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Damage numbers

This is just something I was thinking of for some time, but combat feels way too fast now.. the "Back in my day thread" got me thinking.

 

I remember when combat would be longer than 3-4 rounds, then chasing for the kill. I'd like to see a blanket nerf on damage output for every class by about half. 

Pros/cons/thoughts?

Is that they game, the gear, or you?

Cuz I'm not killing anything in 4 rounds. Maybe you (and the folks in the logs you're reading) are good players.

Lol, I remember back in the day, killing people in less than 2 rounds. So.......

Combat now is longer than it has ever been between equally skilled players.

26 minutes ago, myrek said:

Is that they game, the gear, or you?

Cuz I'm not killing anything in 4 rounds. Maybe you (and the folks in the logs you're reading) are good players.

I feel like it's the gear, but I'm not sure. My fights last 3-4 rounds of "Could go either way" and the rest is just chasing for a kill.

Both running and chasing.

16 minutes ago, Zhurong said:

Lol, I remember back in the day, killing people in less than 2 rounds. So.......

Is that like catching someone without sanc and protection? Cause I got two rounded the other day due to firebreath and sanc dropping.

3 minutes ago, Lloth said:

Combat now is longer than it has ever been between equally skilled players.

I believe you, I was super bad back in 1.0, and I feel like I'm only average now. But I still find combat doesn't last nearly as long as I'd like to make things interesting.

 

It's not like I'm complaining or looking for a buff, I'm saying cut the damage across all classes to make for longer fights. I dunno, I'm kinda drunk and just spitballing.

I'm talking back in the day when neutrals were allowed in Nexus and I had a Halfling Thief. I'd flee inside of the Knight cabal with my standard, blackjack EVERY Knight, steal stuff and Nexus skill back to Nexus cabal. Set up traps and dual wield 2 Nexus weapons. Dual unspeakable backstabs into traps. Your done.

I've noticed and brought this up before and got a pretty cold response @Unknown Brother, I agree with you though.

My theory as to why things feel faster is that defenses don't work when put under the strain of the hitroll we're seeing these days.

1 hour ago, Zhurong said:

2 Nexus weapons. Dual unspeakable backstabs

Now that is interesting. I never ever considered a Reaver thief as interesting combo. Thank you.

11 minutes ago, Wade said:

I've noticed and brought this up before and got a pretty cold response @Unknown Brother, I agree with you though.

My theory as to why things feel faster is that defenses don't work when put under the strain of the hitroll we're seeing these days.

It has a lot more to do than that. Look at the vast array of rares, there are tons of them. 99% of which never get used. Why? Because so much has been added that even common items are better. The people who have the time to sit around and collect consumables, so that they fight only 100% buffed. Not everyone has the time for that or effort. Some changes have left other classes left in the dust. Some changes have buffed other classes greatly. Some combos are much better now. Races, classes and race/class combos have been tweaked, whether for good or bad. Ranger arrows are almost nullified. Bards make vuln weapons no one else can get, period. The amount of saves are easily stacked now, along with high hit/dam numbers and good ac. It is a bit tougher now for certain mage types, especially when facing certain combos.

In 1.0/2.0 I fought cabal wars, and won, at pinn, against Elders/Leaders, in nothing but mithril.

The EQ game is fundamentally different. People know where everything is at, and they know which mobs cast what spells, and where to flee/hide, etc, etc.

I think many people would like to see smaller numbers in action.

How to do it though?

You can't just cut damage because there is a lot more going on than damage, and it cause a lot of unintended consequences.

How do you deal with resolutions -- how does a fight ever end?

--

There have been a few theories in the past about how to tackle inflationary numbers in the game, but people are often wary of these kinds of changes:

  1. Big changes are dangerous because a lot can go wrong. Even if nothing really goes wrong, many players will believe is it is going wrong and you'll have fires to put out.

  2. The need isn't imminent. People know it is a problem, but since the game is playable today, it is very difficult to give attention to a slowly growing problem.

Edited

1 minute ago, Celerity said:

  1. The need isn't imminent. People know it is a problem, but since the game is playable today, it is very difficult to give attention to a slowly growing problem.

Is it playable? Who is it playable for? Being good at the EQ game is like having a 4 or 5 level advantage. It's a completely different game.

2 minutes ago, myrek said:

Is it playable? Who is it playable for? Being good at the EQ game is like having a 4 or 5 level advantage. It's a completely different game.

Playable in the eyes of those who determine if it is playable or not.

People who don't believe it is playable don't have much of a voice because most of them don't play.

Those that remain are mostly those who believe in the system as is.

Edited