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Age of Valor Forum Index » Suggestions » nerfing
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nerfing
PostPosted: Sat Feb 21, 2015 6:47 pm Reply with quote
Lumpy Pickle
Joined: 20 Apr 2008
Posts: 53




any chance you will nerf stuff to grow population
with so few people playing right now its hard to do much so lower things until the population grows
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PostPosted: Sat Feb 21, 2015 6:59 pm Reply with quote
Death
AoV Administrator
Joined: 13 Dec 2006
Posts: 6418




You'd have to be more specific on what needs nerfing. You mean like bosses and mobiles? If so thats already planned for peerless and champ spawns so that they can be done by smaller groups
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PostPosted: Sat Feb 21, 2015 8:49 pm Reply with quote
DOCTOR THUNDER
Joined: 06 Jan 2007
Posts: 1760
Location: Grand Rapids, Mich




Are new people joining Valor? It would be intimidating to start Valor because of how different it is from the UO they are used to.
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PostPosted: Sat Feb 21, 2015 10:58 pm Reply with quote
Lumpy Pickle
Joined: 20 Apr 2008
Posts: 53




i think one of the big things is tamers getting agroed while pet is killing the mob they are to agressive on tamers makes vet a useless skill except for ressing the pet
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PostPosted: Sat Feb 21, 2015 11:08 pm Reply with quote
Death
AoV Administrator
Joined: 13 Dec 2006
Posts: 6418




Lumpy Pickle wrote:
i think one of the big things is tamers getting agroed while pet is killing the mob they are to agressive on tamers makes vet a useless skill except for ressing the pet


Okay, we'll take a look at that as there's code that will periodically switch target aggro to another target so maybe needs to be looked at and reduced on tamers using vet. I agree that it makes vet hard to use and there should be more incentive to healing your pet close range with bandages and vet skill.

However, keep in mind that some mobs have abilities such as area attacks or retarget on movement which can cause the monster to switch targets (Such as paragons and possibly supremes).

Anyways, we'll see what we can do about tweaking the code and the retargeting so it's more viable for tamers.
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PostPosted: Sat Feb 21, 2015 11:55 pm Reply with quote
ggkthx
Joined: 13 Jan 2009
Posts: 894
Location: MN




Do think things were made overly hard on tamers. I mean, I could live with it but a lot of people fall back on a tamer when they don't know what else to do and they would potentially get wrecked here.
My main, at least starting out, on other shards was often a tamer, but here I barely ever play the 2 I have.
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PostPosted: Sun Feb 22, 2015 12:14 am Reply with quote
Red Squirrel
AoV Owner
Joined: 13 Dec 2006
Posts: 8122
Location: Ontario, Canada




Yeah I can definitely look at that. I recall at one point tamers were overly powerful but think now they may be disadvantaged as there was lot of nerfs added on top of nerfs. Lot of this stuff was also added when we had some pets that were ridiculously powerful and we toned that down afterwards.
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PostPosted: Mon Feb 23, 2015 9:01 pm Reply with quote
dprantl
Joined: 08 Feb 2007
Posts: 1075




Just because I could solo almost anything with Altar doesn't mean you had to nerf it for everyone else Razz
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PostPosted: Sun Jul 12, 2015 12:10 pm Reply with quote
ggkthx
Joined: 13 Jan 2009
Posts: 894
Location: MN




Death wrote:
You'd have to be more specific on what needs nerfing. You mean like bosses and mobiles? If so thats already planned for peerless and champ spawns so that they can be done by smaller groups


*cough* Oaks *cough*
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PostPosted: Sun Jul 12, 2015 4:11 pm Reply with quote
Death
AoV Administrator
Joined: 13 Dec 2006
Posts: 6418




ggkthx wrote:
Death wrote:
You'd have to be more specific on what needs nerfing. You mean like bosses and mobiles? If so thats already planned for peerless and champ spawns so that they can be done by smaller groups


*cough* Oaks *cough*


Ya Oaks actually doesnt work correctly because of the ai alignment. Most stuff isnt supposed to aggro you unless you have low karma. Also, a lot of mobs should be neutral karma but currently give you a loss when killed (wisps i believe). So there's definitely something to be done about that champ.

I will be revising champ spawns to bring in stuff that's missing such as the transcedence scroll drops and the champ artifact replicas. Also turning down the time limit the candles reset so that it isnt as big of a time constraint and a person with enough dedication can summon the champ.
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PostPosted: Mon Jul 13, 2015 8:58 pm Reply with quote
ggkthx
Joined: 13 Jan 2009
Posts: 894
Location: MN




The time limit was the only problem we ever experienced with Oaks.
We'd move it along np and then in the 4th level it kept resetting no matter what we did. And this was with chars that could 1 or 2 man most any Champ. Oaks always was a karma suck but thats fine, working as intended was my understanding.
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PostPosted: Mon Jul 13, 2015 10:21 pm Reply with quote
Death
AoV Administrator
Joined: 13 Dec 2006
Posts: 6418




ggkthx wrote:
The time limit was the only problem we ever experienced with Oaks.
We'd move it along np and then in the 4th level it kept resetting no matter what we did. And this was with chars that could 1 or 2 man most any Champ. Oaks always was a karma suck but thats fine, working as intended was my understanding.


I will be changing the reset to 1 hour instead of 10 minutes in a future update which should make things a lot more manageable and allow players to pick up a champ and finish it. With enough dedication players can finish the champs but they are still a challenge depending on which spawn you do.
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PostPosted: Thu Jul 16, 2015 9:26 pm Reply with quote
Shanks
Joined: 07 Oct 2009
Posts: 219
Location: Leavittsburg, OH




I would LOVE to see that 10m change to 1hr or something on oaks. I could actually finish one for once.
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nerfing
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