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Undivisible
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UPDATE! New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Some of you might know about this already, but I'll try my best to translate the info from this thread to make it officially known to you:

quote:
Originally posted by SushiMaker
Greetings,

I'm putting a list of planned changes to implement in balancing patch for Underworld type servers.

ATTENTION! Changes are in test phase, and it's a long way to their final form and implementing them in game!

1. Tatoo Monk
- will recive easiness bonus similar to that known from Demon Lord
- will recieve additional effect increasing damage when dealing critical hits.

2. Two new events associated with KotH will appear

3. All disposable items will be rebalanced.

3.1 Most likely new disposable ladder will be added. Current level 1 and 2 items will have level 3.

4. Breath of Death of Cursed one will be working earlier and will have lower agility penalty.

5. Mechanism of Searing blood of Cultist will be rebuild.
In PvP it will be decreasing toughness/ultimate defence of opponent proportionally to arcana used by opponent. Works only for arcana of price higher than 25 blood points.

Working, description:
(Cost of arcana used by opponent -25)x level of used arcana.
Example: (40BP-25)*10levels of activated arcana = -150 toughness/defence

6. Minor nerf of Majesty.

7. Following items and affixes will be rebalanced (strengthening does not include flail, this one will be weakened):

7.1. Ranged:
- Throwing knife (hit, number of attacks)
- Throwing axe (number of attacks, damage)
- Wolf (hit, damage)
- Dryad (reputation)

7.2 Melee 2h:
- Flail (DECREASED DMG)
The rest will recieve INCREASES
- Pike (damage, perception)
- Halberd (damage, perception)
- Katana (damage, attacks in exchange for damage)
- Chainsaw (damage, chance for critical hit)

7.3 Guns 2h:
- Flame thrower (agility, perception, hit, attacks, damage)
- Shotgun (agility, reputation, ATTENTION! intelligence and agility requirements will increase to FNFAL level)
- FN FAL (additional attack at +14, next one at +17, ATTENTION! intelligence and agility requirements will fall to Shotgun level)

7.4 Guns 1h:
- Deset Eagle (reputation, charisma)
- MP5 (agility)

7.5 Melee 1h: (thanks Dydu for suggestions)
- Rapier (+1/4 defence per level, +2/4 defence per level)
- Kama (additional attack at +14, next one at +17)
- Axe (damage; constant, not suggested by Dydu)
- Wakizashi (additional attack at +17, perception)

Let's have a CONSTRUCTIVE discussion.
SushiMaker


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quote:
IGN: Atomos

This post has been edited 3 time(s), it was last edited by Undivisible: 04-13-2012 13:35.

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Firetrap
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Personally i think i like all of them but i could be slightly biased as they said only a MINOR nerf to Majesty Big Grin

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This post has been edited 1 time(s), it was last edited by Firetrap: 04-11-2012 18:46.

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Philly
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RE: New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Undivisible
- Katana (damage, attacks in exchange fro damage)

SushiMaker
[/quote]

attacks in exchange? that mean it will have less attacks or more? either way, more damage for 2h melee.. woo Big Grin Big Grin

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Firetrap
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RE: New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Philly
quote:
Originally posted by Undivisible
- Katana (damage, attacks in exchange fro damage)

SushiMaker


attacks in exchange? that mean it will have less attacks or more? either way, more damage for 2h melee.. woo Big Grin Big Grin


yeah you wouldnt exchange damage for less attacks Tongue gonna be more attacks for less damage, looking forward to see the change Smile

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Scotland The Brave.
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woooooohoooo im gonna get more damage and easyness.
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Undivisible
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Thread Starter Thread Started by Undivisible
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quote:
Originally posted by Scotland The Brave.
woooooohoooo im gonna get more damage and easyness.
You can't know that for sure Wink , players are already suggesting, that the current changes will make monk overpowered Wink .

