Re: Possible problems with paladin turn Wednesday, August 20th, 2008 at 6:05 pm
Ocelot-
I wasn't saying that anything was changed, I was simply saying that maybe something had changed due to the combat changes or skills. I'm not complaining that something was nerfed or griping about it to cause problems. I don't have a paladin and could care less if paladin turn has changed, well because it doesn't affect me one damn bit. What I was trying to say is that I took some time to see if Lkuzar's point on the matter was valid, and it was. He has spent hours killing lower level turn mobs, and its still not raising. I can say from my experience, it took a lot of turning to get me from the level 23 skill to level 30, and all I do is kill undead and evil things. I'm just stating what I have observed. Don't be so damn defensive all the time.
Bane- Turn does seem to raise very slowly, I remember that from my own experiences, but by the time skills were put in I was high enough that it didnt matter for 95% of the undead in the game, so I still didn't suffer from not being able to turn things in the game. It just took a lot to raise it.
This is just my observation, but it SEEMS like if you get behind on any skill, it becomes very difficult to raise this skill whatsoever, no matter what level you are at. I have been using weapons that I am not GODLIKE skills in and they rarely raise at all, in fact, my great sword hasn't raised once and I have been using mostly great swords for about 3 weeks now. Its just a personal observation, not some kind of OMG NERF attack on the DM's.
Re: Possible problems with paladin turn Thursday, August 21st, 2008 at 2:51 am
Has anyone mentioned anything about renounce? That won't just doesn't work for me (in terms of success or skill raises). My level 22 paladin still has like a level 7 or 10 renounce.
Re: Possible problems with paladin turn Thursday, August 21st, 2008 at 11:03 am
You misinterpreted if you think i was being defensive. I was simply using what you said to make a point to people here that we do not change things that will affect players without informing them anymore. When you say "there's a bug or something changed" what else would you mean other than it was bugged (which it was or it'd work right), or we changed it?
YOU don't be defensive...
"There's nothing wrong with shooting, so long as the right people get shot." --Clint Eastwood as Dirty Harry in Magnum Force
Re: Re: Possible problems with paladin turn Friday, August 22nd, 2008 at 5:05 amEdits: 1 Last Edit: Fri, 22 Aug 2008 5:37 am
Hey Bane, can you make renounce an easier to raise skill too? I've been playing with my paly a while now. I have to camp at DKs for hours to get a raise or 2, and this is at a very low skill level (~level 12 skill). I can only imagine what it'll be like later.
Re: Possible problems with paladin turn Saturday, August 23rd, 2008 at 1:56 am
Yeah I was going to mention renounce also, it is extremely difficult to level, and I really don't know of many places where it works other than the dk temple. I would imagine it is even harder to level for deathknights.
Re: Re: Possible problems with paladin turn Saturday, August 23rd, 2008 at 3:00 amEdits: 1 Last Edit: Sat, 23 Aug 2008 3:01 am
Some new death knight areas have been 'discovered.' Here is a list of both old and new DK spots:
There is a death knight camp in the graveyard, with low level mobs (up to level 6).
There is still the Aramon temple in Highport that everyone knows about - those death knights are level 9.
The enlightened crusaders in the purists' temple of Durgas Falls are actually death knights (level 12). The first room is low spawn rate (for solo), the manager's office is rather high spawn rate (for groups).
There are level 8 death knights in the Caladonian camp - it's the question mark on the overland a little northwest from Drakken Port. The orcish deathknights there are level 8.
There is a new camp of deathknights in the mountains by Lake Morgtala. To get there, look around the lake for an exit, then search for a hidden path that leads to the camp. There's a few rooms there. The first room (southern side) has DK of level 10 and 13, the western room has DK of level 16 and 19, the northern room has DKs of level 21 and 23, the eastern room has level 25 DKs, and the center tent has level 27 DKs. The doom pits has level 25 and 27 DKs, and is very high spawn rate - do not enter without a strong group unless you want to die.
If anyone knows of any other DK spots, just tell me. I'll post this to the wiki at some point. Paladin locations will still be constructed - but this is a slow process.
Re: Possible problems with paladin turn Saturday, August 23rd, 2008 at 4:18 am
I think I've realized why paladins no longer seem like the hard-hitting warriors that they used to. They still get their goodness damage, but this is simply added to their total damage, all of which is reduced by the mob's armor. For example, goodness damage for a level 16 level is a random from 1-6. This means an average of 3.5.
This average of 3.5 bonus damage used to be a lot more before weapon inflation (when a weapon that hit 20 was elite).
The bonus damage was still acceptable after weapon inflation, but paladins were no longer as godly, since their bonus damage was a smaller proportion of their output damage.
Now, with even more damage inflation (for fighters at least, not clerics), the bonus damage is less.
However, it would not be a problem, except that mobs have armor, which reduces damage. Thus, the 3.5 average bonus damage on a mob with 60% armor suddenly becomes 1.4 bonus damage.
My suggestion for fixing this so-called "imbalance" is to make bonus damage be applied after armor absorption. [/list_item]