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Dark Ages Forum » General Discussion » The 7.12 patch in relation to gameplay balance and change

3 posts found
  Elvendar

Advanced Member

Joined: 8/02/06
Posts: 12

 
OP  6/03/07 12:14:28 PM#1
Recently Dark Ages released the 7.12 patch which fixes some bugs, gives some skills to pure-path classes and fixes the problem with some sub-path classes being too powerful.


05.23.077.12 Patch (May 31st)

The 7.12 patch is scheduled for May 31st and will include the following bug fixes and updates.

Bugs

-The hit point bar will no longer overlap with the user name.

-The weapon animation bug, where the weapon would appear behind the character, will be fixed.

-Druid form spells will act as an on/off switch, where the user can cast or uncast the form instantly. While in Druid form, the druid cannot equip or unequip items.

Pure Medenia Skills/Spells

Intimidate - causes any neighboring enemy to turnaround in the opposite direction. The rate a monster turns back around is based on the monster's speed. 15 second cooldown. Pure Gladiator skill only.

Volley - Casts any arrow spell (star,frost,life,shock) 15 times simultaneously, randomly hitting the area around a target. A target can potentially be hit 0-15 times. 0 cast lines, 10 second cooldown. Mana cost is equal to each successful hit of the arrow spell. Pure Archers spell only.

Set Volley - Specifies which arrow spell the volley spell will cast. Pure Archers spell only.

Mana Ward - Summons an immobile ward that regenerates the mana of the caster and the caster's group in a 3 tile radius. The amount of mana regenerated per second is equal to 5 times caster ability (5xability). Lasts 60 seconds, 0 cast lines, 2 minute cooldown. Mana cost is 150 times caster ability. Pure Summoners spell only.

Salvation - Fully restores a targets hit points. 0 cast lines, 3 minute cooldown, completely drains caster's current mana. Pure Bard spell only.

Puncture - Attack skill that deals an initial damage of 100 times ability, and bleed damage of 1% target total hp per second for 10 seconds. 25 second cooldown. Pure Druid skill only.


Komodas Form Update

Cold Blood - Will be changed to healing the caster 500 times caster ability, but costing 250 times caster ability in mana. 1 cast line.

Tail Slam (new) - Attack skill that deals damage of 200 times caster ability and pushes the target 2 tiles backwards. 20 second cooldown.

Current Spell changes

-mor strioch pian gar will now have a 5 second cooldown after each cast.

-After casting fas spiorad, the caster will be silenced from casting heal spells for 15 seconds.



The pure path skills mimic popular skills and spells found in other large-scale MMORPGs, that is true. However, these are all things that have been long overdue.


As of now, Pure Archers (Rogues) are now balanced correctly, allowing them to become a lot better than previously. They are no longer one of the weakest classes in the game.

Komodas form has been altered, allowing players who put a lot of time into the class buying HP/MP to gain a lot out of it in return. Komodas still does not match up as a perfect hybrid  monk should, though -- but that's okay, it's a start.

If you notice, MSPG and Fas Spiorad have been altered, allowing the most powerful class in the game, Priest/Wizard subs, to be nerfed. No longer will priest/wizards have infinite mana/health at an at-will basis, but they're still pretty strong casters.

Changes like this have been going on for a while now, and continue to be released, allowing this 'Most unbalanced game ever' to actually have a large amount of gameplay balance and new, innovative fun with the engine.
  Lakynin

Novice Member

Joined: 5/02/07
Posts: 6

6/13/07 6:20:16 PM#2
I have to semi-disagree with you. There is still heavy imbalance from pre-master up to max. People will still rather hunt with a weist or priz over a pure. It isn't until max that these imbalances go away, continuing into med paths. To go med early as a pure usually ruins your ability to do much in a party. While subclasses can usually go med early and be on par with pures. So, these new abilities don't fix anything but "end-game" -- whatever that even is.
  Elvendar

Advanced Member

Joined: 8/02/06
Posts: 12

 
OP  4/04/08 4:50:53 PM#3

 

Originally posted by Lakynin
I have to semi-disagree with you. There is still heavy imbalance from pre-master up to max. People will still rather hunt with a weist or priz over a pure. It isn't until max that these imbalances go away, continuing into med paths. To go med early as a pure usually ruins your ability to do much in a party. While subclasses can usually go med early and be on par with pures. So, these new abilities don't fix anything but "end-game" -- whatever that even is.


There is a slight imbalance from pre-master until max, but it only becomes most evident in solo play pre-master. (Wizards cannot effectively solo; Poison or a well placed monster spell will effectively end your hunt. Priests do not learn offensive spells strong enough to solo with pre-master effectively.)

 

Bashers would rather still hunt with a Wizard/Priest or Priest/Wizard, true; But medenian path ensures that you have a place in hunting, if you didn't pre-master. A pure priest can hunt effectively with any wizard, especially rogue/wizards, and are ridiculous in PvP play. Pure Wizards become free EXP hunting with anyone that relies heavily on mana after summoner. Pure Warriors are a staple in just about any hunting ground; Pure rogues can still hunt billions of EXP in chaos with a good caster, and Pure Monks have been shown to be decent bashers by high HP monks like Pieydagnelle and Ishikawa.

Regardless of your path, you will always have another pure or sub-path class that will complement your hunting perfectly.

A vital element of the game is finding a hunting partner, or hunting community, and achieving as a whole :)

Maxing your stats isn't required at all for Medenian Paths, and these days, it's generally encouraged to go medenian path before maxing all of your stats for just about every class.