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  1. #21
    Player Annahya's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    107
    Character
    Annahya
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Camate View Post
    Sorry to bump this thread, but I bring some information about your request. Hopefully it will shed some light on where the development team stands.



    It’s not that it will always miss, but when you become K.O.ed while under the effects of weakness, your attack accuracy becomes extremely low. The method of determining accuracy for close range attacks and ranged attacks is different, and this effect is more noticeable for ranged attacks where the accuracy floor is much lower.

    I believe that your request is asking whether we can increase this floor; however, if we did this, monsters would also need to undergo this change.
    *Monsters will never be under the effects of weakness, but think of this as ranged attacks from lower level monsters hitting players with a greater degree of accuracy.

    Also, when you are KO’d while weak, limitations are set to lower your contribution to the battle and making adjustments in the direction of negating these limitations is like putting the cart before the horse.

    While the thought is to have a penalty and have players be mindful in battle so they don’t get KO’d repeatedly, for the example you gave about Voidwatch, we understand that currently there is a lot of AoE damage and it is easy to get caught up in it and die. For this, we would like to make adjustments to the content itself so as to not create situations where you need to fight while weakened.
    While this seems sensible, it doesn't address the question raised regarding the balance of using magic to target a monster's weakness while under the effect of double weakness - further, as some others have pointed out, it is sometimes advantageous to target magical weaknesses while double-weakened because of the enmity mitigation gained by doing 0 damage.

    While we certainly understand that the dev team wants weakness to be a negative, in the case of weakness targeting it is rather selective to defend RNGs limitations with the notion of "limited contribution" while completely ignoring the point raised about how magical weakness-targeting is not limited equally.

    If limited contribution is truly sought, and the dev team feels as though RNG's archery procs should fall under this consideration, then why not raise the damage required for elemental magic to proc to 1 point, so that the contribution of casters is equally limited? Not that I want things to get more frustrating, or whatever, it is just a rhetorical point raised by your response.

    I totally understand the idea that weakness should be a bad thing, I don't think anyone here is arguing otherwise - but when examining content for adjustments, as you said would be preferable to adjusting weakness itself, please consider this point when moving forward.
    (5)
    Last edited by Annahya; 01-17-2012 at 07:58 AM.
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