proposed realm abilitys in frontier expansion

Joxer

Fledgling Freddie
Joined
Jan 23, 2004
Messages
121
hmm....some of this abilities sure sound nice but giving hybrids Determination when they also give tanks & light tanks stoicism looks a bit to me like the hated stepbrother who has to wear his older bros clothes.

still - apart from that: Looks not too bad
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
Belorfyn said:
Yeah..And add resist buffs to that :)

Though I doubt many will go for AoM 5 and Det 5, at you'd need RR7L8 to get both to level 5 and you wouldn't have any other RA's :)
Yes, but AoM 5 is very good. With equipment resists, buffs and AoM 5 your aleady at 78% (but they prolly don't stack that way). And if you want to top it, you can go empty mind (30% magic resist) and BAoD (40% all dmg absorb).

edit:
This one seems pretty fun:
Healer can insta-cast a ressurect buff on themselves. Buff lasts 30 seconds. If the healer dies while buff is up, they will be auto-ressed 30 seconds after death with 10% H/E/P.
+
egg of youth, an instant group heal + pbae buffs = back in action :p
 

Tholus

Fledgling Freddie
Joined
Jan 7, 2004
Messages
210
At a first glance my impression is:

- More balanced between realms
- More balanced between classes (altho someone will always moan, is natural)
- More defensive oriented (fights will last longer)
- Less overpowered peaks (all GP, SoS, Moc, Det, BoF tuned and redistributed)
- Points scale will need more planning (you will not able to have all and will have to make choice in your char development)

I had a positive feeling

Of course they will need A LOT of testing and tuning.....
but I'm looking forward to try them and cant avoid thinking Mythic is trying to do a good job.

My concern is for RA/ML Abilities/Artifacts combos.... consequences are hardly predictable atm.
 

yaruar

Can't get enough of FH
Joined
Dec 22, 2003
Messages
2,617
Korax said:
Yes, but AoM 5 is very good. With equipment resists, buffs and AoM 5 your aleady at 78% (but they prolly don't stack that way). And if you want to top it, you can go empty mind (30% magic resist) and BAoD (40% all dmg absorb).

Yeah but does that take into account the code they brought in a while ago to nerf aom by making the way it calculates non additional and placing it in a spacky formula?

Again, one of the things I like about the new proposed list (and remember it's an early draft, it's going to be tested to hell and changed with feedback) is that it forces people to make choices and compromises more. Sure you can specialise in one thing, but that really does mean not getting other bells and whistles.

I'm looking forward to it, could make things very interesting.
 

Spear

Fledgling Freddie
Joined
Jan 7, 2004
Messages
77
so no point minstrels or nightshades getting their rr5 ability then.

Looks like its time to roll a fotm merc with the rest of alb.
 

Aremeriel

One of Freddy's beloved
Joined
Dec 23, 2003
Messages
800
Korax said:
This one seems pretty fun:
Healer can insta-cast a ressurect buff on themselves. Buff lasts 30 seconds. If the healer dies while buff is up, they will be auto-ressed 30 seconds after death with 10% H/E/P.

I think I'd like that one... ;)
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
Spear said:
so no point minstrels or nightshades getting their rr5 ability then.

Looks like its time to roll a fotm merc with the rest of alb.
Yup immunity to poison sucks, I mean it negates the enemy assassins envenom spec. Why would anyone want that?

The minstrel one can be useful in some situations, but it's not like mincers need more uber stuff to compete.

And I can see ALOT more classes then mercs running around. Though PBAE dirty tricks (only 15s) can be pretty sweet.
 

Cyradix

FH is my second home
Joined
Dec 22, 2003
Messages
2,128
Some RR5 abilities seem made up by people who have never played the game....

Minstrel : Calming Notes Insta-cast spell that mesmerizes all enemy pets within 1000 radius for 30 seconds.

Necro : Call of Darkness Allows the necromancer to summon a pet with only a 3 second cast time.

Nightshade : Remedy Nightshade ingests poison that costs 10% life but grants poison/dot immunity for 60 seconds

Armsman : Snapshot Armsman can draw and fire a crossbow shot when on the run for 60 seconds. (Normal draw time applies.)


Pretty weak as a reward for getting to RR5....
 

Stinko

Fledgling Freddie
Joined
Dec 24, 2003
Messages
133
Korax said:
This RA review is the best thing that will ever happen to DAoC. I love it so much im pissing myself.

You guys are bunch of whiners. You KNOW for a fact that the RA review is FAR from done and you STILL manage to say that its unbalanced?!? Get real. You can't say anything before its wrapped up and ready for downloading (and tested it).

Except from that it seems very thought through. You cant have all your fav. passives and MOC, MCL, RP, PR, GP, SOS etc. You actually have to sacrefice something to get some skills.

