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Content Count
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Joined
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Days Won
9
Posts posted by Niki
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9 minutes ago, Budda said:If only we put up threads months beforehand with open invites for everyone to come test and give feedback hmmm.
The way you guys do it doesn't work, it was great for testing spells individually but not on a grand scale. Incentives would've helped I think.
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1 minute ago, Budda said:This is why I posted asking for more input, I'm not just throwing in changes for the hell of it.
Stuff like this wouldn't be a issue if you had beta testers for large context patches such as this. You know people who actually pvp. No bias either, all those people would want would be fair play. Food for thought.
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2 hours ago, Budda said:So after the discussion here and the other thread, is there an actual issue with dodging spell nukes or is it just lack of time getting used to the new stuff (or is it split based on kingdom)?
I'm not against adding another form of defense against spell damage beyond the current jewelry enchants, but I think it makes sense that getting extra bonuses against that should come with some sort of downside to avoid it becoming a "this is 100% the best setup" type deal. Not a fan of the idea of having shields just outright block all spell damage or anything like that, since that would just throw priests back into irrelevance in fights.
One thought I had is allowing the defensive elemental enchants to be cast on wooden shields that then give you a ~20% chance to block spell damage of that type (instead of outright reducing that damage by a % like the current jewelry enchants do). Downside in this case is obviously having to use a wooden shield, and even then only getting the chance to block one type of elemental spell damage.
There isn't really a good way to dodge or absorb incoming spell damage at the moment. A 104 cast 99ql frost protection necklace gives like 7% DR maybe? Honestly not that great because even wearing one; the spell damage still does tons of damage to you. Do these even work for spell cast damage or is it physical only? Like a lot of things, there is currently a ton of bugs with these new systems.
The best method to stay alive in this new pvp meta is to currently out range them by running away. This is a issue though because it's almost as bad as out ranging a dispel. During a push getting dispelled sucks but it isn't the end of the world because we need all our people on a called target. Currently if we push were bound to get spellspammed to death and loose people because the lack of spell DR. SOTG isnt' helping us, drake isn't helping us, scale isn't helping us, playing smart isn't either. Having a full comp of mag, nathan and tosiek priests is almost identical to the old sme meta. If you're not a priest you're useless and will die quick. Why did you make it this way?
Elemental Immunity needs to be reworked into a baseline damage DR instead of a 30min duration. PvP lasts hours and 30mins just isn't cutting it in this new meta. The potency of the buff could be halved even.
Meditation transfers should be implemented. During pvp against "mages" running away is all we can do really. Archery should be improved, there is a suggestion about it Budda take a look. The pvp game sucks in it's current iteration. It's not the same game Rolf designed and it looses a lot of the core elements of Wurm PvP.
Please do better. Thanks.
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1 hour ago, platinumteef said:we can supply the last few fights worth of pvp videos, where its 70% melee and 30% spells
if you didn't get to read the whole thread from the other day, it seriously went like this
priests op vs non priests pls nerf > ????
spells op pls nerf > ???
leather op pls nerf> ???
spells op let shields block 100% > ??
shield bash should be 100% to interrupt > ???
range of offensive spells probably too far > this one i agree with, could use 2-3 tile drop on them
but basically, its just them throwing as many possible suggestions to get nerfs that will stick
the losing kingdom who isn't used to losing this badly wants to throw the biggest fit possible to get anything swinging their way
they went mostly healing priests using /transfer and are now suffering the consequences of their actions and are trying to get damage spells nerfed into the ground.
if ANYMORE nerfs, and I mean anything gets changed more to priests at this point, im requesting a new /transfer option, because now you're screwing up the strategies that both kingdom picked (one went like 90% healing 10% damage priests) and the other went the other direction and it was right based on the patch notes and testing done post-changes
you've already nerfed my damage spells, if you nerf it more I demand a free faith swap, as will the rest of my kingdom
imo, its lack of time getting used to it. Its been said how many times? if you're being casted on, tangleweave or back away lol
It's cute you see OP systems and abuse them. People like you are the biggest issue in gaming, it makes the developers job extremely hard. PvP is totally messed up atm it needs balancing.
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21 minutes ago, Sindusk said:The biggest problem here is you're injecting more RNG into the already RNG-ridden combat system. This creates a scenario where people will be gambling life and gear over a dice roll. This is further compounded by questions of what happens when blocked. Does it still apply resistance? If not, what prevents people from just casting again? The new resistance system was designed specifically because of this problem. The old resistances were a pass/fail where you would dice roll a 50/50 to determine whether or not your spell would work.
