Recent Posts

Pages: [1] 2 3 ... 10
1
General Discussion / Re: weapons that require 2 hands to use
« Last post by hanlon on March 24, 2019, 02:44:19 PM »
I think the only real problem I have with these two-hander changes this wipe is they didn't make any sense at all. Like you have two-handers that can be popped on Day 1 of a brand new wipe that are better than two-handers you would need an entire 8 man legend to pop. You also have two-handers in the game that are nolimit being better than two-handers that are limited. Seems a tad backwards. The change felt very last minute and rushed. Whoever got left in charge of this nerf clearly only had half the information they needed to make logical and good changes!
2
General Discussion / Re: weapons that require 2 hands to use
« Last post by Heo on March 22, 2019, 03:27:14 PM »
First off - I don't think barbs were ever really intended to be MASSIVE damage dealers.  More damage sponges I've always got the impression.

And to really do the math, we'd need to know the percentage of extra attack on a legend barb wardancing -

Assuming 60% extra attack

something like 0.40 (1) (18+x) + 0.60 (2) (18+x) = (.4 (1) (12 + x) + 0.60 (2) (12+x)) + (1) (1) (9 + x)

Assuming that average damage on a two hander is 18 and average damage on a prime is 12 and offhand is 9.  Then solve for x as the +dam, noting that some is probably built in with str bonuses, though I don't know what that is exactly.

But basically if you solve for x, that's when it's equal, and then anything higher than that means that the advantage is to the dual wield vs. two hander.

To me the issue with barbs/shamans is that the two handers are weirdly grouped.  Most good but not elite two handers are avrg damage of around 18 or 19 (e.g., 5d5 +3 +3 or 6d5).  But the really amazing stuff is 6d6 +3 +3.  That's average damage of 24.  There's not much stuff with avrg damage 20/21/22/23. 

I would say if anything was to be done, it'd be filling in that gap.  Because right now it's kind of like going from <good> to <superb> and skipping the middle ones. 


Also, I'd like to say I decided to play a barb and a shaman, both for the first time ever.  Normally I hate neut, but I did gully and half ogre so kept them there.  Jesus they are strong together.  Wow.  Fun duo to play.  I can't believe shamans used to be stronger, that's crazy. 
3
General Discussion / Re: New Players and Quests
« Last post by Heo on March 22, 2019, 03:13:52 PM »
Specifically for clerics and shaman, maybe it would be useful for a quest to appear when they hit lvl 25 instructing them to go to xak or jungle to find heal/regen - just to get them on the right path, otherwise there's pretty much no way to figure that stuff out besides asking people.
4
Game Ideas / Re: Legend Ranks
« Last post by Kadaj on March 20, 2019, 06:00:13 AM »
It is a cause for concern. I appreciate that at least one person took the time to post something. I think a lot of people complain about the game and are silent about their complaints instead of voicing them on the forums. It can't hurt to at least post your opinions and see what happens. Better than remaining silent.
5
Game Bugs / Re: Deep Mine and Shrodinger's Glow Worm
« Last post by Terk on March 18, 2019, 01:02:59 PM »
Weird! There is definitely a fighting check there if I remember, so that shouldn't happen. I do appreciate the cat reference.
6
General Discussion / Re: New Players and Quests
« Last post by Terk on March 18, 2019, 01:01:03 PM »
Just to add to this, when we did the redesign of Solace (now a decade old), the goal was very much that basically all new players would spend time leveling in Solace. Most of the zones repop so quickly, it is expected players can do Solace through level 15 without any hindrance--both good and evil characters.
7
Game Ideas / Re: Legend Ranks
« Last post by hanlon on March 15, 2019, 12:16:47 PM »
I don't think we should change legend rank cost at all. Instead we should be focusing on why every single tank class in the game needs steelskin to tank? To me that seems a little absurd or maybe I'm the only one who finds it silly that every tank in the game has to invest 15 RP towards steelskin? I think the current staff should either take a look at each tanking class and come up with a way for this to not happen or possibly come up with a way to make all the current tank gear actual tank gear? To me it just screams broken and way to over powered of a rank. You don't need legend or your skills to be good or even have a half decent set of gear to tank any mob in the game. All you really need is steelskin and I hate that its become like that. All its actually done is made every Paladin/Barb/DK or Ocean scout in the game the exact same. No ones unique or different. Everyone runs the same Steelskin/1-2 legend rank set up. Then they get bored and quit or make something else cause lets face it. Going up to rank 40+ to have access your legend ranks isn't really an option for most people.
8
Game Bugs / Deep Mine and Shrodinger's Glow Worm
« Last post by albarn on March 12, 2019, 12:49:17 PM »
I somehow got into a fight with a worm, that also decided to leave the room.

Among Glowing Rock Formations
    The second level of the rock gardens has been purposefully disconnected
from the rest of the park. This is partly due to the more dangerous nature
of the inhabitants of this level, but also due to the difficulty of
maintaining a clear passage down. Now, that you have made it this far
though, it is clear that the efforts were well worth it. Brightly glowing
blue, green, red, orange, yellow, and purple stones offer the entire
spectrum of colors. The path through the brightly glowing stones leads both
to the north and south, but is missing the pale beauty of the quartz, so
generously spread about above.
You sense that you are not alone.
A sizeable multi-colored glow worm traverses the nearby rocks.

835H 128V 19732150X 88.10% 5C Exits:NSU>
kill worm
You miss a multi-colored glow worm with your hit.
kill worm

835H 128V 19732150X 88.10% 5C [Me:Perfect] [a multi-colored glow worm:Perfect] Exits:NSU>

Illhan slowly fades into existence.
Illhan comes out of hiding.
Illhan crushes a multi-colored glow worm hard.

835H 128V 19732150X 88.10% 5C [Me:Perfect] [a multi-colored glow worm:Good] Exits:NSU>

Unable to find food close by, a multi-colored glow worm digs under the stones, praying for success.

835H 128V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>

Someone misses you with their bite.

835H 128V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>
They aren't here.

835H 128V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>

Someone misses you with their bite.

835H 155V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>

Someone misses you with their bite.

835H 155V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>
l
Among Glowing Rock Formations
    The second level of the rock gardens has been purposefully disconnected
from the rest of the park. This is partly due to the more dangerous nature
of the inhabitants of this level, but also due to the difficulty of
maintaining a clear passage down. Now, that you have made it this far
though, it is clear that the efforts were well worth it. Brightly glowing
blue, green, red, orange, yellow, and purple stones offer the entire
spectrum of colors. The path through the brightly glowing stones leads both
to the north and south, but is missing the pale beauty of the quartz, so
generously spread about above.
Illhan the Female Qualinesti is standing here, fighting a multi-colored glow worm. (flying)
. . . has a metallic luster.

835H 155V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>

Someone misses you with their bite.

835H 155V 19732150X 88.10% 5C [Me:Perfect] Exits:NSU>
say wat
You say 'wat'

9
General Discussion / Re: weapons that require 2 hands to use
« Last post by Oligo on March 06, 2019, 08:04:05 PM »
does anyone use weapons that require 2hands to use anymore?

For Lorebot users, relevant queries might be
Code: [Select]
!query class=two_handed_sword
!query class=claymore
!query class=bastard
10
General Discussion / Re: New Players and Quests
« Last post by Zozen on March 06, 2019, 07:47:28 AM »
Just stay in Solace.
Pages: [1] 2 3 ... 10