Nice change and very welcome … or at least if your damage done is from personal attacks … so deinately should be welcome by warriors, thieves, monks, (druids?)
Can I ask is there an equivalent increase for spelldam and pet damage to make it equally welcome by mage, bard, cleric and necromancer or is this in the pipeline?
T
I am pretty sure every class benefits from extra damage and hit.
No, we are quite happy with spell damage and pet damage. There is absolutely no reason to be upping either of these currently. Take a nice look at the who list and you will notice there are as many necro primes as there are all the other classes combined.
As well, Devaks just got a nice adjustment for Necromancers. And I believe I also informed you of a bug that was fixed regarding Necromancers that was preventing their UC eq from working like it should be with the spell SUmmon Undead. I am pretty sure you tested it out and noticed almost a 75-80 point jump in your summoned mobs hps.
I am pretty sure Necromancers had a great week already.
Thanks for your concern!
Splork
all true … necro as a prime class is working very well right now and I’m grateful for all the work you’ve put in … my UC gives +80 hp or so (+ ~ 33%) on a wraith which is very nice.
I can’t agree that all classes benefit equally from the +hit/dam increase but then theres no reason they should … after all not all classes benefit equally from UC working.
Can’t blame me for asking the question though :)
T
I don’t think avatar dam/hit shifts… But if you wanted to start picking holes in how “incompatible” shifting is with most game features where would the list end?
The limitations (bad) and abilities (good) of shifting seem to work perpendicular to how the rest of the game is setup. I wouldn’t mind seeing wholesale changes to how shifting works to bring it more in line with the rest of the game. I’m sick of druid skills/spells that I don’t use solo or shifted, my cheap 5mana spells dropping while shifted and spending 100’s of mana to fix them, no honor shifted, shift lags, no avatar benefits shifted, crap awaken, shifted heal bonus and spell dam eq!
Shifting almost needs to undergo a “front line” type reformation, and some people/myself would probably love/hate the changes, but that’s the game - and it’s a privilege to be able to play… RIGHT?!. There aren’t many prime druids playing at the moment, and it would probably only be me that has something to say anyways. :twisted: I guess I’m somewhat over my achievements with Apprentice, and look more for new things than to replicate again what I did. I guess as a druid I am somewhat more comfortable not being as powerful, and long to be more useful. (Hence the druid / monk experiment - of which I gratefully accept the new changes… esp when death griping hamsters in my xp runs later)
It’s not yet known the difference between players fighting in natural form vs avatar shift forms yet. I suspect the gap has somewhat closed. Thanks for the increases. I personally like the new sloth better - mainly because there is now an openness for change, and the “we’ll look at that” attitude of the imms. Please keep it up.
my cheap 5mana spells dropping while shifted and spending 100’s of mana to fix them./quote]
That might actually be fixable without touching shifting at all - just make more of the cheap buffs re-enforceable like fly/wb/hot/cold resist are now. If you could ’top off’ stone skin/detect invis/bless/etc before shifting then having it fall while shifted would be your own damned fault. It’d come with a cost, of course, since you lose any remaining time on the buffs - so you’d effectively limit their duration to the shortest one you need to keep running. That may be a fair enough trade for the ability to manage spell dropping better.