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Melee changes live chat
Автор темы: Altis Asmodey
Дата создания: 25.11.2003 21:48
Старый 25.11.2003, 21:48
#1
Аватар для Altis Asmodey
Altis Asmodey
Guest
Melee changes live chat
Izbrannoe tipa.. horosho u nas na borde zapostili a to u meni chet ne copirovalos ono

Samoe papskaia fraza pered zakrytiem chata "who cares about rangers?"

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<avancouvering> *Wilhelm_Lany* hi. I have a three-fold of questions. 1) Can we expect any changes in terms of agro on demand; instant agro generation, without waiting for an opening.? 2) how will increasing the endurance bar work, in terms of getting higher endurance, and endurance regen? 3) how will accessing these new skills once the opening is available work?
<jtroy> 1) Yes, the system we\'re getting allows us to create abilities that aren\'t tied to openings. We will be giving warriors more options for aggro generation
<jtroy> 2) The endurance bar is based on your melee stats and level. Regen is currently based on your level
<jtroy> 3) There will be an extra UI window to put hotkeys for the new skills, which will be accessible with keyboard shortcuts

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<avancouvering> *Galidin* How do you intend to maintain the desireability of knights in your new melee system when they allready produce far less damage then pure melee, while you fix core issues such as taunt which have been the strong suit of knights?
<rbarker> There\'s several aspects of the melee revamp, one aspect of which is the new opening system. There\'s plans on addressing other specific problems with melee in addition to the new system.
<rbarker> We\'re really excited about all the new changes we\'re making and we\'re anquious to get them out on test where we can tune them and see them in action.

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<avancouvering> *Coronis* When are you anticipating these changes going live on regular servers?
<Osmith> Our changes are expected to go live during the December 16th update that\'ll be happening next month. We also plan on introducing them to the Test Server very soon. Feel free to log on the Test Server and use /feedback to tell us what you think about our changes. We\'d be happy to hear everyone\'s thoughts on the systems that are being created.

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<avancouvering> *CeNo65-FOH* how will acumen zing and others spells with similar effects, pertain to the new changes?
<rbarker> We\'re removing the old invigor type effects that restored stamina entirely for now. It\'s possible we\'ll be adding endurance regen abilties later on but for now we don\'t want melee to be an more dependant on getting buffs to make use of the new system.
<rbarker> We decided to do that because it\'s really an entirely new system, and has very little to do with how the old stamina bar worked.

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<avancouvering> *Hamen* Will these Melee changes effect everyone from level the first level on?
<PCarrico> You will be able to take advantage of the new melee opening system when you begin recieving new combat abilities at level 20.

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<avancouvering> *Illydth* As far as openings go, will any class be able to create an opening for themselves or are openings only created by certain classes?
<jtroy> You will be able to take advantage of openings that you create. Some openings will work for everyone, but there\'s no link between your opening and someone elses. There are no combinations or dependencies on other players.

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<avancouvering> *ScootD* how can you acquire the new melee abilities?
<rbarker> The new abilities will be acquired by taking a "skill tome" to your guild master and he\'ll teach you the skill. Most of the basic skill swill be available on vendors, while a few high level ones will be drops. Right now we\'re planning on giving almost all of the sub 60 skills on merchants and having the 60+ skills using a system similar to the parchments quests in Planes of Power. From there on out we\'ll most likely make use of the same make use of the same methods that you already use to acquire any other type of item.

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<avancouvering> *Lendaor* are many openings going to be based on mob placement? Such as from behind the mob as aposed to being infront?
<rbarker> None of the abilities currently take advantage of your position relative to the mob, so no you won\'t have to be behind or in front of the mob in order to take advantage of the new abilities.

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<avancouvering> *Badu* will pure melee have their current dps lowered to take into account the extra dps from this system?
<rbarker> No, there will be no decrease in melee\'s DPS to account for the increase from the new system. We\'re creating the system in such a way that they\'ll fit in right on top of the old one.

