Doctor Archive

Thread: Why is everyone so paranoid about buffs being rebalanced?

Arafel_
Wed May 19, 2004 2:47 am
#27






taloncard wrote:





Arafel_ wrote:

Because the bottom line is no matter what they do to our buffing ability, people will still need them. Period.


They will still require the same resources to make, therefore prices won't go down unless by some miracle everybody stops price gouging whenever they can possibly get away with it.


So quit worrying, you might not be able to buff for 2500+, but the odds are you won't need to.








Um yeah
Us CH's though that everyone would always want/need a pet. when was the last time you saw a mount being used? or someone hunting with a pet that wasn't a CH.

As the first profession to be balanced I tell every other profession Fear the combat Nerf....er revamp.




I'm pretty sure CH's weren't evermeant to be the galaxie's pet stores but rather a combat support class.. anyway on to my point:



Lets say they nerf buffs to +500/stat maximum.



+500 > +0 any day so the only thing I worry about is whether or not that +500 is going to be in-line with the other changes, sure i might not get quite as much buisness.. but that just means my line will only have 10 people in it instead of 20 =p



Arafel
PM Official Meat Shield
Teras Kasi Master - Master Swordsman - Master Medic
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Combat Upgrade Beta Tester *crossed fingers*

GuardianHawk
Thu May 20, 2004 12:43 am
#28






Arafel_ wrote:


+500 > +0 any day so the only thing I worry about is whether or not that +500 is going to be in-line with the other changes, sure i might not get quite as much buisness.. but that just means my line will only have 10 people in it instead of 20 =p





I really think the Doc buffs are in line with the other aspects of the game including drugs, food, entertainer buffs etc. The problem is they don't mix well balance wise with armor. If Doc buffs would be dropped to 500 then all other buff types would have to be changed as well causing a cascade of rebalance.


Armor encumb and effectiveness is the problem. Being imune to 80% damage is the problem combined with rapid regeneration.


The solution is simple. Make the encumb scaled to the size of the HAM attributes (including secondaries). In fact I think armor should be scaled back so with low HAMs anyone can get the armor on and use it (making armor more useful for low stat people. And have the encumb hit harder for people that are buffed so they are not imune from damage. The buff itself can and should stay the value it is. But someone with heavy armor would not see the same gains from a buff if they have the armor on compaired to someone without.


So the combination effect of armor and buff would be less but


The effect of the buff for an unarmored person would be the same


and the effect of armor without a buff would be better since it would be easier to wear.


This seems to me like a balanced way to solve the problem without a huge "nerf" factor for anyone.





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