Injection Time :D

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Quote:
Originally Posted by Kame
Boosters don't stack
Bosters don't regen enouph anyway to let you hl at max per min
Tanks can carry more weight than monks so it works out to not be that much if a differance.
APUs are supposed to do the most dmg, whats your point? Psi has no reload, what this means is you have high burst dmg untill you go out of psi, if you are fireing non stop your RoF slows down considerably at that point.
Anyway, psi atacks are SUPPOSED to be better than guns, the issue is that monks who use said powerful atacks have too much survivibility with ppu buffs (or their own see hybrids)
Edit: FN that was made right after they fucked up reloads, there needs to be variation between weapon choices, don't balance psi by making it reload and act just like a gun.
The point antisense, is that it isnt about the amount of damage, but the ease of doing it.
Maybe not touch the boosters themselves, but make the natural mana regen slower.
Oh and boosters should regen faster if you crouch, not if you move !
Quote:
Originally Posted by Kame
I may be missunderstanding you, but I'm not antisense :P
Also, lower natural regen?!? what will this do.
What aspect of psi are you trying to fix with this arbitrairy change?
Do you think it does too much dmg over a long period of time?
I don't even understand what you are trying to do, it seems like you just feel like nerfing boosters.
Edit: I do agree with the crouching part
Let the games begin.....Quote:
Originally Posted by Thanatos
Yes to weakening the self buff, psi aim, anti noob buffing.
Maybe to max dmg a shelter can absorb and limiting the amount of buffs at one time. I only say maybe because I haven't seen the other balancing stuff.
Might also be an idea to see monks as something more than just defence/offence, and maybe give them some other uses
Yes, the natural mana regen + booster 3 = very fast regen rate.
The faster the regen rate the more you can cast in less time, obviously, no ?
Now put that in comparison to the gun classes, and not only do they do less damage but they have to reload, and when they reload they do NO DAMAGE.
No matter if your smart, or play well or bad, you HAVE to reload.
On the other part the monks if they show just a little attention to their mana can NEVER run out of mana, especialy APUs, especialy in PvP situation.
The APU not only does the highest damage but it never has to stop doing for something as fundamental as 'reloading'.
This gives them a NATURAL advantage over ALL CLASS.
That, and no reticule is a BIG, MAJOR, DECISIVE factor in how easy it is to play APU.
Monk Reticle Issue:
Let's say I cap all stats on a weapon. I can crouch, point-blank in front of a non-moving target and STILL miss it. Whatever calculation there is in the game code, the ability to always hit is impossible. What would this mean for a PPU casting heal on a player? He targets them, crouches, gets the reticle completely closed on a Heal module he completely caps... and when he casts it nothing happens thanks to this game code feature - that would just piss people off...
Perhaps just add a reticle to APU modules and don't make them pass/fail, but the % of damage they can do. A fully locked reticle would do the normal 75-100% damage while a fully open reticle would do 1-25%.
one fix for starters.
Reduce Con by 10 levels
from 45 to 35
then Either
increase Dex/Str by 5 points
Str from 20 to 25
Dex from 35 to 40
Or increase Str by 10
Str from 20 to 30
scale Str required items accordingly, Bones armor etc.
Another possible fix.
Scale agressive PSI modules so that the rate of fire is dependant on motion
e.g - Holy lightning RoF = 105/min
Standing still RoF = 105
Walking RoF = 80
Running RoF = 52
this effectively reduces their damage output by half if theyre having to fight in the furball, and would reduce them to being a more support damage dealer.
Oh dear, not a good start.Quote:
Originally Posted by Comie
Monks are fragile enough as it is without ripping resist points out of them, i however like the idea of selfcast > forgien cast and that forgien cast should be nerfed so that an apu isnt completely unkillable, but nerfin selfcast on ppus would effectively remove their usefulness imho and we may as well lom to cst.
Someone care to explain this perma shelter? never seen that one before 8|
Monks do my head in cos they cause bad balancing threads such as this :mad:
The changes that have been suggested is just to damn overkill, the PPU being able to outheal shit is not the problem OK. The problem is the players they buff and heal, as they are the ones who are killing everyone. I hate PPU's but ... PPU down .. PPU down ... PPU down is not gonna be very fun. If you make these changes the PPU will become the primary target always and he will die within 3 - 5 seconds I promise.
Shelters/deflectors absorbing limited amount of damage, not a good thing imo, are you saying 1 person can break that shelter ? Or are you saying 10 people can do it ? Still even with a number of people needed to break the the defences of a player, it would make the PPU primary target (with the proposed weakened defences) and he will die first everytime.
Heres a idea, though its kinda out there, just bear with me. Brake apart the PSI attribute entirely into three attributes PSI aggressive, PSI defensive and PSI use.
Make it so monks are almost treated as a sperate race of a kind, so that you can balance them entirely separately ie. Ppus and apus could have different armors entirely even different con str dex and int attributes. It might then be easier to make apus do what they are supposed to do and ppus do what they are supposed to with hybrids having some other things, perhaps their own spell line that requires both PSI aggressive and defensive, maybe with a higher intelligence than the others that would allow them a little bit of trade skill (lowering as I stated in the the other thread the int cap on monks in general). Perhaps move anti buffs and para which are questionable as to if they are apu or ppus spells entirely as hybrid line or something. I know it seems drastic but I think one of the main reasons monks are so hard to balance is the fact that they come from the same char class, if you look at other games, you'll note that healers and damagers never the same class and if they are its some kind of special hybrid class that excels in neither. Just a thought...
Come to think of it this could have other effects too, like you could then have extra skills in each attribute that alight the reqs on certain spells. IE instead of apu there could be ones speced from more AOE or Fire or whatever. That way you would have a variety of setups much akin to the rest of the classes where they can only pick one type of attack style, spys rifle drone or pistol, now you would have fire apu energy apu so on and so fourth. Additionally you would be able to tweak with the ppus so they would have to spec for better boosters shelters group heal what have you. That would go a long way towards balanced monks tbh.
-A
I'd like to point out that while these changes might not make it worth having one ppu per fighter any more (which is stupid in my eyes anyway, but i suppose we all have opinions), ppus will still make a big difference in teams during pvp.
Another thing PSI aiming.
No aiming needed for PSI is not the problem, its just another thing people will say needs nerfing, when the class is clearly overpowered. The real problem I see with monks is APU/PPU combo teams owning everything due to defence bonus and Hybrids having to much defence. PPU's buffs should not be as good on other players for a start and hybrids should not have crazy resists like they do now.
Fragile? i dont thinkso, they have a higher Con than Spies, and due to their extremely good holy spirit armor set and Int belts they can have excellent resist setups.Quote:
Originally Posted by Snedex
monks are anything but fragile.
i'm just going to pretend i didnt see people saying ppus were fine now ;)
i like the ideas in the first thread. even if shelter is for a fixed amount of damage it still needs a nerf. foreign heals should be nerfed further.
they throw in changes all the time on the retail server that fuck things up. why not just try some of these changes and let us test them... also they should realize a lot of current customers will quit once they can't cheat anymore, but many more will come back if you actually balance things.