Modifier I would like to replace or get rid of

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DW_FrankyTheFly
DW Clan Member
Posts: 905
Joined: Sat Aug 18, 2007 11:00 pm
Location: Montreal, Canada

A) Modifier Iwould like to be taken of the server :

1. Poison (oh god please I cant take it anymore!).

2. Flight (I just can't stand those... just the fact that I'm always STUCK with one of those because they are copyable make me sick!)

3. Hunter : Useless (No one want to do more damage to a raptor that almost do not give xp anyway!!)


B) Modifier I would like to be added back or replaced by :

1. Quickfoot (For some reason i miss those sooooo much.... I just liked to impress other player with my SUPA speed... OOOOH YEAH!!)

2. Piercing --> old piercing (I want the old piercing back sooo bad!)

3. Immolation --> Rage (The rage weapon is more balance cuase it's more difficult to use em)
I got the reflex of the fly, now catch me if you can!
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

I don't mind poison weapons for my WM if I have nothing else but I avoid it with my AM. If you mean the poison sliths, I hope they don't change.

I don't mind flight in some circumstances such as avoiding seeker pull, hiding high up from raptors, and canceling the monster stomping bouncing. However they are frustrating when trying to drop them to copy something else.

The one and only time I found hunter useful was when everyone else was dead and I was still able to do damage to raptors which would have otherwise been invulnerable at the 450-ish level.

I'd like to see quickfoot again not just for the speed. They had a good damage bonus.

I don't know what the difference between the "old" and "new" piercing is so I can't comment.

I liked the old rage too. Even with vamp 10 my health would drop to 70 using rage+10. It was a nice challenge to balance rage with a vamp gun or just alternating between a rage and non-rage. With immolation, vamp 10 completely cancels the self damage.

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Things I'd ask to consider dropping are the AM's transporter artifact. Does anyone ever use it? I suppose it could be useful for escaping but if you run out of adren, it's usefulness is negated.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

DW_FrankyTheFly wrote:1. Poison (oh god please I cant take it anymore!)...
Some day, poison weapons will become useful...some day :P

Well instead of replacing the poison weapons, maybe we can make it more useful (like more poison damage and xp reward. Also you should become immune to poison sliths when you equip that thing).

& can Quickfoot to applied to Force (combine the two since they are speed related ;)
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not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

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Jon!
1337 Haxor
Posts: 489
Joined: Tue Jan 06, 2009 11:02 am
Xfire: jonk27

yeah!

Flak Cannon of Speed:

Speeds up projectiles and running, I also thought maybe some small amount increased wep speed?
Image
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_FrankyTheFly wrote: 1. Poison (oh god please I cant take it anymore!).

2. Flight (I just can't stand those... just the fact that I'm always STUCK with one of those because they are copyable make me sick!)

3. Hunter : Useless (No one want to do more damage to a raptor that almost do not give xp anyway!!)

B) Modifier I would like to be added back or replaced by :

1. Quickfoot (For some reason i miss those sooooo much.... I just liked to impress other player with my SUPA speed... OOOOH YEAH!!)

2. Piercing --> old piercing (I want the old piercing back sooo bad!)

3. Immolation --> Rage (The rage weapon is more balance cuase it's more difficult to use em)
1. I'd kind of like Quickfoot back too. I don't know why it was ever removed. At the very least I have some plans to bring this functionality back as a hybrid Quickfoot + something else (Force?)

2. There is nothing at all different about the new piercing and the old piercing. (Well, the number goes higher.)

3. Not sure what you mean by balanced here. Are you saying immolation is OP?
DW_Cheapshot
DW Clan Member
Posts: 377
Joined: Tue Dec 27, 2005 12:00 am

I think what he means wail is not being able to triple the piercing any more.

Are you saying that a piercing 6 from a year ago and the current
piercing 6 have the same damage?

The emolation does not cause any damage to a weapons master if thats what you mean
because of vamp but still damages adrn masters.
Do not go where the path may lead, go instead where there is no path and leave a trail. Emerson
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

DW_Ant wrote:Well instead of replacing the poison weapons, maybe we can make it more useful (like more poison damage and xp reward. Also you should become immune to poison sliths when you equip that thing).
Great idea! To extend that, maybe frozen weapons could make you immune to arctic sliths and energy weapons could make you immune to lightning sliths. Since each slith is respectively resistant to their own attack type, it'd be cool if our weapons of the same type would provide immunity from the corresponding slith.

I like the idea of combining quickfoot with force.

As for an immolation+10 weapon, it costs my vamp 10 WM no health to use it. My health stays at 1150. With a rage+10, there was a noticeable drop in health with every shot. What I meant by "balance" is that I had to balance a rage weapon with my vamp ability (and maybe a vamp weapon) to regain my health. Neither rage nor immolation is OP it's just that rage was more of a challenge (which I liked). I generally don't even use immolation whereas I used to use rage a lot.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Seven_of_69 wrote:
DW_Ant wrote:Well instead of replacing the poison weapons, maybe we can make it more useful (like more poison damage and xp reward. Also you should become immune to poison sliths when you equip that thing).
Great idea! To extend that, maybe frozen weapons could make you immune to arctic sliths and energy weapons could make you immune to lightning sliths. Since each slith is respectively resistant to their own attack type, it'd be cool if our weapons of the same type would provide immunity from the corresponding slith.