BTW Why do you have to quote the fragment where I made a stoopid typo? Frown

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quote:
IGN: Atomos

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Scotland The Brave.
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it will only be op against guns other melee maybe and rangers maybe.
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grind
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RE: New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

and why not giving 1h guns different than skorpio some extra features (criticals, perception, ignore defence, reputation.....) so people could start consider them something different than merge parts?
Seriously, many carreer have a wide choice of weapons, 1h guns career is boring 2x skorpio is the only choice.
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Philly
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RE: New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

quote:
Originally posted by Firetrap
quote:
Originally posted by Philly
quote:
Originally posted by Undivisible
- Katana (damage, attacks in exchange fro damage)

SushiMaker


attacks in exchange? that mean it will have less attacks or more? either way, more damage for 2h melee.. woo Big Grin Big Grin


yeah you wouldnt exchange damage for less attacks Tongue gonna be more attacks for less damage, looking forward to see the change Smile


ooo Smile that'll suit me down to the ground so Tongue lovely jubbly!

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Swiftenza
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typical, i finally become beserker and get myself a smexy flail and they want to go reduce the damage....flail should get ignore defence, for instance if i were to hit critically on someone wearing thick platemail it would still utterly crush them

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[01:20] <warlock619> Good thing I can type one handedd I guess Tongue

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dooz
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flail is a simple weapon that is easy to make. it makes no sense that it is third best 2h weapon, considering its low rank in merge lists. It have lower req, and more damage than pike, halberd and katana. And it even get extra attack before pike and halberd.

In my opinion they should move the extra attack to p4 instead of reducing damage

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I can already tell which items will increase in prices majorly.
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rohlikus
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quote:
Originally posted by dooz
flail is a simple weapon that is easy to make. it makes no sense that it is third best 2h weapon, considering its low rank in merge lists. It have lower req, and more damage than pike, halberd and katana. And it even get extra attack before pike and halberd.

In my opinion they should move the extra attack to p4 instead of reducing damage


totally agree here Smile


also really want to see something usefull for monk tattoo Smile
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Depending how bad they "nerf" majesty, i might have to abandon my end plan Tongue

I'd be glad to see 2H damage decreased as its just stupidly overpowered.

I'd also like to see less attacks on a shurikin.. probably isnt what they mean when they say number of attacks as its only throwing knife + axe that is above but it would be nice to see.
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quote:
Originally posted by FlashAOD

I'd be glad to see 2H damage decreased as its just stupidly overpowered.


- They have normal damage.. some weapons are for Expos some weapons are for attacks.... if we change the damage for melee then we must also change the damage done by snipers in expos.... any mob same damage... it's not correct...

quote:

I'd also like to see less attacks on a shurikin.. probably isn't what they mean when they say number of attacks as its only throwing knife + axe that is above but it would be nice to see.


- Ranged can't rise their damage with stats, so they must have more attacks... it's normal to be int this way

12 attacks from shurikens it's not so much...
Heawy range weapons maximum 4/5
1HG up to 12 attacks
2HG up to 7 attacks
(With last patch snipers become best tattoo)
1HMW up to 10
2HMW - maximum 3

and this is only weapons, without bonuses from speed


Edit:

Forgot about javelin and spears... if this weapons have only 2 attacks then they must have minimum damage 200 like on 2HW

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Clemenza
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quote:
Originally posted by Grizly
quote:
Originally posted by FlashAOD

I'd be glad to see 2H damage decreased as its just stupidly overpowered.


- They have normal damage.. some weapons are for Expos some weapons are for attacks.... if we change the damage for melee then we must also change the damage done by snipers in expos.... any mob same damage... it's not correct...



sniper does same damage because of the 100% ignore defence, and that has been the excuse to dont improve and to remove the *3 crits so listen, if they give *3 crits on sniper they can remove part of the 100% ignore def. Let's not forget heavy crossbow has ignore def too and the crits multiplier was increased in act3

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quote:
Originally posted by Clemenza

sniper does same damage because of the 100% ignore defence, and that has been the excuse to dont improve and to remove the *3 crits so listen, if they give *3 crits on sniper they can remove part of the 100% ignore def. Let's not forget heavy crossbow has ignore def too and the crits multiplier was increased in act3


i am referring to not change too much, if we must change 2MMW then we must change and rest of them... so we will rebuild new disbalances... (and yes HRW will be in this list)

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if only they would give prefixes and suffixes to guns.. [/dream mode off]

I think changes are good, even if I don't agree with them ALL but at least is something new and I must admit some of the proposed changes make sense Smile

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quote:
Originally posted by Grizly
quote:
Originally posted by FlashAOD

I'd be glad to see 2H damage decreased as its just stupidly overpowered.


