PVP balancing: A thread

Stuff you would like to see in the world of Eliatopia.
Flashlight237
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Re: PVP balancing: A thread

Post by Flashlight237 » Sat Oct 23, 2021 2:17 am

I'll address what I can here.

First of all, I definitely agree with the healing. I remember early in the PVP days when people opted not to heal during PVP as if there was some sort of truce or a "Law of the Jungle" in effect, or so I had seen. I dunno how that changed, but it is certainly annoying that healing items are as easily spammable as they are thanks to hotkeys. Just me being able to do about 11 taps a second with my own hand "at a sprint" is pretty spammy, no joke: http://prntscr.com/1x5afjw
http://prntscr.com/1x5agmj

For melee. the reason why it doesn't use mouse-aiming, which now that I think about it is kinda archaic now, is because melee basically had you getting up fairly close even if you are for the most part trying to be a MLB player. At the time, I would presume mouse-aiming wasn't necessary. I remember the day when I brought up mouse-aiming as a way to handle ranged players. That was... A little wonky when archers were introduced (it was the 2nd class introduced), but it managed to smooth out to a point where people can pretty accurately fire where they're aiming.

Now Storm Cloud... Ehh, I definitely agree that it shouldn't knock players down; in fact, cartoon characters usually stay standing when hit with lightning bolts albeit a bit dazed and charred. Dunno what's stopping Eliatopia from simply charring people with the lightning bolts instead. Now, increasing the damage Storm Cloud had? Ehh... I dunno about that one chief.

While you're one of few avid PVP players that I know of, Storm Cloud is a skill designed with monster combat in mind, especially given it is an AOE skill. Of course that isn't to say it works, the wonky enemy movement makes it hard to time, a popular strategy with Storm Cloud is to basically stand around a group of mobs and just wail at them. Also, you gotta account for the fact that Storm Cloud doubles in attack speed when dual-wielding (Ninja Slash doesn't, making Ninja Slash the only combat-based advantage besides raw power that single-wielding had), which would make increasing damage more of a botting risk in enclosed areas (ex. Nature Factory Basement, the Night Stalker cage, and certain parts of the caves; I'd argue the narrow swamp passage too.)

Magic Breath, hoo boy. What if I told you that skill actually had a level REMOVED? Yep. It is the only skill to have a level taken off it, going from 4 levels to 3. Personally, I think the 4th level should be readded into Magic Breath. Maybe with a slight damage boost as well, but each level puts in both damage and range, so I think it might work out just a tiny bit more if both were done together.

Also, I know you'd rather not see this in this thread, but I'm gonna ask this real quick... People really use money power in PVP?

Okay, Whipmaster... One of the skills I had conceptualized for the Whipmaster class is a PVP-exclusive passive buff that increases PVP damage. I had the skill at 120% with 20% per level up to a maximum of 3 levels at 160% damage. It was intended to play off dominatrices with their thing for making their slaves submit and would've given the Whipmaster a counterplay against archers and gunmen. I know how you feel about PVP-exclusive skills, but given the technicality of the Whipmaster class, at least the passive I brought up would reward Whipmasters a bit more for mastering the class.

Savage0
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Re: PVP balancing: A thread

Post by Savage0 » Sat Oct 23, 2021 3:20 am

cinos wrote:
Fri Oct 22, 2021 6:24 pm
What "purpose" is there besides fun, or what you for some reason call "cheap thrills"? Does EVERYTHING have to involve money or exp? No, some things are just there to be fun.
"Fun"? in a grinding game? Ha! don't be ridiculous :lol: :lol: :lol:
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Re: PVP balancing: A thread

Post by Atomic » Sat Oct 23, 2021 4:13 am

Robby wrote:
Fri Oct 22, 2021 2:17 pm
Thanks for the write up. I'll refer to some of the other things mentioned here soon, but to be quick and address the healing issue..

I do admit I don't think it's entirely the coolest thing to be able to spam healing items. It does seem to make HP a little less meaningful, and it just feels a little weird IMO. What if I were to implement a very quick eating animation of your player eating the item? It won't be long and annoying, maybe just half a second, but it'd hopefully be enough to make spamming them much less useful. You could obviously not move or attack during the short animation, and it would make you vulnerable and perhaps add a little more strategy for where you decide to use your healing items at. It'd also make players have more of a reason for buying higher HP healing items. Yay or nay?
Nice and yay
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cinos
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Re: PVP balancing: A thread

Post by cinos » Sat Oct 23, 2021 8:19 am

-ZERO- wrote:
Sat Oct 23, 2021 12:44 am
Hmmm I think there's nothing wrong with having a high HP because it's a strategy that doesn't break any rules of the game, It may be beneficial but it has its downsides, if you maxed out you HP, you will have less points for other stats, and the rage is not really enough to compensate it all so that's where the item and exp sacrifice comes in, so yeah I think it's just fair.

