Patch notes 0.5 - Character balancing

GinkoTreeValley

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Sep 17, 2018
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With 32 sc I see -6 somethings.

what about skelly lvl 7 making them better? If no faster to level?
 
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JekZuo

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Nice to see pick axes are in. Any news on when refining will be added?
 

Keggil

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Nice to see pick axes are in. Any news on when refining will be added?

I 2nd this, my storage accounts getting full with refine gear.. Really need refining in


Edit*
Also skele too, didn't see any notes that it improves upon leveling it.. hope this is not the case since I was holding out for it before rerolling
 
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DarkSacred

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Very concerned that this early on in a Mir 2 server we're seeing such a large class balancing act. These classes are tried and tested in servers 20 years old up to level 40 so why the sudden raft of changes to spells and damage every patch?

While I appreciate that tweaks may be required how much editing on the base game under level 40 has taken place to throw the balance so far out? Also quite concerned that we're having spells changed now before people have even got to that level for them.


I will continue to watch from the shadows, but for a server that's been in the making for over three years something doesn't feel right. We shouldn't be needing so many buffs and nerfs in the first week on the base game that is pretty much balanced and should work out of the box.
 

Xx69xX

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I 2nd this, my storage accounts getting full with refine gear.. Really need refining in


Edit*
Also skele too, didn't see any notes that it improves upon leveling it.. hope this is not the case since I was holding out for it before rerolling

Refining is ingame.

Skele hp has nto been resolved yet. I dont get taos being upset about skele. Its over powered in the areas you should be hunting when your 30, its not going to tank 3-4 mobs in a cave higher level than yourself.

It can however kill mobs quicker than most other low rate servers. We can make skele a tank, but we would have to severly drop its damage. The skele scales with your HP and SC so the higher you get the stronger it gets.

-Apocalypse Team
 

morphios87

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Thanks for the above. I do really rate the skele it's very useful! i simply believe level 7 should be better than level 3 otherwise why spent time levelling it.
 
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Xx69xX

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Dec 2, 2005
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Very concerned that this early on in a Mir 2 server we're seeing such a large class balancing act. These classes are tried and tested in servers 20 years old up to level 40 so why the sudden raft of changes to spells and damage every patch?

While I appreciate that tweaks may be required how much editing on the base game under level 40 has taken place to throw the balance so far out? Also quite concerned that we're having spells changed now before people have even got to that level for them.


I will continue to watch from the shadows, but for a server that's been in the making for over three years something doesn't feel right. We shouldn't be needing so many buffs and nerfs in the first week on the base game that is pretty much balanced and should work out of the box.

We cant please all im afraid, as much as id love everyone to want to play its not realistic, and you have been very negative from the off set. A realistic person realises that 2 classes were under powered, we addressed super quick and have now fixed. If that doesnt tell you we are the right team for you, then you will never like this server unfortunately. There are plenty of servers which you seem to crave, where GMs ignore players, do as they want and flood the gameshop with multiple buffs/items/gold selling items etc that are just pure P2W.

-Apocalypse Team

---------- Post Merged at 08:26 AM ---------- Previous Post was at 08:26 AM ----------

Apologies I was posting on the wrong thread :teapot:

Would you be able to look at the change in skele levels if you get a spare moment please. Level 7 seems exactly the same as level 3.

Agreed, we are looking into it.

-Apocalypse Team
 

Chriz

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Just had a play around, and adjusted accordingly. Still this its ok, but have increased slaying a small amount as i agree there was not enough gap consistency between slaying and basic hit. I think this is now rectified, thank you for the feedback hopefully this has now been resolved.

-Apocalypse Team

Compared to Euro, you've got it more difficult to balance..

On euro a mob had a single AC/AMC value on Crystal a mob has a Min and a Max AC/AMC value.

Meaning that a mobs defence is random as well as the players damage.

I think this is a good patch, well done guys.

PLEASE can you add a news/Patch sub section on the forum for these posts???
 

DarkSacred

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We cant please all im afraid, as much as id love everyone to want to play its not realistic, and you have been very negative from the off set. A realistic person realises that 2 classes were under powered, we addressed super quick and have now fixed. If that doesnt tell you we are the right team for you, then you will never like this server unfortunately. There are plenty of servers which you seem to crave, where GMs ignore players, do as they want and flood the gameshop with multiple buffs/items/gold selling items etc that are just pure P2W.

-Apocalypse Team

Just trying to understand why the balance seems to be off from the beginning. Is it due the the server files being massively different than the original base game (Euro), is it because you've cherry picked the best bits of two projects and slotted them together so its going to take time to work out all of the bugs?

Its just concerning that we're seeing so many tweaks so quickly, the butterfly effect in Mir 2 is quite great. I remember speaking with one of the original development team who were involved in the US Mir 2 release and worked heavily with the team in Korea, he always said the biggest mistake private servers make is not realising a small change at point A can lead to a massive imbalance several months down the line at points B, C and D.

