Doctor Archive
Thread: Reducing buff strength in a fair way?
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Bilke
Tue Oct 26, 2004 8:17 am
#1
I'm a doc/aspiring musician,with other characters Ihave played almost every combat proffesion at one time or another, but given them up due to the lack of challenge involved. As with almost every else I think the strength of doc buffs and insane ratings on armour is to blame for the sorry state of the ground combat game. So I've been thinking about how our buffs could be changed to help reduce the boredom for mostcombat professions in pve and at the same time keep our buffs useful.
I'm thinking doctor buffs should be changed to use the same system dancer/musician buffs use, i.e. a percentage based buff, not a +2000 or +3000 to some stat. Depending on doc skill and buff pack quality we should perhaps have good quality buffs around +125-200%, a little higher than the dancer/musician buffs so mind still remains as the most important stat.
This would mean combat professions cannot max their mind and still have 3k+ physical stats, they would have to migrate to a more balanced stat template. Riflemen/tka/swordsmen would still be the kings and queens of damage, but due to their mind requirements they wouldnt be able to take the punishment a pikeman/fencer/pistoller/carbineer could.
In addition, it would make the currently less mind-gifted species better as max'ed mind would no longer be a possibility for most.
Comments or thoughts?
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