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Adding Warlocks Cloak

cloak new whynot changes mooore

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#1 EatsAllLife

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Posted 10 June 2018 - 03:49 AM

I am assuming the reason that the "Warlock's Cloak" is not in game. that there wasn't a poll, it is just likely due to the stats not being balanced for Other-Life. So what can we do to fix that?
Currently the EL stats for the cloak are -5 Light Modifier, and +8 Magic resistance. So that would definitely need to be more balanced.
Likely the modifier will be removed as it has no effect in other-life. To get this in game, what proposed things would you change to make it more balanced. I hope this discussion can become a poll to add it, and get a new item in the game! Let me know below what your idea for stats would be that are reasonable, and maybe Learner will consider it Posted Image.
Side note: They were only droppable by Giants, so we will need to also figure out what mobs can drop it... Or let L decide and we figure it out!
Thanks
~Eats

#2 Warlock

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Posted 10 June 2018 - 04:02 AM

What exactly is light modifier, viewing distance, ranging distance, what?

The stats it has from EL dont seem too OP to me, but would like clarification first before continuing with this post.

I would like to see this cape in-game soon though, so yeah

#3 Learner

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Posted 10 June 2018 - 05:29 AM

Light modifier and a rangers Perception do affect Ranging, specially underground and at night

#4 butler

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Posted 10 June 2018 - 07:49 AM

+8 magic resistance i believe is the same as Magic Protection, is it not?

#5 Josie

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Posted 10 June 2018 - 08:45 AM

I would rather see our own original items added than recycling EL crap.

#6 butler

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Posted 10 June 2018 - 05:30 PM

View PostJosie, on 10 June 2018 - 08:45 AM, said:

I would rather see our own original items added than recycling EL crap.

Would like a life steal cloak, but warlock cape is a much better item in OL comparatively, as we have less magic immunity armours. It kinda will live in an entirely different enviroment, which is nice.

Really:
  • warlock cape
  • life steal cape
  • a cape thats kinda opposite to bp
Could also rework a warlock cape to being a tool for mages, like passive camou is to rangers. Give them some Mag Off/Def
so maybe rework my list to:
  • Priests cloak
  • Battlemages cloak
  • life steal cloak
  • Warlock cloak (in terms of defending against magic)
I think we could branch out more in terms of equipment we can use, since OL is more specialist in its way

#7 ohmygod

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Posted 11 June 2018 - 03:39 AM

I believe that players magic resistance should  be based on a skill level (oa?)eg the higher your skill the more natural magic resistance you get and not leave it fully to expensive breakable items to reduce magic damage from players/mobs as is the case now.

An item that is way cheaper than plate would be nice and balance things a bit for TD trainers cost wise

#8 Learner

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Posted 11 June 2018 - 04:36 AM

View Postohmygod, on 11 June 2018 - 03:39 AM, said:

I believe that players magic resistance should  be based on a skill level (oa?)eg the higher your skill the more natural magic resistance you get and not leave it fully to expensive breakable items to reduce magic damage from players/mobs as is the case now.

An item that is way cheaper than plate would be nice and balance things a bit for TD trainers cost wise
Why should players get natural magic resistance? You haven't made your case for logic like that at all. Just adds even more advantage to high level players if they get it automatically without having to decide maybe to give something else up to get it.

#9 ohmygod

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Posted 11 June 2018 - 06:00 AM

View PostLearner, on 11 June 2018 - 04:36 AM, said:

View Postohmygod, on 11 June 2018 - 03:39 AM, said:

I believe that players magic resistance should  be based on a skill level (oa?)eg the higher your skill the more natural magic resistance you get and not leave it fully to expensive breakable items to reduce magic damage from players/mobs as is the case now.

An item that is way cheaper than plate would be nice and balance things a bit for TD trainers cost wise
Why should players get natural magic resistance? You haven't made your case for logic like that at all. Just adds even more advantage to high level players if they get it automatically without having to decide maybe to give something else up to get it.
Why should high level characters get more perk points, less mixing fails, more magic damage or emu etc and so forth?

Err because they earned it?

My question to you would be why are "players" asking for an item with high magic resistance?

edited

#10 Learner

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Posted 11 June 2018 - 07:19 AM

View Postohmygod, on 11 June 2018 - 06:00 AM, said:

View PostLearner, on 11 June 2018 - 04:36 AM, said:

View Postohmygod, on 11 June 2018 - 03:39 AM, said:

I believe that players magic resistance should  be based on a skill level (oa?)eg the higher your skill the more natural magic resistance you get and not leave it fully to expensive breakable items to reduce magic damage from players/mobs as is the case now.

An item that is way cheaper than plate would be nice and balance things a bit for TD trainers cost wise
Why should players get natural magic resistance? You haven't made your case for logic like that at all. Just adds even more advantage to high level players if they get it automatically without having to decide maybe to give something else up to get it.
Why should high level characters get more perk points, less mixing fails, more magic damage or emu etc and so forth?

Err because they earned it?

My question to you would be why are "players" asking for an item with high magic resistance?

edited
But then they have to decide on where to use those trading off not getting something so they can get something else. Stuff like less mixing fails is rated per item for base on how far that Skill is about what is needed. Magic Resistance is not a skill, which is why you should not get it automatically just from higher OA as suggested.

Something like Magic Resistance to me sounds like something for a Perk or Worn Item to bestow (or temporary improvement from a spell or using an item).