Requiring it to be a wooden shield is an artificial limitation. Encouraging players to use a different arsenal is one thing, but forcing them to use it will just result in frustration. If you want to apply an enchant to shields, do it for all shields. At that point, you can make the enchant less effective on a metal shield to some degree, just be careful to make it something they can live with.
Also, others (from both kingdoms) have mentioned shield bashing. Currently, casting a spell reduces your CR by 50% while you're channeling the action. This CR reduction does nothing for the difficulty to interrupt a player getting shield bashed. Translating the 50% CR penalty and making it also apply a 50% difficulty reduction for shield bashing (and furthermore interruption from shield bashing) makes sense. This also gives non-priests a reliable way to interrupt spells assuming they have competent shield bashing skill and the opponent doesn't have insane body control.
You don't pvp on WO chaos Sindusk so you really don't understand. Devs need to actually play the game instead of backseat implementation. You quit being a dev and sold your account. You left us with a unbalanced system. It's a problem.
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Yes bring Rolf back also, and stream it live on twitch!
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see if you can karma your corpse back, it's possible that the corpse is hidden in the rock my friend recently had a horse completely stuck in it.
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On 2/9/2019 at 7:47 PM, tamat said:i´ll mail you a rock (?)
ok ?
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1.5 each for a set of 4 rare horse shoes cod to Niki
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Like is this bad wording Retro? I'm sure others have burned sleep from 10 hours to lower after reading Keenan's comment, now it doesn't seem like were getting it? What?
There was another thread but it was mystery locked.Not anymore lol -
1 hour ago, Wargasm said:I'm still not understanding how this benefits one kingdom and not the other. Mechanics like MR CR buff on sand are examples of one sided buffs. Nothing stops both kingdoms from using the same battle tactics to achieve victory.
Someone (Niki, TC) explain how you are unable to replicate the same strategy. I saw CHAMPIONS wearing leather trying to fight us yesterday....so what seems to be the disconnect? You don't have statuettes? Maybe TC has a gem shortage?
Seriously, where's the strategic disparity between the two kingdoms?
@ mods, this isnt kvk trash talk, I'm being genuine here.
That's really not the point Wargasm... Both kingdoms could have 20 priests vs 20 priests and I would still be posting about the imbalances of stuff like inferno's range/damage and not being able to block spell damage. I'm not the type of person to abuse obvious broken mechanics for gain.
Light of Fo takes 15 seconds to cast, I think that's excessively long. It would be more reasonable to take it back down to 10 seconds. It's damn tricky even if you pre-cast LoF and avoid a tangleweave.

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What happen to Gau?
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38 minutes ago, Fairyshine said:Yes but in various colours, like pink, yellow, blue, green, rainbow. The colour you get can be a random surprise.
I think it's time for something new maybe? Maybe a box of chocolates that spawn a chocolate every few days. Or a statue of a heart.
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very relatable, scary accurate even.
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It's useful for paper production. First we need to add a watermill which was a medieval technology. Since rivers are not added and probably never will be, this could be placed near a body of water - and we'll assume it works. The woodscraps will be turned into paper pulp then can be made into corrugated cardboard and then made into cardboard boxes. Alternatively this update could improve the taming skill even! Tame a wildcat and put it in the box now it's a passive house cat. If it fits it sits.
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Are we getting anything this year? ❤️ I feel like the Halloween event could be re-purposed for this? Maybe something we can make with fragments?
Post what you'd think would be fun. Wurm definitely needs more community interaction. Social events are healthy for games. ?
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Hopefully feedback here is appropriated, considered and implemented but also in other threads. I had a thread HERE that was kingdom spammed then locked by moderators because it was too much for them to handle with the KvK drama. Fair enough but disappointing to me that some refuse to acknowledge and rather abuse the game mechanics. We have currently one kingdom trying to spin the narrative and defend a absurd meta. Sorry WU but game balance is important, I'll say that again It's extremely important! I know you guys think it's fine but it's bad for PvP as a whole. Checks need to be added, further DR resistance needs to be given to non-priests I gave plenty of examples in my other thread.
Soul strength should be calculated with defensive fighting to give some base damage reduction for spells. Shield spell blocking similar to arrows could also potentially be added at (20,50,70,100 DR) depending on the calculation as well. Good game play should be rewarded, playing well, reading combat log and being fully aware in PvP.
Archery should be the bane of "mages" new equipment could be added, make arrows easier to get. It's currently one of the most annoying systems for PvP.
Thanks.