For the most part I'm really enjoying playing here (I'm quite a pessimist / negative soul) I've even subbed despite promising myself I would never donate to a Mir server again. The only killer is the lag at the moment, which feels more like optimisation of the code than network related.
 

Chriz

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Just trying to understand why the balance seems to be off from the beginning. Is it due the the server files being massively different than the original base game (Euro), is it because you've cherry picked the best bits of two projects and slotted them together so its going to take time to work out all of the bugs?

Its just concerning that we're seeing so many tweaks so quickly, the butterfly effect in Mir 2 is quite great. I remember speaking with one of the original development team who were involved in the US Mir 2 release and worked heavily with the team in Korea, he always said the biggest mistake private servers make is not realising a small change at point A can lead to a massive imbalance several months down the line at points B, C and D.

For the most part I'm really enjoying playing here (I'm quite a pessimist / negative soul) I've even subbed despite promising myself I would never donate to a Mir server again. The only killer is the lag at the moment, which feels more like optimisation of the code than network related.

This Server is based off the Crystal files, which to be frank are NOT as highly refined in terms of balance compared to the delphi equivalents that are 15 years or so older.

Problem is - the base set of Crystal files never get balanced - only the servers that derive from it do. Endless cycle :X
 
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forspinki

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Can something be done about warrior tdb mana consumption please? The damage is low but that’s probably because my tdb is only level 2 so I’ll allow that to slide for now but the mana consumption is such a big issue as it’s not balanced with other class consumption.

Group hunting: When I go hunt with my friends I run out of mana in 15min and they can carry on until the 30min mark. Btw this is with bringing 70 mana and 50 health and relying on tao for heals since I’m not bringing much hp.

Solo: if I try and also with tdb I have to take more hp so usually 60 hp 60mp but this lasts me about 8-10min at the most.

I don’t think warriors should use more mana than any other class. If you could please do a full hunt on a warrior and test it for yourselves that would be great. I’ll even allow you to use my character to test it.
 

aRKY

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Can something be done about warrior tdb mana consumption please? The damage is low but that’s probably because my tdb is only level 2 so I’ll allow that to slide for now but the mana consumption is such a big issue as it’s not balanced with other class consumption.

Group hunting: When I go hunt with my friends I run out of mana in 15min and they can carry on until the 30min mark. Btw this is with bringing 70 mana and 50 health and relying on tao for heals since I’m not bringing much hp.

Solo: if I try and also with tdb I have to take more hp so usually 60 hp 60mp but this lasts me about 8-10min at the most.

I don’t think warriors should use more mana than any other class. If you could please do a full hunt on a warrior and test it for yourselves that would be great. I’ll even allow you to use my character to test it.

It might need reducing slightly but you have the smallest mana pool also so you will go trhough it quicker
 

forspinki

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It might need reducing slightly but you have the smallest mana pool also so you will go trhough it quicker

its about mana per second or even mana per mob useage though i use more mana per second and per mob than any other class uses. I am not sure how many mana pots wiz can carry on their hunts but i bet its not much more than the 70 pots i bring.
 

Xx69xX

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Added to test list for tonight. Thank you for letting us know

-Apocalypse Team
 

Sorry

Audrey
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Apr 13, 2011
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Can we have Bag weight increased a little bit? All this talking about balance and stuff, but early lvls it's such a pain to have low bag weight and can't carry to much ... i understand you want to make people TT or not camp the same place for to long, but a little increase won't hurt, it would help alot if i can carry an extra 20 RT or maybe an extra 20 Mp medium .... from 20 to 30ish, you need to carry medium pots and can't carry to many ... after 30 i assume you will have to buy Large pots? those are even more heavy ... This is the most frustrating thing i find on this server the fact that i can carry so little and have to constantly tt after 10 or 15 minutes ...
 

Drakay

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Jun 16, 2014
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Can something be done about warrior tdb mana consumption please? The damage is low but that’s probably because my tdb is only level 2 so I’ll allow that to slide for now but the mana consumption is such a big issue as it’s not balanced with other class consumption.

Group hunting: When I go hunt with my friends I run out of mana in 15min and they can carry on until the 30min mark. Btw this is with bringing 70 mana and 50 health and relying on tao for heals since I’m not bringing much hp.

Solo: if I try and also with tdb I have to take more hp so usually 60 hp 60mp but this lasts me about 8-10min at the most.

I don’t think warriors should use more mana than any other class. If you could please do a full hunt on a warrior and test it for yourselves that would be great. I’ll even allow you to use my character to test it.

I second this, solo is literally a 10 minute hunt, if that.

If i'm grouped and carry more mana it lasts a little bit longer but i still end up thrusting mobs for dps >.<