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Combat Paths - Adding Clarity to the Discussion

Discussion in 'Design Discussions' started by MWTaylor, 27 April 2018.

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  1. MADtheMADDEST

    MADtheMADDEST Competition Winner
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    Yeah same, but they havent gone too deep into specifics yet. Hopefully they dont do stat penalties for the paths you choose. Aka 3 points into magic you lose 30 hp or sone shit. Similar to the destro mana penalties.
     
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  2. Dixie Normus

    Dixie Normus Black Knight
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    i thought they said they were adding more and i hope so.

    if they remove buffs they should make alot more stuff you wear enchantable.

    example if they werent making spell haste baseline you could put that on your boots or something.


    also maybe they could add the artisan skill so you CAN enchant more than 2+transmute on a weapon?

    dunno just throwing stuff out there.
    --- Post updated ---
    i feel like they should leave the stat pools alone and work off damage and/or magnitude.


    so like you could build a archer/melee kind of like destroyer and get say 20% more melee/bow damage at a loss off 20% damage in spells


    you could keep your utility magics but you wouldnt use it for damage as you would focus more on archery to push melee or whatever.

    i feel like it needs to be said those numbers are an extreme example before some of the regulars here start frothing.
     
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  3. Kilset

    Kilset Black Knight
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    yes but to what degree? The spell is very volatile. +60 spellhaste - +80 - +90?


    Also I mean relatively volatile. It all depends on what you're wearing ofc, but for the most part you can consistently get high roll spell haste with a decent staff.
     
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  4. Blaze

    Blaze Black Knight

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    Good point its usually 85+
     
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  5. Andrew

    Andrew Eodrin
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    The baseline for magic casting speed we'll play with during testing, due to the other changes we are expecting to increase it though.

    No the specs won't be that simplistic with just damage increase options. There will be a variety of choices.

    We aren't following the Path of Exile tree idea, it is only referenced here as a rough inspiration for how we may visually present the combat paths. They aren't designed to be like path of exiles system of every point giving you a couple choices after it. Moreso that each path will have multiple tiers and any points put into specs will add to your overall points in that path. Say taking 2 minor specs in tier 1 melee path skills gives you 2 melee path points which opens up tier 2 abilities. Putting a total of 5-6 points in may be needed to open up tier 3 abilities, etc.
     
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  6. ijharb

    ijharb Chosen of Khamset
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    I just want to throw out NO SPEC should be able to cast without a staff out. do not go that route.
     
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  7. Sero

    Sero Menhir Sentinal
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    LOLOLOLOL. Dude you know it's coming. I can see it now:

    "Paladin Spec: The last point in this tree line, allows spells to be cast with a 2handed sword or mace."
     
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  8. ThiefGarrett

    ThiefGarrett Earth Elemental
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    What's wrong with that exactly? If someone picks a melee/magic build that works out to a paladin like spec it probably mean they wouldn't get the destroyer bonuses and would probably miss out on most magic, not get any specs in archery.
     
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  9. Rhulvir

    Rhulvir Goblin Shaman

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    While that would be cool, one of the major reasons I like df1 combat over UW is the forced first person view when casting spells/transfers or using a bow. If anything, I believe that's a large part of what makes the combat so good, you're sacrificing fov for a spell/bow shot. How do you sticky someone who's always in third person view?
     
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  10. Sero

    Sero Menhir Sentinal
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    Not only this, but catching someone in transition was a destros bread and better. That has largely been reduced, but is still factor when high skilled melee/archery comes into play.
     
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  11. ThiefGarrett

    ThiefGarrett Earth Elemental
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    Yeah it is a good aspect, but if someone were sacrificing that much then I personally don't see this as a downside at all. I could understand if it was an option that anyone could take at any time like UW, but this would be a spec with negative side effects.
     
  12. AbyssWalker

    AbyssWalker Air Elemental
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    balance is in skill,leave how it is,amazing df1 pvp.
    lol why even change the best pvp combat.
    or maybe you want to make broken version like ugly dnd lol?
    --- Post updated ---
    okay roa was last hope,now you want to make dnd 2.0.... gg
     
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  13. kilrain

    kilrain Shadow Knight
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    I wanted to jump in here and make a point that the exact method on how the tree will function is not 100% decided. What we have presented so far is a rough overview of what we would like to accomplish and the final details wont come out until we are actively creating the tree itself. Due to the way combat currently is and how we plan to balance new specs/perks around it it doesn't make sense to settle on a specific design because it may not work at all.
     
  14. Blaze

    Blaze Black Knight

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    Just curious when will any combat changes be made on the test servers?
     
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  15. Shieldbreaker

    Shieldbreaker Undead Dwarf
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    Just wanted to add my 2 cents on the tedium of buffs: make unlocking 4 elemental protections=you unlocked elemental shield, 1 spell that protects against all 4. Holy+unholy shield unlocked? Twilight shield, 1 buff that protects both holy and unholy. Unlock all 5 stat boosting buffs? Get 'Perfect Form' or something like that, 1 spell to buff 5 stats. Would greatly reduce tedium while still keeping buffs in game.
     
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  16. kilrain

    kilrain Shadow Knight
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    We'll try to get something on PTS early next week.
     
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  17. Sero

    Sero Menhir Sentinal
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    Yea, not sure why they're removing all self buffs when the entire issue was the amount of time it takes to buff.

    I think we're all forgetting one key thing here, that scares the shit out of us: Pungent Mist still has a cast time.
     
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    #77 Sero, 28 April 2018
    Last edited: 28 April 2018
  18. The Red King

    The Red King Obsidian Golem
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    I am strongly against the 100 percent cooldown on spells in stage one. Personally I think this is a really bad idea based on New Dawn. It was super boring and it made combat boring and lame.

    I think most people are complaining about stage 2 but they are forgetting this is really bad as well
     
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  19. Sero

    Sero Menhir Sentinal
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    i figured the cooldowns would be adjusted to maintain the current rotation rate of current spells
     
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  20. kilrain

    kilrain Shadow Knight
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    First off we're only removing them while we rework them. This way we can balance PVP without them being involved. I threw the option of combining the buffs off the table early on because the only benefit was reducing the number of spells cast before a fight and the downsides were reducing depth, taking away any thematic or immersive aspects these spells had tied with their respective schools. The reality is combining the spells wasn't much different than just removing them all together.
    This way we can keep them in their schools and even expand on them, give them more depth rather than simplifying them for the sole purpose of reducing tedium before PVP.
     
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