- They have normal damage.. some weapons are for Expos some weapons are for attacks.... if we change the damage for melee then we must also change the damage done by snipers in expos.... any mob same damage... it's not correct...

quote:

I'd also like to see less attacks on a shurikin.. probably isn't what they mean when they say number of attacks as its only throwing knife + axe that is above but it would be nice to see.


- Ranged can't rise their damage with stats, so they must have more attacks... it's normal to be int this way

12 attacks from shurikens it's not so much...
Heawy range weapons maximum 4/5
1HG up to 12 attacks
2HG up to 7 attacks
(With last patch snipers become best tattoo)
1HMW up to 10
2HMW - maximum 3

and this is only weapons, without bonuses from speed


Edit:

Forgot about javelin and spears... if this weapons have only 2 attacks then they must have minimum damage 200 like on 2HW


ive seen heavy rangers with 6 attacks, as a 1h gunner without using the deadly set or of speed suffix, i can expect an end game total of 20 attacks, for your up to 12 is a bit off mate Wink

snipers are fine how they are, for a long time they have been a bit underpowered, now they actually have some balance, i cant see how the devs think 2h melee needed a boost though, they can hit 10k damage a round pretty comfortably already, giving them more hits or damage seems a bit mad

This post has been edited 1 time(s), it was last edited by acidic shots: 04-12-2012 11:54.

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Grizly
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I repeat (or to be correct: i reformulate my message):

Snipers are Best Damage Dealers on Expos - and this is true...
for ranged, 600+ defence is to far, for melee it's annoying... for snipers don't meter

Ranged and Melee are best Siege weapons...
ranged attack always first, melee can kill from 1 shot

Melee are best in PVP
they love low defence players, this is best meat for them (for example snipers with solar set...)

or i am not right ???

acidic shots, you want to be best best best??? you chose your path, you are welcome in any expos, so you rise very fast, melee need 2 ears to have a nice damage, snipers get their advantages with first hunting rifle...

and:
1HW and 1HG for me this 2 are special classes Happy they have separate bonuses and weaknesses, they are good both in PVP but have problem with expos at low level

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quote:
Originally posted by Grizly
I repeat (or to be correct: i reformulate my message):

Snipers are Best Damage Dealers on Expos - and this is true...
for ranged, 600+ defence is to far, for melee it's annoying... for snipers don't meter


REALLY?? Because I am number 5 and ploper, oes, mortis, cesarz and nndungu do better damage than me in expos excepts in anubis/wendigos/chronos that are mobs we are not hunting. So this is true based on who? Have you seen damage of all those players I mentioned before in arachnes/sphinxes/twins and basilisks compared to me? Just because snipers deal more damage to mobs with high defence it doesn't mean we are best damage dealers on expos, don't know in your clan but in mine we are not hunting anubis+ every day.

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No mention of addressing the fact that Legd 1h gunners overpower almost everyone else in the game?

Unless they are planning to add some "dodge 1h guns" to the level 3 disposables.

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quote:
Originally posted by Cthulhu
No mention of addressing the fact that Legd 1h gunners overpower almost everyone else in the game?

Unless they are planning to add some "dodge 1h guns" to the level 3 disposables.


Elaborate please, we no longer have +35%(now 27%) chance to hit and i think(not 100% sure as i cant remember) we use to have +35% damage which is now only 30%

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Overpower everybody o.O

Check out the 2H melee and shurikin users that happen to spring up now days with a legendary 2h that do stupid damage and legendary ranged with all their attacks and now extra damage aswell.
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All this time I've been playing the game I would have like to see some fairness in the 2h guns area, I don't want the sniper to be the end game weapon, how about giving the ak some crit hit bonuses or the fn-fal some -def bonus?

Fn-Fal's use the same ammuntion as a M40 Sniper rifle ( 7.62x51mm ), so it has the same penetration as a sniper yet no bonus on here.....

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quote:
Originally posted by Unholy Emperor
All this time I've been playing the game I would have like to see some fairness in the 2h guns area, I don't want the sniper to be the end game weapon, how about giving the ak some crit hit bonuses or the fn-fal some -def bonus?