Eariler you usually won if you had the insta win RA's up. Now everyone will have them up most of the time.

Also, this will bring loads of the hybrids out in play as well, but wont replace heavy tanks as they did pre determination.

One RA I didnt understand:
Negative Maelstrom (for all casters):
Active 6 tick AE DoT wiith a 350 radius. The damage starts at the listed amount and doubles with each tick. 1 second cast time. 600 sek recast.
As far as I understand, at lvl 3 this will do 60 dmg 1st tick, then 120, then 240, then 480, then 960 and finally 1920 (3.5k ish dmg :)). Ofc this isn't how it is, but thats how I understand it :p.
Its prolly 60, 120, 180, 240, 300, 360. (1260 toal dmg)

What he said. The ones complaining just complain 'cause they finally have to use some skill and at the time of that patch actually have to think about what RA's they invest in.
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
Cyradix said:
Some RR5 abilities seem made up by people who have never played the game....

Minstrel : Calming Notes Insta-cast spell that mesmerizes all enemy pets within 1000 radius for 30 seconds.
Situational, can be good, but mostly crap.
Necro : Call of Darkness Allows the necromancer to summon a pet with only a 3 second cast time.
If you kill necro pet and aren't able to kill the necro within 3 sec your in trouble = ubaaaah!
Nightshade : Remedy Nightshade ingests poison that costs 10% life but grants poison/dot immunity for 60 seconds
As I said in my last post, negates enemy envenom spec. And if you ever played an assassin you know that its GOOD!
Armsman : Snapshot Armsman can draw and fire a crossbow shot when on the run for 60 seconds. (Normal draw time applies.)
Sorta crap, but can be nice in certain situations.
 

Urgat

Part of the furniture
Joined
Dec 29, 2003
Messages
662
I like it!

My first impression after reading some of the changes was...

"OMFG!"

But... after quiet reflection, and thinking about the context of the propssed changes, i like what i see a LOT.

At a glance, some do seem over the top.

EG, 20% cc avoidence at lvl 35, then 5 levels of Determination = Almost imune to CC.

But when you think about it, the guy just spent a THIRD of the RP he will EVER have to gain that ability... Fair play to him TBH.

What about 5 minute refresh uber Purge ?

Well, again... some one who has that ability, spent a THIRD of his points... once again... if someone is willing to invest so much of his flexibility into that ability, then fair play to him.

I believe its the same with the other abilities, the top tier stuff looks very very usefull... but in order to reap the benefits, you have to be prepared to sacrifice a LOT of points to get em.


Personally,... i am very very confused, and will not know where to start to plan my RA list. :D

Best wait for feedback from the yanks i think
 

Gef

Fledgling Freddie
Joined
Jan 9, 2004
Messages
570
Korax said:
Yup immunity to poison sucks, I mean it negates the enemy assassins envenom spec. Why would anyone want that?

The minstrel one can be useful in some situations, but it's not like mincers need more uber stuff to compete.

I'm sorry but that is bull, NS's get the shaft bigtime in this review, the class specific RA is nothing more than a cheap purge.

You get hit by infiltrator X, his str/con goes off along with DoT, shade X loses 300hp from con debuff and gets hit by first dot tick 400hp gone, he hits his uber RA knocks another 200hp off and gets his str back, unfortunately he is already half dead and a SB telefrags him from 1000 units away.. :eek7:

All the while infiltrator X is being healed by his friendly neighbourhood Minstrel, watched over from 1000 units away by a couple of now 'assasin immune' scouts. I wasnt aware that everybody was screaming for a shade nerf but we sure as hell got one, lets look at this..

Passive Truesight
Aoe perfs
Teleport perfs
All get Viper
No more WA
No more AP
No more Duelist Reflexes
No more See Hidden
Healing Mincers

Cheers Mythic, if this goes live in its current state i'm off .. never said that before but seriously this review takes the piss.
 

Sage

Fledgling Freddie
Joined
Dec 23, 2003
Messages
70
And don't forget the pala's special RA... How exciting is it to take away FH and get this?
"Triples the effect of the paladin healing chant for 1 minute on all groupmates excluding the Paladin himself."
 

Damon_D

Fledgling Freddie
Joined
Dec 23, 2003
Messages
585
Well if they take away dualist reflexes they better fix LA imho

Except that it looks ok
 

Shike

Can't get enough of FH
Joined
Dec 24, 2003
Messages
3,936
well..

There is like, no reason whatsoever to play NS anymore.

SBs got telePerf.

Meleearchers got an incredible boost.

Albstealthercrews got even better.

NinjaRunies.

etc..

I dunno, some is good, really good, but some is just.. savages just comes to mind, they were implemented without thinking when they came, same goes for some of the stuff in this proposed RAreview.
 