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<avancouvering> *Subayai* Will disciplines be overhauled are are you simply transfering them over to this endurance system? Most melees only use 1 or 2 disciplines, because the others serve no useful purpose in their current state .
<jtroy> We\'ll be making changes to some of the disciplines that aren\'t very useful, as well as giving them different timers. You will still only be able to have one discipline going at a time

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<avancouvering> *Flaash* how long will the player have to take advantage of an opening, and how will excessive server side Lag (elemental planes) handle this ?
<jtroy> We\'re still tuning it, but our goal is to make the strategy be in what skill you decide is best to use at the time, not in fast-reaction or twitch gameplay

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<avancouvering> *Sabrosia* HOW will these openings be presented? for instance, will a new window open - and we click a button - will we have to issue a command?
<Hobart> There will be a UI indicator that pops up when you can activate an opening. And yes, you will be clicking a button as opposed to typing in a command. Once you activate the opening, that same window will show the opening effect.

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<avancouvering> *Dranix* will jumping to negotiate obstacles or people remove from my endurance pool for combat and disciplines?
<rbarker> Jumping will drain a portion of your endurance yes, but it\'s a reltively minor amount.
<rbarker> relatively even.

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<avancouvering> *Tenludar* How will skill points be handled for warriors that have already pogressed in the game? Will a level 65 be expected to spen hours doing nothing but training to get their skills up?
<rbarker> You won\'t need to use skill points in order to learn the new skills, they\'re either on or off, there\'s no period of bringing them up to full power so to speak.
<rbarker> The only thing you need to do is give the tome to the guild master and you\'ll have the full skill.

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<avancouvering> *Drewon-FoH* Will there be any new AA skills that are tied to, or create, these new melee abilities?
<rbarker> There will AA abilites that will effect the new system yes. We don\'t have a hard and fast list for it yet though.

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<avancouvering> *Barney* it was mentioned some openings are available after certain skills go off, like parry. What about classes who do not have certain ablities. Like monks for example who lack parry.
<jtroy> For monks, it\'s based on dodge, block, and riposte. We\'re tuning the rate that they happen based on the skills each class has.
<Hobart> In addition to these melee changes, we have made a few others seperate from this. All warriors regardless of level will now mitigate a percentage of all incoming melee damage. Monk will also now be able to dodge when being hit from behind, this should aide thier pulling abilities.

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<avancouvering> *Voldeth-BB* How will the new system affect a melee\'s role? Clearly it will support the tanking of a warrior, but what of the monk? What will their role be?
<jtroy> The melee skills aren\'t limited to the dps or defense of the player that uses it. There are debuffs and group affects as well. The goal with the skill sets is to provide more of a role for the pure melee during combat

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<avancouvering> *VALBARR* it has been stated by rbarker that position wont affect the skills, but in the chat overview, it states that position can change the effectiveness of certain skills ?
<rbarker> The reference to the positional aspect in the doc on the website was an error. We\'re not going to have skills dependant on position.

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<avancouvering> *Dakkon* how many moves are you planning to introduce?
<rbarker> We\'re planning on over 20 skills for each class to begin with and we\'ll be adding even more in the future.

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<avancouvering> *KyrosKrane* I apologize if this was asked before; I missed the first half of the chat. Assuming an extended fight (e.g., Luclin bosses), how many openings per unit time could each player of an appropriate class expect?
<jtroy> We\'re still tuning it. We\'re looking at a few per fight, though. We\'re aiming for making each opening more important, not something that is making you hit an extra 20 keys a minute
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<avancouvering> *Avelariel* Can we make absolutely clear, these openings are solely for warriors, rogues and monks? Unless that\'s not the case
<rbarker> Yes we\'re only adding the new opening system for warriors, rogues, and monks. The discipline system revamp will be for all classes that currently make use of disciplines though.

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<avancouvering> *Woody_GU* How exactly does this re-establish balance? Why does this constitute a "fix"? And not a bandaid on top of a semi-broken existing system?
<rbarker> The new system is only one aspect of the melee revamp, there\'s several other changes in the works for them as well.
<rbarker> One of the major advantages of the new system is allowing us to more easily add new abilites to the pure melee classes.
<rbarker> There\'s several aspects of the existing system that are going to be adjusted, I\'d keep an eye on test server if you\'re interested in more specifics.

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<avancouvering> *Arlos-LOS* If openings are tuned to block/dodge/riposte, what happens if we\'re not tanking? This would seem to be most applicable to monks & rogues. How do we activate the new abilities if we\'re, say, fighting a raid mob and doing DPS?
<jtroy> There are other events that trigger openings based on your regular attacks. If you\'re in a situation where you aren\'t tanking, you\'ll get more of those kinds of openings.
<jtroy> You have a chance to trigger an opening on any attack or special attack
<jtroy> NPC\'s also have a chance to "fumble," creating an opening that anyone fighting it can take advantage of

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<avancouvering> *Layn* How will the new skills affect aggro if successfully used?
<rbarker> There\'s several new abilities planned that will effect aggro generation. Some might increase your aggro while others might lower it.