Fn-Fal's use the same ammuntion as a M40 Sniper rifle ( 7.62x51mm ), so it has the same penetration as a sniper yet no bonus on here.....


moah crit?

http://r1.bloodwars.net/showmsg.php?mid=...&key=e6dba27b03


though for the fn-fal, i say 50% ignore would be quite nice for it Wink

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maybe you are right (Clemenza) the 2HG are not the best in 1 vs 1 MOB... and this is similar to PVP, but in mixed expos, until LVL 90 i think 2HG was, and they are, best DD in expos...

i use legendary semiautomatic sniper rifle on expos until LVL 63 or 65, because with shurikens i was not able to hit no one mob, except Golem, but Golem have 300-400 defence and i do only 1 damage at that time, now i do 23, OOO!!! i do x23 damage Wink (sarcasm, no offense)

No one can convince me that snipers are in disadvantages...
easy at beginning hard at final - snipers and assassins
hard at beginning easy at final - melee (BK, Zerkers, etc...)

i chose ranged because of PVP, from beginning i don't know that ranged are so powerful

Edit:
http://r1.bloodwars.net/showmsg.php?mid=...&key=1e23ab1d60

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quote:
Originally posted by Swiftenza
quote:
Originally posted by Unholy Emperor
All this time I've been playing the game I would have like to see some fairness in the 2h guns area, I don't want the sniper to be the end game weapon, how about giving the ak some crit hit bonuses or the fn-fal some -def bonus?

Fn-Fal's use the same ammuntion as a M40 Sniper rifle ( 7.62x51mm ), so it has the same penetration as a sniper yet no bonus on here.....


moah crit?

http://r1.bloodwars.net/showmsg.php?mid=...&key=e6dba27b03


though for the fn-fal, i say 50% ignore would be quite nice for it Wink


Yeah more crit. That all comes from his tattoo and equipment.

EDIT: Oh and his arcana helps too.

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This post has been edited 1 time(s), it was last edited by Unholy Emperor: 04-12-2012 18:48.

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A few friends and I were discussing Breath of Death the other day, all of us agreed that even at 50% life it'd be much much more viable as a usable arcana.

The changes sound like they'll make sense. It's nice to see the Monk getting a much much needed power boost.

A suggestion I would make is upping the berserker tattoo experience boost... sounds strange, but I don't see why they get nerfed on that one

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RE: New rebalance patch is coming to the Underworld Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       Go to the top of this page

Update:

quote:
7.3 Guns 2h:
- Shotgun (agility, reputation, ATTENTION! intelligence and agility requirements will increase to FNFAL level)
- FN FAL (additional attack at +14, next one at +17, ATTENTION! intelligence and agility requirements will fall to Shotgun level)

7.4 Guns 1h:
- Deset Eagle (reputation, charisma)
- MP5 (agility)

7.5 Melee 1h: (thanks Dydu for suggestions)
- Rapier (+1/4 defence per level, +2/4 defence per level)
- Kama (additional attack at +14, next one at +17)
- Axe (damage; constant, not suggested by Dydu)
- Wakizashi (additional attack at +17, perception)


+14 = p+2
+17 = p+5

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04-13-2012 13:34 Undivisible is offline Search for Posts by Undivisible Add Undivisible to your Buddy List
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quote:
Originally posted by Firetrap
Elaborate please, we no longer have +35%(now 27%) chance to hit and i think(not 100% sure as i cant remember) we use to have +35% damage which is now only 30%


Well, Mortis has the bonus of luck on his side in this, but so do I - maybe his luck is still higher than mine, who knows. Still if his +to hit is only 27% then I should've dodged at least one of those bullets: Mortis v Cthulhu

I will happily post more reports, because I get raped by 1h gunners very easily.

I do not particularly care, but I find it a bit annoying when there are so many bonus to dodge melee & ranged in the evos, and none to dodge guns.

Yes, there are sets you can build to help dodge guns, but tbh, they are lame - only Hawks is any good stats-wise, yet the dodge on that actually decreases as the items get better, and making/buying a Hawks set is ludicrously hard!!