Indiana

Fledgling Freddie
Joined
Jan 3, 2004
Messages
74
assasinate: Allows the infiltrator to set up in an ambush position near any door, wall, or other structure

in other words mythic wants infils to camp milegates (as far as they are still there in new frontier)
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
Gef said:
I'm sorry but that is bull, NS's get the shaft bigtime in this review, the class specific RA is nothing more than a cheap purge.

You get hit by infiltrator X, his str/con goes off along with DoT, shade X loses 300hp from con debuff and gets hit by first dot tick 400hp gone, he hits his uber RA knocks another 200hp off and gets his str back, unfortunately he is already half dead and a SB telefrags him from 1000 units away.. :eek7:
Its a buff that last 60 secounds, the poisons will - in many situations, never hit you.
All the while infiltrator X is being healed by his friendly neighbourhood Minstrel, watched over from 1000 units away by a couple of now 'assasin immune' scouts.
If you even bothered to read what Mythic said; "It's NOT the final document." you would prolly realize that the chance of healing mincers after the beta is about 0,002%. It will never hit the servers. I can't tell you how they managed to even suggest it, but all the assassins player will make sure it won't go live.


And as for the rest of your list I quote again:
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."
"It's NOT the final document."

(yes, it really needed to spam it)
 

NetNifty

Fledgling Freddie
Joined
Dec 23, 2003
Messages
254
Korax said:
If you kill necro pet and aren't able to kill the necro within 3 sec your in trouble = ubaaaah!

Yea pity an unbuffed necro pet isnt killing anyone except lvl 35s :/
 

Gef

Fledgling Freddie
Joined
Jan 9, 2004
Messages
570
Korax it may not be the final document but they wont change anything that drastically. Maybe tweak a few things here and there but I can almost guarantee that all those RA's will stay along those lines.

A buff that lasts 60 seconds isnt a buff its an active ability, if we knew when we were about to get jumped by an inf it might be slightly useful, as it stands now we may as well just use purge.. which, incidently, ALL assasins now have access to very cheaply.

My suggestion is change it to a 15min duration castable buff that is 50% as effective at negating poisons effects, still then its a defensive ability but I dont think any ammount of whining will change that. Give us more damage output!

Well if this is a reflection of the US shade community I think they agree..

http://vnboards.ign.com/Hibernia_Stalker_Professions/b20908/66402777/?85
 

yaruar

Can't get enough of FH
Joined
Dec 22, 2003
Messages
2,617
Shike said:
well..

There is like, no reason whatsoever to play NS anymore.

SBs got telePerf.

Meleearchers got an incredible boost.

Albstealthercrews got even better.

NinjaRunies.

etc..

I dunno, some is good, really good, but some is just.. savages just comes to mind, they were implemented without thinking when they came, same goes for some of the stuff in this proposed RAreview.


Bear in mind this isn't the final RA redesign, it's an early draft of what it could be, they want feedback from players and TL's and will change it.

People need to join in the discussions on the vn boards on this one. There is a lot of discussion going on with thanes at the moment and I'm actively talking to the thane tl for one.
 

sibanac

Fledgling Freddie
Joined
Dec 19, 2003
Messages
824
Urgat said:
My first impression after reading some of the changes was...

"OMFG!"

But... after quiet reflection, and thinking about the context of the propssed changes, i like what i see a LOT.

At a glance, some do seem over the top.

EG, 20% cc avoidence at lvl 35, then 5 levels of Determination = Almost imune to CC.

But when you think about it, the guy just spent a THIRD of the RP he will EVER have to gain that ability... Fair play to him TBH.

Unless i am verry mistaken 26% items + 20 % @lvl 35 + 24% det 5
Isnt counted as 70% reduction since resists rates are no longer cumulative but multiplative thus as
CC duration -26% -20% - 24% = 55% reduction.

(sure pin will correct me if i am wrong :) )
 

Sigurd

Banned
Joined
Dec 25, 2003
Messages
911
CjkaceBM said:
It will need a lot of testing - specifically how these abilities combine with Master Levels because some seem to negate the penalty for using that said Master Level - Blademaster with Blade Barrier and Bodyguard being a notable example.

I can only see this "Blade Barrier" being any use at all when combined with Bodyguard tbh... light tanks want DAMAGE OUTPUT Mythic... not more defence (I suppose this is some cheap compensation for stealing dodger?)
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
Gef said:
Korax it may not be the final document but they wont change anything that drastically. Maybe tweak a few things here and there but I can almost guarantee that all those RA's will stay along those lines.

A buff that lasts 60 seconds isnt a buff its an active ability, if we knew when we were about to get jumped by an inf it might be slightly useful, as it stands now we may as well just use purge.. which, incidently, ALL assasins now have access to very cheaply.