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<avancouvering> *Adorae* just fix taunt? LOL
<jtroy> Saying that taunt is the one and only issue is fairly shortsighted, I think. Pure melee have very few strategic decisions to make, don\'t get new abilities with an expansion the way casters do, and don\'t get as much from an item with both hp and mana. These are all issues that people have raised, and this system gives us a way to address them.

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<avancouvering> *Razorback* Will debuff disciplines stack, or will having more than one person using that make it a wasted use
<rbarker> It really depends on the debuff. Generally there will be enough differnt abilities you can take advantage of that you\'ll have several skills that will be useful even if you have several of the same class present.

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<avancouvering> *faithcrusher* When an opening exxists, you will be offered more than one option? Like one that would be agressive in nature and one that would be defensive?
<Hobart> When you are presented with an opening, you will have to make a decision on what type of ability you want to use. There will be many per opening type. And there are a few opening types.

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<avancouvering> *Depen_Hoss* Will class specific items be adjusted to add endurance, or will we need to look for new items?
<Osmith> We do plan on adding endurance stats onto existing items. We plan to have this done at the same time the new system is introduced next month (Dec. 16th).

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<avancouvering> *Kilbane_luc* Will we have to buy a new expansion to use these skills too?
<PCarrico> This is a free feature. It will become available to everyone!

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<avancouvering> *Illydth* VERY important question: Since we have a chance to trigger a special attack with every attack, does it then mean that haste and dual wielding and double attacking means more "openings"?
<jtroy> More attacks will help a little, but in general they scale around delay

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<avancouvering> *Aeria* Question, this sounds great and all and maybe I missed this point..but if the openings are part of our text..thats ok for groups but major raids where the text OFTEN becomes sluggish means we will miss the opertunity to strike...is there going to be a visual clue?
<jtroy> The opening is going to display on the UI - you won\'t have to watch your textbox for them

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<avancouvering> *Aalek* Will the abilities have "cast" times? Can they be interrupted by the NPC? Can pure melee NPCs use the abilities against players?
<jtroy> No, skills, like bash, kick, and taunt, are instant.

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<avancouvering> *Bumpper-Test* Will Taunt be increased for warriors?...Its a simple question that I know alot of warriors want to know
<jtroy> Yes, we\'re giving warriors skills to better gain and keep hate

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Magelo
Старый 03.12.2003, 20:19
#2
Аватар для Ponovolk
Ponovolk
Guest
From EQLive:

Melee Enhancement Q&A
On November 24th, 2003, we held a chat to discuss the upcoming melee enhancement. For a complete transcript of the chat and an overview of the new system, visit the Developer\'s Corner. Unfortunately, with over 1,500 people asking questions we just weren\'t able to answer all of their questions in the allotted time.

To help clarify the new system, I went to the message boards and looked for questions that people still had and posed them to the EQLive team. If you have any other questions about the system, please send them to the Developer\'s Corner and I\'ll try to provide answers.

Q: I\'m still confused about Endurance. Will it completely replace Stamina? How will that affect swimming?

A: Yes, Endurance will completely replace Stamina. Some of the occasions that used Stamina in the old system will no longer require the expenditure of a resource. For example, swimming will no longer use a resource.

Q: If jumping costs Endurance, and only melee classes and hybrids have Endurance... won\'t that be a problem for casters when they want to jump?

A: All classes get an Endurance bar and an Endurance pool. So everyone can still jump.

Q: I understand that the new combat skills and all disciplines will use Endurance, and that\'s why Endurance won\'t be affected by any spells that currently affect Stamina. But why remove the Stamina effects from those spells? Some classes gain some value to their group through the use of those spells.

A: Since we are removing Stamina, there won\'t be any value to spells that affect Stamina.

There will be additional spells added that modify Endurance. Right now these will be buffs that increase your total pool. We are not planning on adding any that would regenerate the pool. These spells will be tuned to balance the ability to aid in the return of Endurance. Just exchanging the Stamina effects with Endurance effects wouldn\'t allow us any control over the balance of the new system and its interaction with spells. It hasn\'t been decided which classes will get those spells yet, but obviously we\'ll be taking into consideration the effects of the changes to the existing spells might have on caster desirability.

