Board |
Ideas.old [context] |
Sender |
Kyriel |
Date |
Sat May 25 18:43:27 2013 |
To |
all |
Subject |
NPC Combat Changes |
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The recent overhaul of the NPC fighting system has led me
to a few questions. This, of course, the changing of duration
of fights and offering smaller xp for smaller fights. The problem
I have is that this change massively tips the scales in the favor
of anyone that heals outside of a fight, or that can cast spells
in order to heal. How? Okay... let's say a fight last 10 rounds
well, that means fast healing will proc X amount of times.
As well, anyone casting a heal spell can cast it for however many
rounds they wish. Or they can wait (like many do) until the end of
the fight so that they might kill the NPC quicker (losing less overall
hp, it's a very smart move to wait until the end of the fight for
a heal).
But let's say the fight now lasts 5 rounds (so, 10 divided by 2). This
means that fast healing will only proc X/2 times, whereas everyone
healing OUTSIDE of the fight will still heal at 100% rate.
As well, any skill improvements from being in combat have been reduced
by Y/2 (where Y is the normal rate at which skills are improved).
This does include spells and melee skills equally. IE) casting flame
breath or using the circle skill... both will have their Y values
halved by halving the amount of time spent in NPC combat.
So in summation...
Cliffs:
I was wondering if anything has been done to fix the inequity faced
by melee classes in combat due to the NPC revamp. As well, if the
time to improve skills in combat has changed along with the revamp.
*** Key ***
I wanted to just say that despite my lack of question marks, all of
these are just questions I've had, and I'm not saying "this is the
way things should be done." I'm just asking if things are working
as intended.
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