And for the class that has no aiming, I think it's just fine because it still hit the enemies, and if you put that aiming, mobile version's aiming might be messed up if you know how it feels like to aim using archer, gunman, and whipmaster on mobile version.

Anyway, the idea about healing is good so yeah I don't have anything to say about that part.
Yeah I never said high HP is bad, infact the flexible stat builds are a breath of fresh air, just kinda nutty when the healing is frame perfect right now.
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Robby
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Re: PVP balancing: A thread

Post by Robby » Tue Nov 09, 2021 7:58 pm

Ok I've got a thing or two changed for next update.

1. Healing will now play a short animation when you use a healing item. The animation will last a little under half a second. To compensate some for this, I'll add a few higher HP/MP healing items.
2. Storm cloud's range and attack rate will be reduced, to hopefully make it less annoying. It's damage will be boosted though to compensate for the nerf.

Question 1: You mentioned magic breathe sucking. Is it bugged and not doing any damage? Or is it working correctly, and it just not good enough?
Question 2: Is this drone bug you mentioned fixed? I thought I had fixed this, but just double checking.

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cinos
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Re: PVP balancing: A thread

Post by cinos » Tue Nov 09, 2021 8:15 pm

Robby wrote:
Tue Nov 09, 2021 7:58 pm
Ok I've got a thing or two changed for next update.

1. Healing will now play a short animation when you use a healing item. The animation will last a little under half a second. To compensate some for this, I'll add a few higher HP/MP healing items.
2. Storm cloud's range and attack rate will be reduced, to hopefully make it less annoying. It's damage will be boosted though to compensate for the nerf.

Question 1: You mentioned magic breathe sucking. Is it bugged and not doing any damage? Or is it working correctly, and it just not good enough?
Question 2: Is this drone bug you mentioned fixed? I thought I had fixed this, but just double checking.
THANKS for listening, especially on 2.

Also, first, magic breathe just sucks, it works but the damage is just- well, pathetic, it's never used. Second, it's still there, I can spawn like four drones by spamming M a lot, and with lag I've even gotten around 50 to show up. It's still happening basically. 100% confirmed that the bug is still happening after this update since I did spawn four drones like...two days ago? Basically post-update.
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Robby
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Re: PVP balancing: A thread

Post by Robby » Tue Nov 09, 2021 8:41 pm

Ok thanks, I'll try to remember to look into the drone bug tomorrow.

As for magic breathe. Is magic breathe equally as suck in non-PVP? I just want to be sure that there isn't a bug here, and that it's working like it supposed to, but just not any good.

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Re: PVP balancing: A thread

Post by CrazyVanilla » Tue Nov 09, 2021 9:16 pm

Robby wrote:
Tue Nov 09, 2021 8:41 pm
Ok thanks, I'll try to remember to look into the drone bug tomorrow.

As for magic breathe. Is magic breathe equally as suck in non-PVP? I just want to be sure that there isn't a bug here, and that it's working like it supposed to, but just not any good.
Cannot speak on pvp, but fully agree with cinos here that magic breathe is extremely weak, pretty much useless. At max level magic breathe only does 40% damage. Considering rune damage is not applied with magic breathe along with the fact it actually does use a fair amount of MP, I'd say it should be more like 120-150% damage IMO.
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cinos
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Re: PVP balancing: A thread

Post by cinos » Tue Nov 09, 2021 9:52 pm

CrazyVanilla wrote:
Tue Nov 09, 2021 9:16 pm
Robby wrote:
Tue Nov 09, 2021 8:41 pm
Ok thanks, I'll try to remember to look into the drone bug tomorrow.

As for magic breathe. Is magic breathe equally as suck in non-PVP? I just want to be sure that there isn't a bug here, and that it's working like it supposed to, but just not any good.
Cannot speak on pvp, but fully agree with cinos here that magic breathe is extremely weak, pretty much useless. At max level magic breathe only does 40% damage. Considering rune damage is not applied with magic breathe along with the fact it actually does use a fair amount of MP, I'd say it should be more like 120-150% damage IMO.
@Robby there's your answer, it's terrible in both pvp and pve, no bugs in sight, just major suck :y
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Re: PVP balancing: A thread

Post by JoMan2 » Tue Nov 09, 2021 10:44 pm

Robby wrote:
Tue Nov 09, 2021 8:41 pm
Ok thanks, I'll try to remember to look into the drone bug tomorrow.

As for magic breathe. Is magic breathe equally as suck in non-PVP? I just want to be sure that there isn't a bug here, and that it's working like it supposed to, but just not any good.
Low damage, high mp cost, sucks at pvp, sucks at farming, needs a buff
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