Q: Will NPCs be using these new abilities?

A: Not at this time. Frankly, there\'s a lot of work involved in allowing NPCs to use these abilities, and it would have a rather wide-spread effect on the challenge of those NPCs that would be complicated to evaluate. So we\'re only giving this to PCs.

Q: There seems to be some confusion about how these new skills will be used. Will we be clicking a button on the screen with our mouse, or can we make hotbuttons with the new skills and just press a key to activate them?

A: You will be able to click on the icons, use hotbuttons in your hotbutton box or access a melee skills box only for these abilities through CTRL+ #.

Q: You mentioned that you are making some other changes to melee, including giving warriors an automatic mitigation percentage. Will PC warriors of all levels get this ability?

A: PC warriors of all levels will gain the mitigation boost.

Q: These changes look very interesting. But some of us are concerned that these changes might overbalance things. What steps are you taking to keep the balance pendulum from swinging too far toward the pure melee classes?

A: We\'ll be testing this system on the Test server until it goes Live. The big advantage of the system is the flexibility. Adjusting it won\'t require days of programmer time. If we discover that a facet of the new skills is over or under powered, we can adjust it.

Q: Regarding the new discipline system using Endurance: will it be possible to stop a disc midway through its use when it doesn\'t make sense to keep it up, in order to save some Endurance?

A: Yes, you will be able to stop a discipline while it is active. If you cancel a discipline, however, you must still wait the normal recharge time before using it again.

Q: You mentioned that these new skills will be learned by finding ancient tomes. Will these tomes be No Drop?

A: Right now the plan is to introduce them as droppable. There may be some tomes that result from special quests that are no-drop in the future.
Старый 08.12.2003, 19:50
#3
Аватар для Altis Asmodey
Altis Asmodey
Guest
U nas war na Testserver copirovalsia vot infy i SS:
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warriors and monks get a shitload of tombs(like parch, spec, and runes) a lot of them were sold in WC at the old DE camp(ne corner)

playing around with them atm with my gm friend, and I have to say, I am very impressed with the skills we get.

oh yea, Brell\'s Berating Bellow or Bellow > Taunt

• The books cost 2 or 3 copper each, kill some "yard trash" on your way there
• Give the book back to the guy you buy it from to learn the skill
• ALT-C opens the new window, then right click on one of the 8 hot-keys to memorize the ability you learned
• As of 12/3 only the "openings" part of the change has been added, effects are not all done yet.
There are:

Special Openings with Special Abilities, you can use Offensive opening combat abilities for this (crippling strike, ....., dunno....) they also affect the refresh on offensive openings.

Offensive Openings with their Combat openings (flurry, backswing, stomp, head bash, ect...)

Defensive Openings with their openings (barrier(a ds of some sort that lasts 10sec) pain tolerence(a rune of some sort)

We get 2 new disc, Stonewall Defense and Spirit of Rage. Stonewall is being parsed, but its a Self snare + defensive.....

http://members.cox.net/nullenvoid/poison.jpg
http://members.cox.net/nullenvoid/root.jpg
http://members.cox.net/nullenvoid/snakes.jpg
http://members.cox.net/nullenvoid/swarm.jpg
http://members.cox.net/nullenvoid/swarm2.jpg
http://members.cox.net/nullenvoid/lighting.jpg







Magelo
Старый 17.12.2003, 12:59
#4
Аватар для Altis Asmodey
Altis Asmodey
Guest
Just wanted to let everyone know what\'s going on for the upcoming patch.

The opening system and abilities associated with it will not be going live on Tuesday. Feedback from here, other boards, emails, and players on the Test server, as well as our own testing, indicate that the system needs more work. We\'ll continue to post here as we make changes.

The Phantom line for monks will also not be in this patch. It\'s apparent that quite a few members of the monk community here have issues with either its current state or with line itself. We think it would be best to take more time to review it on Test.

The new discipline system and endurance bar will be in this patch. We\'re still some making adjustments to the costs, timers, and effects before then. It\'s possible that further changes may be made for the next patch as well, if necessary. We\'ll continue to review the impact of those changes and the response to them.

Although other tasks keep us from posting as often as we\'d like, we are reading the posts here and really appreciate the feedback. Thanks to all of you for voicing your opinions.

- Kavhok, SOE





Magelo
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