My second point would be:

7.2 Melee 2h:
- Flail (DECREASED DMG)
The rest will recieve INCREASES
- Pike (damage, perception)
- Halberd (damage, perception)
- Katana (damage, attacks in exchange for damage)
- Chainsaw (damage, chance for critical hit)

Really??? 2h melee need more damage bonus?? You are taking the p**s with that aren't you?

I haven't used 2h melee for some time, but I seem to remember not having any problem doing damage with the items I had; in fact the problem was always whether I could hit stuff or not, even with ledge bonus. Once I hit them, they usually fell over.

Do you really think this guys Pike needs to do MORE damage: Nndungu v Cthulhu LOL Big Grin

Now you guys can all rant at me blah blah blah, I don't really care. I know my shuri's do lots of damage, etc. my comments are not out of complaint as such, more just observation --- don't take it as a personal insult to you or how you play the game; I was/am just pointing out that I don't think this game is as "balanced" as some people think it is, and I know I am not the only person to think it. Wink

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quote:
Originally posted by Cthulhu
quote:
Originally posted by Firetrap
Elaborate please, we no longer have +35%(now 27%) chance to hit and i think(not 100% sure as i cant remember) we use to have +35% damage which is now only 30%


Well, Mortis has the bonus of luck on his side in this, but so do I - maybe his luck is still higher than mine, who knows. Still if his +to hit is only 27% then I should've dodged at least one of those bullets: Mortis v Cthulhu

I will happily post more reports, because I get raped by 1h gunners very easily.

I do not particularly care, but I find it a bit annoying when there are so many bonus to dodge melee & ranged in the evos, and none to dodge guns.

Yes, there are sets you can build to help dodge guns, but tbh, they are lame - only Hawks is any good stats-wise, yet the dodge on that actually decreases as the items get better, and making/buying a Hawks set is ludicrously hard!!
He had 90% chance to hit from what I can see, and maybe some enchatment or something to utilize small luck advantage.

As for dodge bonuses: maybe guns are supposed to be hard to dodge?

quote:
Originally posted by Cthulhu
My second point would be:

7.2 Melee 2h:
- Flail (DECREASED DMG)
The rest will recieve INCREASES
- Pike (damage, perception)
- Halberd (damage, perception)
- Katana (damage, attacks in exchange for damage)
- Chainsaw (damage, chance for critical hit)

Really??? 2h melee need more damage bonus?? You are taking the p**s with that aren't you?

I haven't used 2h melee for some time, but I seem to remember not having any problem doing damage with the items I had; in fact the problem was always whether I could hit stuff or not, even with ledge bonus. Once I hit them, they usually fell over.

Do you really think this guys Pike needs to do MORE damage: Nndungu v Cthulhu LOL Big Grin

Now you guys can all rant at me blah blah blah, I don't really care. I know my shuri's do lots of damage, etc. my comments are not out of complaint as such, more just observation --- don't take it as a personal insult to you or how you play the game; I was/am just pointing out that I don't think this game is as "balanced" as some people think it is, and I know I am not the only person to think it. Wink


1. check this out: Item Quality Order List

2. Now check out this:

Scythe CLOSE


Two-handed melee weapon
Damage: 30 - 80
Effects: Chance to hit -5
Requirements: LEVEL: 34 (35), STRENGTH: 31 (32), INTELLIGENCE: 15, KNOWLEDGE: 12
Value: 5 300 Lgo
Value: Nanites 0, Mana 0

Pike CLOSE


Two-handed melee weapon
Damage: 35 - 60
Effects: Chance to hit -10
Requirements: LEVEL: 35 (36), STRENGTH: 34 (35), INTELLIGENCE: 10, KNOWLEDGE: 11
Value: 5 450 Lgo
Value: Nanites 0, Mana 0

Halberd CLOSE


Two-handed melee weapon
Damage: 35 - 65
Effects: Chance to hit -5
Requirements: LEVEL: 40 (41), STRENGTH: 36 (37), INTELLIGENCE: 14, KNOWLEDGE: 13
Value: 6 200 Lgo
Value: Nanites 0, Mana 0