I like the idea of combining quickfoot with force.

As for an immolation+10 weapon, it costs my vamp 10 WM no health to use it. My health stays at 1150. With a rage+10, there was a noticeable drop in health with every shot. What I meant by "balance" is that I had to balance a rage weapon with my vamp ability (and maybe a vamp weapon) to regain my health. Neither rage nor immolation is OP it's just that rage was more of a challenge (which I liked). I generally don't even use immolation whereas I used to use rage a lot.
Agreed with the elemental stuff. It's on my plate.

It seems weird to me that you guys would want the Rage behavior back. I break it down this way:

Vorpal: 4x+ more powerful (damage wise) than any other weapon type* + Vorpal advantage
Immolation/Rage: 4x+ more powerful (damage wise) than any other weapon type* - Health Loss [and with Rage, neither Vampirism nor Energy Leech work at all]

* Excluding Skaarjbane & Hunter weapons on their respective extra damage targets. And Piercing will always do more if monster level is high, but in a different way.

This doesn't make a whole lot of sense to me, since one weapon type is clearly "better" than the other.

Toning down the disadvantages associated with Rage were intended to make it a viable alternative to Vorpal weapons - It doesn't have the cool factor of the instant kill, and I've been unclear as to what I would want to do to improve it on that front, but otherwise they're much more comparable than they used to be.

I mean, I can bring the disadvantages back but it doesn't seem to make a whole lot of sense to me. I've said it before but I've been planning on building in some kind of toggle behavior for players in future versions (imminently). When that happens if you really want that back you will be able to choose and have that option available to you (even if it doesn't make any sense to me).

DW_Cheapshot wrote:I think what he means wail is not being able to triple the piercing any more.

Are you saying that a piercing 6 from a year ago and the current
piercing 6 have the same damage?

The emolation does not cause any damage to a weapons master if thats what you mean
because of vamp but still damages adrn masters.
Yeah, I'm aware. When I ran the numbers though it made complete sense to me why this was disabled in Druids.

At monster level 25 a Vorpal +10 SR is going to be doing about 200 damage per shot. Quite a bit.
At the same monster level, a Piercing +10 (old +6) SR is going to be doing about 130.
Just for reference, a Petrification +6 SR is going to be doing about 130 as well.

At monster level 250 a Vorpal +10 SR is going to do ~50 damage. A Petrification +6 will do about 30 damage.
At the same monster level, a Piercing +10 (old +6) SR is going to be doing about 130. That's already 260% the damage of a Vorpal weapon. Add double damage to that and it's 500% the damage a Vorpal is doing, ~766% the damage the Petrification weapon is going to do unmodified. In short, OMFGWTFBBQ.

So, to be honest, when Piercing is already doing 2-3x times the damage of all other weapons without factoring in additional damage boosts, I think it's appropriate that you can't boost it up any further. Now I would really like to have a way to allow Triple to apply when monster level is low and then scale them back as it rises. I think that is doable, but I will need to do some testing.
Seven_of_69
1337 Haxor
Posts: 321
Joined: Wed Jul 09, 2008 11:00 pm

There are lots of factors. When I was a low level WM, I didn't like rage at all. Later on I learned how to balance its negative effects with vamp. Also while immolation doesn't affect me, I still see others complain about health loss in the text chat. If only they knew what rage was like!

As for other magic types, is there any chance that hunter could be combined with Skaarjbane? I.e. instead of having two distinct types, one type (Skaarjbane Hunter?) would apply to both Skaarj and raptors/shrikes?
Kyomaa
Killer in Training
Posts: 38
Joined: Sat Feb 16, 2008 12:00 am
Location: Buffalo, WY
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Seven_of_69 wrote:There are lots of factors. When I was a low level WM, I didn't like rage at all. Later on I learned how to balance its negative effects with vamp. Also while immolation doesn't affect me, I still see others complain about health loss in the text chat. If only they knew what rage was like!

As for other magic types, is there any chance that hunter could be combined with Skaarjbane? I.e. instead of having two distinct types, one type (Skaarjbane Hunter?) would apply to both Skaarj and raptors/shrikes?
I like this idea, I love Skaarjbane but Hunter seems semi lame to me. The problem is as a WM with bad luck, I seem to spawn with 5 Skaarj/Hunter/Flight weapons everytime haha. It's not that I want them taken out, it's just frustrating when I get 50% of my weapons these mods. Skaarj Mines is one of my favorite for early waves, cause it really puts Queens down in a heartbeat. It does huge damage to them, so I get lots of vampage, and when I mine myself I don't die in a quarter of a second. :P I like the idea of combining Hunter/Skaarj, it'd lessen my chance to get 2 of each, and even if I did get 3 they'd still be useful to me. Usually for Raptors I use Petri anyway haha. Those things move fast!!
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