Posted by Dune on 09/28
Ptwang brought a good point.. so Im going to rephrase
it in its own post...
50 hps to a dex perc is ALOT more than 50 hps
to a con fighter. Con gets hit HARD. Dex perc is constantly
I thought I was clever years ago when I figured out
that healing characters are best when they are low con.
Your dex advantage will always be there as long as you
are still alive... the con advantage gets eaten away.
I had a dex perc with 1200 virtual hps. Even a con fighter
with the same healing ability could only get to 1400 virtual
The way balance was SUPPOSED to be, was that dexperc
had around 400, and the con fighter had around 570.
Headbutt, backstab, all the skills were balanced around
When you give healing to both types, that 570 difference
becomes really small.
Between Marauder and builders that are irresponsibly
adding so many hp gear, the character base is shifting
towards lower con players that have non-con advantages
(hitting, dodging, tumble, backstab, magic). I have a
character that could do all this and still have the same hps
as someone with like 70 con.
The problem before was damage items, now they are gone
but old players still get the advantages.]
So here is the moral of the story.....
When you make items that give you the advantages
of one fighttype, while being another, you are creating
a balancing disaster. Im my opinion, you should
spend less resource making new eq and code new
hometowns and skills instead.
And I have to say that I would love to see all hps items,
damage items, and hit items removed from the game. You
could adjust backstab and immolate down a bit, increase the
midpoint of zero hitdamge from 30 to 50 so that snipers
and mages will usually have -damage.... I dunno. Balancing
Legendmud has got to be nightmere with all the eq that
mars the differences between fighttypes.
Thursday, September 28 2000, 02:05PM
An eq wipe would be interesting, but i'd want a skillwipe too, or
an option to do so if such happened, since it'll mean a lot more
useless characters for me :p
But before we do any of that, the system needs serious balancing,
and think all of the eq that adds more than just stats (resistances,
spells, etc) should be put in only after we figure out which
effects need to be introduced to prevent a rock-scissor-paper outcome,
which is to say, one chartype always beating another chartype.
(rock always beats scissors, for example)
And, hrm, could we upgrade elbow? Its landing algorithm needs work,
I can't get my 100 str char to land it as often as he would land a 90
con headbutt or a 100 dex kick, even if he's fighting somebody that's