Katana CLOSE


Two-handed melee weapon
Damage: 40 - 60
Effects: Chance to hit -4
Requirements: LEVEL: 43 (44), STRENGTH: 38 (39), INTELLIGENCE: 19, KNOWLEDGE: 21
Value: 6 650 Lgo
Value: Nanites 0, Mana 0

Chainsaw CLOSE


Two-handed melee weapon
Damage: 50 - 80
Effects: Chance to hit -10
Requirements: LEVEL: 48 (50), STRENGTH: 39 (40), INTELLIGENCE: 24 (25), KNOWLEDGE: 26 (27)
Value: 7 550 Lgo
Value: Nanites 0, Mana 0

Do you really believe that weapons of higher quality than the scythe need to have higher requirements, and mostly worse stats(chainsaw is exception, but reqs and chance to hit bonus make up for it a bit)?

And besides: most berserkers and BKs use flails, and most of them are actually ranting, and claiming, that 2h melee is getting nerfed again xD. You were using flail on R2PL too, are you really saying, that this rebalance will make 2h melee op? xD

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quote:
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04-15-2012 11:58 Undivisible is offline Search for Posts by Undivisible Add Undivisible to your Buddy List
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quote:
Originally posted by Cthulhu

Well, Mortis has the bonus of luck on his side in this, but so do I - maybe his luck is still higher than mine, who knows. Still if his +to hit is only 27% then I should've dodged at least one of those bullets: Mortis v Cthulhu


quote:
Originally in Cthulhu's Ambush

Mortis attacks with Legendary Perfect Scorpio *, Cthulhu dodges the strike.


Wink

Also;
quote:
Originally posted by Undivisible And besides: most berserkers and BKs use flails, and most of them are actually ranting, and claiming, that 2h melee is getting nerfed again xD.


I'm a BK, and the fact that Flail is getting 'nerfed' makes sense to me, considering it has: Near enough same damage as Scythe and then more damage than Halberd, Katana and Pike, but lower requirements than every one of those. XD I know I use a Scythe, but that has nothing to do with the fact that Flails getting 'nerfed' makes sense. XD Tongue If you don't like the fact that Flails are getting 'nerfed', then why not make a different weapon? Tongue Or even buy one? Tongue

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quote:
Originally posted by Cheese!!!!!!!!! Big Grin
If you don't like the fact that Flails are getting 'nerfed', then why not make a different weapon? Tongue Or even buy one? Tongue
Because merging/buying legendary perfect murderous flail of the bloodsucker is a lot harder and expensive than legendary broad scythe, and peeps are too lazy to remerge it to scythe?


BTW your character is soo out of widely known "balance" that it ruins it's conception xD. It would be interesting to see you beat some dude with expensive legendary weapon xD.

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04-15-2012 13:48 Undivisible is offline Search for Posts by Undivisible Add Undivisible to your Buddy List
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PM'd ingame seeing as it's rather offtopic, and if they're too lazy to remerge it to something else, why complain about how Flail is getting 'nerfed' then?

I think the new changes make sense.. I just don't see why people are, as you said, ranting about 2h melee getting nerfed. I think it's good that finally some of the weapons with higher requirements are getting boosted, makes a lot of sense for them to have probably higher damage than the rest, considering the requirements.

Also, I don't see the need to go offtopic and make the post about me and my gear and set up, compared to people who have the stones to merge, buy, improve, etc. their gear and who are much higher up than me. Tongue

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quote:
Originally posted by Cthulhu
quote:
Originally posted by Firetrap
Elaborate please, we no longer have +35%(now 27%) chance to hit and i think(not 100% sure as i cant remember) we use to have +35% damage which is now only 30%


Well, Mortis has the bonus of luck on his side in this, but so do I - maybe his luck is still higher than mine, who knows. Still if his +to hit is only 27% then I should've dodged at least one of those bullets: Mortis v Cthulhu

I will happily post more reports, because I get raped by 1h gunners very easily.

I do not particularly care, but I find it a bit annoying when there are so many bonus to dodge melee & ranged in the evos, and none to dodge guns.


U do realise Mortis has claws 4 = +35 to hit right?

And hardened tendons gives dodge all 4% so thats dodge against guns.

