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Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 5:46 pm
by Darvin
Dev blog ahoy, for those who may not check the main site.

Anyways, good news:

Oh, and we took the Vicious Badge requirement out of the Perpetual Questing Initiative pool … that was just mean.


That was probably the biggest complaint about the new vicious token. I've got no problems with it now. They're also dropping the damage a bit (leaving health as-is) which should hopefully address the chronic 1HKO problem in the current vicious setup that is narrowing strategies and level-up opportunities significantly. Still gunna favour first strike and death protection, IMO, though.

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 6:22 pm
by Lujo
Woohoo!

That was the only complaint, realy, well, that and that it gave me nasty flashbacks ^^

So that is 2 where normal is 1? Nice to know the numbers :)

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 6:41 pm
by xspeedballx
Don't worry Lujo, I am sure you will have something to have an emotional swing over tomorrow. ;)

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 6:56 pm
by Lujo
I'll never live this down -.-'

And I don't think there's anything that could happen that'd have this kind of impact on me at all. Heck, they could make the cydstepp repeatable for everyone again and buff the rogue and I wouldn't mind. Honest word, Balkan pioneer.

Anywho, nice note, would read more of these.

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 7:15 pm
by gjaustin
I'm glad to hear that they're lowering the damage. The snake boss having 150 damage is just kind of crazy.

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 7:22 pm
by Darvin
gjaustin wrote:I'm glad to hear that they're lowering the damage. The snake boss having 150 damage is just kind of crazy.

Yeah, he's only going to do 120 damage now ;-)

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 7:50 pm
by gjaustin
Darvin wrote:
gjaustin wrote:I'm glad to hear that they're lowering the damage. The snake boss having 150 damage is just kind of crazy.

Yeah, he's only going to do 120 damage now ;-)


Considering that the "baseline" maximum health is 130, I'll take it!

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 7:53 pm
by gjaustin
Also, it's worth pointing out that 1.0 -> 2.0 is a 100% buff for enemies against caster classes. And a 300% buff for enemies against melee classes!

Similarly, 1.6 -> 2.0 is a 25% buff against casters and a 60% buff against melee.

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 7:57 pm
by Lujo
Make everything have retaliate fireball to even things out?

What?

Re: Making Things Vicious (Dev Blog)

PostPosted: Thu Feb 07, 2013 10:05 pm
by The Avatar
120 damage! YES! Actually, that is quite a considerable nerf on the later dungeons. That should make both Dragon Isles and Demonic Library doable. I still have questions about Naga City, but I have no doubt it can be done.