17) and equipped a bronze dagger for testing (same speed as holy knives) and did 29 attacks in 15 seconds = approximately 2 attacks per second. This is relatively fast compared to what *I* use for hunting, which is an Earth Splitter (2H) which did 14 attacks in 15 seconds = approximately 1 attack per second (half of the speed of the dagger).
As regards being warriors being "slow as poo".. stop building a strength character and build an agility character instead if you want to be faster and hit less hard.
Post your average damage per swing and average swings per second if you actually want some feedback. It might be that you only hit once per second, but if you hit for 29847 damage, nobody is going to give you any pity.
~Erich
Karl G. wrote:I adjusted the delays in the last version while trying to balance out weapon damage and, after playing for a while, I agree that it was a tad slower than I had hoped. It's amazing how big of an effect a few tenths of a second has. That said, you could stand to add a lot more agility; 21 is by no means high.
As far as the gloves go, they were accounting for a very small percentage of ones armor which is why they all had almost the same stats. This has been adjusted.
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