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Just now, Gildi said:Niki, if you are getting trolled, the easiest idea is to not feed the trolls.
If we are going to have a discussion thread, let's keep on going and make people that want to cause drama get bored with it.
I asked a few questions - going to sleep soon cause real life and such, but I would love to hear your comments on my previous post.
Thanks for the advice, sorry I must've missed your post I'll get to it shortly.
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1 minute ago, oOspeedstylerOo said:Thise whole thread is a troll like plat sad lol. Learn how to use the mecaniques. resistances work fine- ppl are not getting nuked. if so show prof aight? k.
Sorry I don't understand?
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11 minutes ago, Gildi said:Our minds are open.
It used to be that you could only cast LoF, no other spells really mattered. Now you can start having some differences, alter your playstyle.
Again, nerfing everything to the point it becomes useless and people run with weapons at each other while others try to keep up with healing is just plain boring. PvP should be about people using some skill, having some kind of battle awareness. Nerfing down offensive spells will just take that away.
Instead I suggest you get those priests and even out the field. If both groups have them, where is the problem? And don't tell me it would take time. You can sermon out a priest in no time if you have numbers. And everyone knows that TC has those. Or can buy a few 2s alts for sermons fast.
I would also suggest you keeping open mind as well because so far you are trying to ridicule every opinion that is different than yours instead of providing valid counterarguments.
Right, but playing good should be rewarded also? Why must I run or swim away from your infernos? Do you expect me to take damage, I'm sorry I'm fully raid aware when I pvp.
Why can't turn my shield directly facing a incoming inferno? I can block a arrow. I'm only asking for some DR.
20 melee fighters using drake/mm vs 20 priests using leather guess who wins without any hitches? The "mages." It's broken and unreasonable!
I understand you guys want to win, I accept that, but the way you try to win IMHO takes away from the core of PvP.
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Just now, Quicktor said:kinda sad to think about it and realize that people who cry loud enough will get their nerf or whatever they are after
priests were a huge plus in pvp for YEARS, dont act like they werent
nerf this and make it boring again, who cares at this point lol
Balance is necessary for the game mechanic to succeed into the future. Priests shouldn't be gods. It's broken, 100%, I think you guys are missing the point a tad. Keep a open mind.
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19 minutes ago, Threap said:One of the main issues I is the lack of 10 man limit on spells. if 20 people all try and melee 1 person many will get a message "not enough room" or similar and not be able to melee, the same restriction does not exist for spells. So you have many people in melee the rest spell spam, then the person is dead. Its this zerg meta which makes pvp crap, in the last fight, many people died before i was able to cast scorn at 15 second cast and even if it did get off, the healing same as light of fo is simply not enough to keep people alive. Its also a combination of other outstanding problems like, truestrike.
The TLDR is the time to kill a 90+ FS character with 50+ body str is way too short. Basically right now there is practically no real skill involved in these fights, its just a zerg fest, the only thing that really matters is trying to kill the enemy group shot caller\pvp leader first, and that is a crap pvp meta.
The "time to kill" need to be shorter when the person focused uses "pvp skill" to notice they are being focus and reacts the right way.
Here is one suggestion.
Switching to Defense stance should be something that significantly help you stay alive in these big 15+ v 15+ fights right now it doesnt do enough.
The current antigank code isnt very good, currently it gives you a decent CR bonus if you have many people attacking you however CR is pointless when there is a internal cooldown on block and parry. You could have 100 CR but you are still going to get rekt with 10 people melee hitting you and spells.
Make the Def stance give you a good amount of Magic DR based on def fighting skill.
Improve the anti gank code to also significantly reduce the block and parry cooldowns in def stance only. as well as give you some additional DR only in defence stance that scales vs the number of attackers.
The above should add some skill back to pvp and smooth damage when being hit by a large number of people, enough to actually make healing an option, without effecting small scale engagements
oh and nerf truestrike.
Solid points thank you.
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7 minutes ago, Angelklaine said:How would a non priest accomplish that? Isn't that what your argument is about?
They don't and that's a issue. I wasn't disagreeing with the shield bash suggestion did you think I was?
Spell blocking if you have a shield equipped should give some baseline DR though. Soul strength isn't the answer!
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13 minutes ago, Gildi said:But we are going to get blocks on friendly spells as well, as in you have to take your shield down while people archer you down in order to get full heals, right?
You'd tangleweave the heal, it's a 15 second cast.

Priest overhaul testing
in Public Test Board
Posted
Sure there is, just the lack of a clever idea. Read above.