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[20:01] <Foxy9> really? not mortis or grind?
[20:02] <stimpuki> mortis is to old now and grind is hll
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quote:
Originally posted by Foxy
quote:
Originally posted by Cthulhu
quote:
Originally posted by Firetrap
Elaborate please, we no longer have +35%(now 27%) chance to hit and i think(not 100% sure as i cant remember) we use to have +35% damage which is now only 30%


Well, Mortis has the bonus of luck on his side in this, but so do I - maybe his luck is still higher than mine, who knows. Still if his +to hit is only 27% then I should've dodged at least one of those bullets: Mortis v Cthulhu

I will happily post more reports, because I get raped by 1h gunners very easily.

I do not particularly care, but I find it a bit annoying when there are so many bonus to dodge melee & ranged in the evos, and none to dodge guns.


U do realise Mortis has claws 4 = +35 to hit right?

And hardened tendons gives dodge all 4% so thats dodge against guns.


Also Mutated DNA gives +8% dodge when max'd so that's 12% dodge. Not anybody used it, im just saying on the dodge front, you can get 12% dodge.
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Stop moaning about 1h guns being overpowered. 1h guns are just very strong against low toughness targets, but assassins, berserkers, black knights and ranged user can do the same damage if not more, and don't suffer the heavy penalties to defence and missing prefix/suffix on weapon and little chance to dodge mobs paws.

Ranged user have been proven the strongest characters in PVP, sieges and expos, the only overpowered weapon in the game was the shuriken and its criticals have been slightly lowered to compensate this fact.

Anybody who is having problems with ranged wepons should just realise that he is not using the optimal gear, and you have plenty of examples to follow. A hawk set is hard to get? That's your fault! 1h and 2h guns need a crazy gear and suffixed twisted hawk and solar sets to deliver same damage of melee and ranged so get your top end gear before telling nonsense.

1h melee just need a titanium set with youth/levitation/accuracy suffix to work amazingly well, and have plenty of choice for the weapon and gear to use to hit and deliver the maximum damage possible to their target or overwhelm it by agility.
With guns it is simply not possible, the only thing a gun user can do is increase damage. And the jewelry needed has crazy cost and it is damn rare.

Developers were well aware of this, things were tested in beta server, and decided to give gun users more damage to compensate this fact, and even reduced the initial damage boost from some evolution and gave much more to snipers than to gunmans to reduce the gap between melee/ranged and gunners, so stop telling nonsense.

Now this thread was about a possible patch to change some features for some top end weapons, and most of the stuff proposed has a sense, the only problem comes for those that already built their character on a flail for instance, because once you already upgraded one at p+3 and built a gear for that it could piss you off if you have to change weapon!

Actually 2h guns mainly use sniper rifle and ak47, wich both work pretty well. It looks quite sensed to give something to flame thrower which is the rarest 2h gun. A huge perception and agility bonus should be traded for extra strike or/and damage.

As for 1h weapons, I can reasonably state that only skorpio make sense to use now, and the are are just skorpios merge parts, which is stupid. Since they don't have prefix or suffix, maybe giving some feature over perfect could be interesting for some purposes.
Here is what I suggest.

skorpio: great weapon. But the interest ofl upgrades between perfect and p+4 is almost 0. Damage should be increased much more starting from p+3

Since the price you pay for not using skorpios is loosing strikes, you should get something else in exchange.

mpk5: totally useless weapon, even if it is the second rarest 1h gun. It should be given some perception starting from perfect so it can become handy in pvp.

desert eagle and magnum: too little strikes.. so damage should be boosted, and critical bonus and ignore defence should be given, over perfect so they could be used for tough mobs.

uzi and berettas should get reputation and charisma bonus so they can be handy in pvp to break perception shield.

This post has been edited 2 time(s), it was last edited by grind: 04-16-2012 13:04.

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besides, we would need some concrete data about the planned changes. (the planned bonus and malus to items and arcana) so we can discute about something more than empty words.

But from what I can understend the wholerebalance thing is mainly for very high lvl players, in term of possibilities of different tattoos fighting each other and against mobs.

On polish board people are discussing a lot but still I can see the numbers that developers are proposing...
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SushiMaker wrote, that nobody will know exact bonuses untill this patch is implemented, and that will probalby happen in 2012. I suspect it might be after the tournament on R15PL is finished.

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