MagicalMaster wrote...
So, in reality, it wouldn't be 70% AoE to 100% single target, it would be 70% AoE to 150% single target or something.
In the case of DoTs, the only autoattack I had in mind that would proc one was the infinite use spell for fire-specced mages, otherwise everyone else is pretty much 70:100, and I'm still not completely decided on whether fire should proc a burn or just have more damage across the single target and AoE.
I think we might wildy diverge here. Why is it possible to solo it if it is designed for 3 people?
It seems to be pretty common practice for soloists to attempt party content in MMOs for a challenge - I see Youtubes of those for Aion, I've personally done it myself on Champions Online, and I think even in WoW there's instances of players soloing 5 man content? I personally believe that if something is designed for 3 average players, 1 very good player is very likely going to be able to solo it, or at least parts of it while skipping a few hard fights here and there. Especially if they have quite a few pieces of the gear dropped there, and are soloing to complete the set, compared to 3 players without a single piece between them.
That's another way to do it, yes, since then if you "fall behind" and play perfectly you can "catch up" with heals. That also does limit the damage you can put out, though.
The old mod I helped out with had full heal potions in NPC stores so I had to build around that by designing encounters that, in the right situation, could put out damage faster than the player could heal back by chugging potions. It would be a nice change of pace to work with lower damage outputs and still be able to create a challenge.
No more than 12 time sensitive skills, I'd say . If you want to go beyond that with buffs that can be cast after resting or something, sure.
I'd say 4-6 abilities in the "core abilities" to be used often (probably don't include AoE in that) and can have some more utility stuff or AoE or similar stuff.
That really depends upon your goal. You want people to be able to avoid damage a lot more than I do, for example.
In the thing I'm working on (and hope to show you fairly soon), I went with 6 single target damage abilities (some with cooldowns of up to 2 minutes) and 3 AoE abilities, didn't include any utility yet. I'm also concerned that even that might be too much, still wondering about that. There would also be a heal, so there's 10 abilities right there potentially.
Right now my list is shaping up to look like 1 energy builder, 1 aoe, 1 basic heal and 6 more selectable abilities. I think some kind of gap closer like a movement speed buff or teleport attack is necessary for melee classes
A sustained burst" buff, like 3 rounds of uber damage with 1 minute cooldown seems quite important for tactical depth on all classes too. As is an emergency button, like click to get 50% damage imm for 18 seconds or 100% conceal for 9 seconds on 1 minute cooldown. I'm putting those under selectable skills so that multiclasses can choose which one works best for them though.
I'm not sure if I should have a stun/CC breaker though, not sure whether they should be in the list of 6 with different versions for different classes, or a generic one given for free, or simply integrated into the emergency button.
Modifié par Aelis Eine, 11 octobre 2012 - 05:03 .