What mechanism do you propose for freeing up the land used by people that have abandoned the game?

Posts made by MidniteArrow
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RE: Land / Plot Upkeep
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RE: Mana for physical toggle skills?
@spoletta put +mana on primitive staves?
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RE: Mana for physical toggle skills?
Adding in regen seems to make things worse:
INT gives ability power, strong mana, mana regen, and resist
STR gives ability power, weak HP, HP regen, and carry
CON gives ability power, strong HP, resist, and stamina
DEX gives ability power, attack speed, resist, stealth, and lockpick
PER gives anti-resist and anti-stealth
CHA gives ability power, weak mana, and luckWorse because INT gives the strong version of everything. It gives 75 mana, not 50. It gives mana regen. It gives resist.
INT/CHA and STR/CON should be mirrors IMO.
One should give +75/Resist, the other should give +50/Regen
Or maybe +75/Regen vs. +50/ResistBut int doing +75/Regen/Resist is OP
Nothing else does that. STR does regen, but weak on HP compared to CON. INT is strong on mana compared to CHA.
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RE: Mana for physical toggle skills?
@spoletta I didn't realize that about the regen.
Seems like mana regen should get moved to CHA.
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RE: Mana for physical toggle skills?
@GamerSeuss That would be true if we all only had access to one character. We have access to multiple characters, and the only thing unique about them is attribute scores. If you roll two characters with the exact same attribute scores, and give them both the same items, same abilities, same talents, they are essentially the same character. You don't have to "earn" anything for them, other than the gear that can just be transferred via a house chest.
So you can have your normal business ability build, and your siege ability build, and your siege attribute build can dump-stat STR and the only thing you give up is a the HP regen, which you can get through INT via Life Drain.
I have my gatherer that is well-rounded. My two PvP builds both dump-stat things. Come kill Nijah. Dump-stat PER and INT, and drinks mandrake like water.
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RE: Mana for physical toggle skills?
That's good in theory. But in practice, characters using STR-based abilities can't dump-stat INT because they need the mana, but characters using INT-based abilities can dump-stat STR. STR does give HP, but CON gives better HP and it gives resist as well.
INT gives ability power, strong mana, and resist.
STR gives ability power, weak HP, and carry
CON gives ability power, strong HP, resist, and stamina
DEX gives ability power, attack speed, resist, stealth, and lockpick
PER gives anti-resist and anti-stealth
CHA gives ability power, weak mana, and luckINT/DEX/CON are critical skills because they give resist
PER is critical because it lets you overcome resist
CHA and STR are only useful if you use CHA or STR abilities. -
RE: Deactivate enchanting effects of the off-hand
@Spoletta and of course the tower shield does prevent lots of spellcasting.
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RE: Deactivate enchanting effects of the off-hand
Yes, I see all that already. I'm just saying it seems like shields should not be mage things. The highest damage spells seem like they should be cloth-only, with spells to provide shield-like bonuses. A mage using a physical shield should, IMO, not have access to some spells. You can kind of say that is happening with the cooldown, but I think the effect should be bigger.
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RE: Deactivate enchanting effects of the off-hand
Although I will say that shields should limit ability options. Some high-dps abilities should not be castable if wielding a shield (or maybe have a failure %).
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RE: Deactivate enchanting effects of the off-hand
And less damage output. It is a trade-off. Very against this suggestion, although I get the motivation.
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RE: The Mega Balancing Patch
I'm not trying to say anything about "should" here. Just saying, if the goal is to make tanks a thing, then giving them something does a lot of damage at distance, but not much close-up, is one way to do that.
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RE: The Mega Balancing Patch
@spoletta Instead of 3 projectiles, split earth could be changed so that it is more like a typical cone, and the damage could increase based on distance from target. So it would be a disincentive to not melee-engage the tank. Less damage close up, more damage further away.
I can also block Split Earth with a shield, not sure if that is intended.
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RE: The Mega Balancing Patch
Cloth spellcasters who find themselves next to a hammer-wielding brute should die quickly, it is why they have relocate. Better armor for them / less damage from split earth isn't needed, they already have a defense - don't stand next to the damage factory.
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RE: Problem taking heavy materials from carts
It also doesn't happen if your character doesn't move, or doesn't move much.
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RE: Let's talk about recipes
Whatever changes are put in regarding recipes, becoming someone that can make the best gear should require a lot of time invested on actually making gear. It shouldn’t be a near-free side effect of adventuring.
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RE: Ability Attributes and "Mana"
@spoletta I get how it read that way, but it isn't exactly what I meant. I realize city combat is a big part of PvP in Fractured. But it seems like city combat is just a setting for an XvX duel.
There are instances in Fractured where PvP is for something. But it seems like that PvP is largely just dueling (not always 1v1).
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RE: Ability Attributes and "Mana"
Is there a role for Tanks in city fights?
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RE: Ability Attributes and "Mana"
@Roccandil Probably no role for tanks in PvP if the only thing PvP is for is a leaderboard. Which honestly, seems like a pretty bad game. PvP should be for something. Tanks should be guarding that "something". It takes more damage to take my tank off of a horse than other characters. That should be a critical thing in non-duel PvP. I'm just not sure if "non-duel" PvP exists.
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RE: Ability Attributes and "Mana"
@Roccandil I don't know. I think spoletta was saying it was unique to tanks. I might be misunderstanding though.
Update: I think you might not be talking about what I first thought you were talking about. But generally, I've only been thinking about tanks, and haven't really thought much about other melee builds. I'm sure they have their own balance concerns.
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RE: Ability Attributes and "Mana"
@Roccandil the obvious solution is that using a ranged attack while in melee with a tank should not be possible / viable, and RNG should determine whether a tank if equal KP and gear should be able to keep a mage in melee range.