My suggestion is change it to a 15min duration castable buff that is 50% as effective at negating poisons effects, still then its a defensive ability but I dont think any ammount of whining will change that. Give us more damage output!

Well if this is a reflection of the US shade community I think they agree..

http://vnboards.ign.com/Hibernia_Stalker_Professions/b20908/66402777/?85
Well tbh, its too easry to do anything but specualte in how these abileties will be. For all we know this can be an instant cast abilety that dont reveal from stealth. I know we lost our precious AP etc, and with these changes are gimped compared to sb's and infils.

The infil RA:
The Infil cannot move and has his visibility to others reduced by 80%.
meaning we see him alot easier right? and we have to move within 150 range for the infil to be able to PA.
So unless im not understanding it right, its crap.

The SB RA:
ShadowBlade takes 10 seconds to disappear in the shadows.
Meaning he has to be unstealthed for 10 sek. Riscy as hell and a golden chance for a PA. If you dont make it in 10 sek, your prolly doomed. You can also run away.
I can see the MG rooms getting used for this where they can't be seen, then pop PA on the poor people standing below.

PS. if the NS RA proves to be usable, NS's will have the best use of Viper as well.
 

Korax

Fledgling Freddie
Joined
Jan 9, 2004
Messages
335
You want more proof that the document is NOT final?
Here you go:
Sanya - the Mythic one said:
I expect a whole bunch of changes once we start testing, personally. This is just a design, a proposal awaiting feedback. Y'all notice how there's no NDA?
Nightshades going to get a real close look in the next couple weeks, and we may be having another conversation about Dodger for certain classes.
Sanya Thomas Internet Relations Manager and Sacrificial Goat
Check out www.camelotherald.com for more information.

Btw. whats NDA?

Source:
http://daoc.catacombs.com/forum_news.cfm?Forum_thread=84439&forum_pagenum=2
 

Gef

Fledgling Freddie
Joined
Jan 9, 2004
Messages
570
Korax said:
The infil RA:
The Infil cannot move and has his visibility to others reduced by 80%.
meaning we see him alot easier right? and we have to move within 150 range for the infil to be able to PA.
So unless im not understanding it right, its crap.

No 80% more difficult to see, meaning you have to be right on top of him, pretty neat for camping milegate doors. 150% damage PA = death.

Korax said:
The SB RA:
ShadowBlade takes 10 seconds to disappear in the shadows.
Meaning he has to be unstealthed for 10 sek. Riscy as hell and a golden chance for a PA. If you dont make it in 10 sek, your prolly doomed. You can also run away.
I can see the MG rooms getting used for this where they can't be seen, then pop PA on the poor people standing below.

Would be pointless if you had to be unstealthed, I assume you 'move into the shadows' from stealth. Free kill ..

Good to see they will be looking at NS's tho, keep on prayin..
 

Tareregion

Fledgling Freddie
Joined
Dec 22, 2003
Messages
1,132
sibanac said:
NDA = Done Disclosure Agrement
The people in the beta test can talk about it to people not in the beta
None Disclosure Agreement.
The people in the beta test can'T talk about it to people not in the beta.
 

Balbor

Fledgling Freddie
Joined
Feb 9, 2004
Messages
688
Korax said:
Hmm..

Avoidance of Magic VS Determination

Avoidance of magic = 26% resits vs all spells at lvl 5
Detemination = 34% vs CC at lvl 5

that ought to be changed :p

edit:
Then again:
with 26% resist on equipment
aviodance of magic 26%
Stoicism 25% CC
det 34%
= owch?

to get AOM 5 and Det. 5 would cost 68 RPs, and old Det 5 would give you 75% CC resists, on top of items resists, resist buffs and AOM.

For 68 RPs you can get a lots of RA, such as purge L3 (30 points).

and Fighters, Hyrbids and Archers all have access to Det. High RvR players will now only have access to better quality, longer lasting or faster reusable RAs that every one else has.

May main consern is with armsmens unique RA, maybe that should become something they gain from specing in Xbow and give them something else as there unique RA, heres my 2 sujetions:

'Knights Challenge', while up, the anyone the armsmen hits will automaticly switch target to the armsmen (kind of like a taunt attack but useful in RvR), usefuly for forcing assist trains to go for the armsmen.

'Squire', a pet which automaticly perrys any attack made to the rear or side of the armsmen (based of the idea that heavy armour men-at-arms would often fight in groups with lightly armour retainers who you help to cover there masters blind side).


I do think that Stoicism and Determination should effect only mezz and not root, snare or stuns.

other than that sure looks good.
 

Gef

Fledgling Freddie
Joined
Jan 9, 2004
Messages
570
Just out of interest, what happens to Camo now there is no See Hidden? Do assassins get it to counter True Sight? :rolleyes:
 

Users who are viewing this thread

Top Bottom