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Posted

I am curious what people think WORKS best (not like the most).

 

Full buff? Or some buffs? Minimal buffs?

 

Outside of town NPC buffing?

 

These offer a range of benefits over full buff - higher emphasis on support role, option to make premade schemes matter (defensive, speed, offensive), no need to nerf cancel/steal dvinity, more varied gameplay and class builds, better balanced damage.

 

Thoughts?

Posted

If you wanna make support classes useful, then you should not create an NPC buffer at all and give buffs retail duration. You should, also, consider removing mana potions.

Posted

The buff system in this game has 3 major problems: number of buffs, time of buffs, buffer classes

 

I like to classify buffs in 2 types: Static and Dynamic. Static is basically long time buffs that are always available in the reuse/time or that you could easily box and always have whenever you want. 99% of the buffs you see in NPC Buffers are here. Dynamic are basically PvP buffs... high reuse, low time (Prahnah, Shield of Faith, Appetite, etc). You won't have a problem with cancel/steal if everyone only has Dynamic buffs, you can play against it because you still have the same "normal" stats

 

To make a better game, absolutely all the classes in which their job consists of buffing people with buffs of the "Static" category, should disappear. Either give the buffs to everyone as base stats or to no one, but as it is, this only encourages multiboxing or static elements in a party (OL/WC, EE/SE, BD, SWS, for example)

 

1) Classes: The buffer classes of this game are fuked up beyond believe. There is no logic behind it, too many similar classes, too many similar buffs, too many useless buffs, and on top of all that, the majority of classes suck because they have very low potential impact on PvP compared to other classes if the enemy has the same buffer class in party.

 

2) Buff time: Long time buffs are never a good idea except if you add it as a static element that everyone has access to, because classes should be self-sufficient without any exterior help. That's what the NPC Buffer fixes in mid/highrates. It's mainly a good move, it solves more than it fuks up.

 

3) The number of buffs you can get in this game (and what is considered standard) is way too much. Every class should have 5-6? strong self buffs (UD, Focus Death, Dash, etc) and 1-2 strong party buffs (Prahnah, Shield of Faith, Great Fury, etc)

 

In other words, whatever you choose, it will be fuked up at some point. There is no easy way, there is only the remake game way. Example: Delete all the Static buffs from all the classes. See what classes still have a role. Delete classes that don't have a role. Basically only Bishop and OL will survive from the support classes. Add support classes unique skills to the pomander selection, give bishop 4 pomanders, and your buffing problem is solved. I know this is radical, but it's the only real way of really fixing the game... remaking it

Posted

 

In other words, whatever you choose, it will be fuked up at some point. There is no easy way, there is only the remake game way. Example: Delete all the Static buffs from all the classes. See what classes still have a role. Delete classes that don't have a role. Basically only Bishop and OL will survive from the support classes. Add support classes unique skills to the pomander selection, give bishop 4 pomanders, and your buffing problem is solved. I know this is radical, but it's the only real way of really fixing the game... remaking it

 

You played on pandora? What you think of that?

 

I liked the idea of having presets which tailor towards a certain playstyle. It eventually doesn't just become a choice of buffs, but more like standard stats. You then pick supports to go along with you to make up for your losses which may also tailor towards your particular class.

 

It felt a lot less messed up that it currently is. You had necessary buffs/stats to work with your particular playstyle, and you could go a long way solo, but you didn't have all the buffs, so it still made sense to look for support classes.

 

 

.::Alignments::.

 

Alignments are basically the buff system on pandora project. When first creating your character, you will choose one of these.

Currently there is 3 to choose from:

 

.::Vengeant::.

 

Vengeant is for the offensive berserker players. 'Glass Cannon' type playing. These bitches will make you cry, and will also cry a lot themself. Because they will deal extreme damage, but also be given extreme damage.

 

.:The current buff setup for Vengeant:.

 

vengeant.png

 

 

 

.::Swift::.

 

Swift is for the agile tacticians. 'Hit-and-run' type playing. They run the fastest, hit the fastest, and have the highest evasion. They have slightly heightened magical defense and evasion, but when a warrior backs them into a corner, they wont last long.

 

.:The current buff setup for Swift:.

 

swift.png

 

 

.::Aegis::.

 

Aegis is for the defensive players. 'Take-a-lot-of-hits' type playing. Their attribute defense, magic defense and physical defense is heightened. However their offensive power lacks. These mo-fos can take a hit, but cant quite hit back.

 

.:The current buff setup for Aegis:.

 

aegis.png

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~

Posted

You played on pandora? What you think of that?

 

I liked the idea of having presets which tailor towards a certain playstyle. It eventually doesn't just become a choice of buffs, but more like standard stats. You then pick supports to go along with you to make up for your losses which may also tailor towards your particular class.

 

It felt a lot less messed up that it currently is. You had necessary buffs/stats to work with your particular playstyle, and you could go a long way solo, but you didn't have all the buffs, so it still made sense to look for support classes.

 

I liked Pandora a lot, but this buff system solves only random or small scale PvP, it won't solve anything else, in organized PvP you end up with the same problems as retail, or you'll lose trying

 

Imagine a 9vs9, if you just get a SWS, BD, WC, you are already forcing the enemy party to get the same classes or they will lose because of buff differences. Then you get a BP and an EE. Now you force them to get again the same classes or they won't be able to deal with Mana Burn/res. 5/9 obligatory classes again. The main problem is buffer classes suck but are needed because they win pvps, but 3/5 are not needed live, so that's why everyone boxes them if it's possible

Posted

I liked Pandora a lot, but this buff system solves only random or small scale PvP, it won't solve anything else, in organized PvP you end up with the same problems as retail, or you'll lose trying

 

Imagine a 9vs9, if you just get a SWS, BD, WC, you are already forcing the enemy party to get the same classes or they will lose because of buff differences. Then you get a BP and an EE. Now you force them to get again the same classes or they won't be able to deal with Mana Burn/res. 5/9 obligatory classes again. The main problem is buffer classes suck but are needed because they win pvps, but 3/5 are not needed live, so that's why everyone boxes them if it's possible

I get that in a bigger scale it sort of fails. But it's far more flexible IMO.

You could box for sure but in the long run those with live support will surpass you.

But there is more - with specific buff kits you are only given a certain a-beep-t of buffs aimed at certain characteristics. This may mean nothing stat/performance wise in the long run, but it does allow a much flexible approach towards choosing a support to play with.

 

Some want to play SEs others WCs and others PPs. They have their own buffs, slightly same but with their own niches as well. So you pick a buffset from the NPC to cover what the support will miss.

 

The difference is that typically you either get all buffs from NPC, or non that you actually need and end up needing a whole set of supports (WC/EE/SWS+BD+catbuffs)

Thats a high requirement, it makes people less convinced to play as they feel overwhelmed by a group who has all supports.

 

This doesn't even the playing field between people with supports/dualbox and those without. It just makes either less relevant, unlike with full NPC where support is completely irrelevant, or no NPC buff at all where smaller groups are weak.

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