- Feb 8, 2011
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I like the sound of this then.
So you cast once - the target location is either filled with a decoy or you depending on success rate. (the success rate will need testing and adjusting i'm sure)
What then happens if you Cast it a second time while the original decoy is still in the screen?
Does it still try to swap places with the original?
Ignore it completely and cast a second decoy? (potential for multiple decoys on screen = bad)
Destroy the first decoy and create a new one at target location or your location depending on jump success?
If your decoy is out, then pressing the key will have the same effect as it does at the moment, it will kill the clone (and no swap). So I guess I lied earlier, currently there are 3 steps:
Key 1: Spawn Decoy
Key 2: Swap with Decoy
Key 3: Kill Clone
It would now be:
Key 1: Spawn and swap with Decoy
Key 2: Kill decoy
So its not exactly like SS, but does give either a good get in OR get out, but not ideal for both (if that makes sense).
Sam
---------- Post Merged at 06:37 PM ---------- Previous Post was at 06:32 PM ----------
Forgive me but no experienced class player will go out of their way to make the class balanced. It doesn't work like that. Every 1 knows they will do what they can to make their own class the best
Samuel ninja edits would of been the best way for you to have implimented this. At least that way you could see how people gauged the changes and reacted to then and actually got a idea if they were truly balanced
I tend not to opt for the ninja edit approach even if it is easier... I recall playing some servers and the ninja edits drove me crazy, part of the reason I left and started on AM2.
Sam
---------- Post Merged at 06:43 PM ---------- Previous Post was at 06:37 PM ----------
Damage increases for archers just seems really unneeded. They need a little survivability at most, which may have been solved by the spells already supposedly in game but not dropping yet.
Bard/KT can 1 hit an equally lvled warrior, whatever you say that's OP. Yes, MR helps avoid attacks, but that's a hit or miss, not mitigation. So yes, they might step out of SZ and miss 2-3 times, but quite occasionally they are going to step out of sz (or clone in, when outside town) and 1 hit people they shouldn't really be able to.
AB already hits like a truck, Static is already devastating in mass pvp, piercing shot is also a massively effective skill. They don't need damage, they need the spells they are supposed to have.
Get the new skills dropping and then worry about changing stuff.
Also Decoy is used for more than just moving location, I assumed that was the reason it took 2 clicks, people use it as an ACTUAL DECOY believe it or not....you know like the name would imply. All the proposed change does is make them even more effective in town fights and take away a valid PvE skill?
Fair comments... My changes came from a number of different places...
1, I played through Archer on a test server (at an increased rate, but still...) and the cooldown on spells were nothing but frustrating, they annoyed me and they made me not want to play (and our stats show that I am not alone on this, Archers are the least active and the least made characters by a good margin)... There has to be a good deal on balance on a single character as well as amongst the classes, enjoyability versus grind etc.
2, feedback over the last 8 months through forums... Changes to archer were always coming and there would be no good time for them to come.
The newer skills (especially trap) are really aimed at PvP, which is the smaller portion of the community, I don't see trap increasing the overall enjoyability of the class for PvE.
Decoy still has its aggro ability, I just removed an additional step which again, I found really frustrating on my play through.
Sam