#11 ohmygod

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Posted 11 June 2018 - 08:31 AM

View PostLearner, on 11 June 2018 - 07:19 AM, said:

View Postohmygod, on 11 June 2018 - 06:00 AM, said:

View PostLearner, on 11 June 2018 - 04:36 AM, said:

View Postohmygod, on 11 June 2018 - 03:39 AM, said:

I believe that players magic resistance should  be based on a skill level (oa?)eg the higher your skill the more natural magic resistance you get and not leave it fully to expensive breakable items to reduce magic damage from players/mobs as is the case now.

An item that is way cheaper than plate would be nice and balance things a bit for TD trainers cost wise
Why should players get natural magic resistance? You haven't made your case for logic like that at all. Just adds even more advantage to high level players if they get it automatically without having to decide maybe to give something else up to get it.
Why should high level characters get more perk points, less mixing fails, more magic damage or emu etc and so forth?

Err because they earned it?

My question to you would be why are "players" asking for an item with high magic resistance?

edited
But then they have to decide on where to use those trading off not getting something so they can get something else. Stuff like less mixing fails is rated per item for base on how far that Skill is about what is needed. Magic Resistance is not a skill, which is why you should not get it automatically just from higher OA as suggested.

Something like Magic Resistance to me sounds like something for a Perk or Worn Item to bestow (or temporary improvement from a spell or using an item).
I don't care how it is done but make it so then...

#12 butler

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Posted 11 June 2018 - 08:35 AM

Tbh, magic resistance and power from magic should be given it's own set of armour/clothes that are weak to physical attacks. I played a game where offensive magic would "fizzle" if you wore heavier metal armours, since it was distorting your magical powers. I know in RuneScape, as a different angle, heavy metal armour means magic is more effective on you. Things like that, so you mix/choose but there is something of a rock-paper-scissors selection, where you are always effective v one and vulnerabl to another.

Also, in terms of TD, Magic protection + plate can do a fair bit of nullifying magic. Also, at a certain point of health / reaction speed, a mage will have a really horrible time trying to kill you.

#13 ohmygod

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Posted 11 June 2018 - 09:41 AM

a/d trainer in plate risks 44k + gc in items to survive a possible sneak attack

A mage risks 200-300 gc worth of items?

6 seconds and it is all over even at full health in augs which is what the mage risks in value

#14 DueCE

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Posted 11 June 2018 - 11:12 AM

Sounds like someone is salty ^

Warlocks cape will give melee players further protection from magical attacks, not too sure what you're arguing here

PS I've killed you in MUCH less than 6 seconds on a couple occasions

#15 ohmygod

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Posted 11 June 2018 - 04:36 PM

Me either does sound like another costly way to avoid/reduce magic damage and unbalance the cost factor even more

#16 DueCE

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Posted 11 June 2018 - 06:00 PM

I think that Magic Level should play a role in the equation when determining magic resistance.  I don't think OA should, just as OA level has no direct correlation with anything other than EMU.  

I also agree that adding new items is much more ideal over recycling/repurposing EL "crap", but this requires a lot more work and is something we haven't really seen much of, probably for a reason.  This topic should be about the warlocks cloak.

I think that items to increase mag-off and mag-def are planned, but on hold until NewMagic is sorted out and those attributes actually become viable and part of a balanced magic system.

Question for Learner: we have yet to see any old EL items repurposed to be balanced for OL.  Is this something you're open to, or would you rather wait and perhaps introduce a totally new item down the line, as to not confuse players with EL content being different in OL?

#17 EatsAllLife

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Posted 11 June 2018 - 06:19 PM

View Postohmygod, on 11 June 2018 - 09:41 AM, said:

a/d trainer in plate risks 44k + gc in items to survive a possible sneak attack

A mage risks 200-300 gc worth of items?

6 seconds and it is all over even at full health in augs which is what the mage risks in value

That's a risk of PK, no one makes you go there to train. There are alternatives, you can't be in PK without risk... Just don't take your most expensive armor with you. MI is the only way right now of protection that is effective from a mage. Plate/prot does reduce a but, but not enough. Ergo, wear the cloak. If you're not comortable losing it, you shouldn't be using it.

View PostDueCE, on 11 June 2018 - 06:00 PM, said:

I think that Magic Level should play a role in the equation when determining magic resistance.  I don't think OA should, just as OA level has no direct correlation with anything other than EMU.  

I also agree that adding new items is much more ideal over recycling/repurposing EL "crap", but this requires a lot more work and is something we haven't really seen much of, probably for a reason.  This topic should be about the warlocks cloak.

I think that items to increase mag-off and mag-def are planned, but on hold until NewMagic is sorted out and those attributes actually become viable and part of a balanced magic system.

Question for Learner: we have yet to see any old EL items repurposed to be balanced for OL.  Is this something you're open to, or would you rather wait and perhaps introduce a totally new item down the line, as to not confuse players with EL content being different in OL?

I wouldn't necessarily wait for new magic... New magic has been in the process for years. But perhaps debuff it until new magic comes into play, then rebalance it. I'm not sure about anyone else, but I definitely wouldn't want to wait for a BIG change, to get a small change.
As for the old EL items being in play, old EL had more items initially than we do currently... Why is that? Balance? We have up to feros, but armor only up to iron, most people in EL got steel/titanium armor prior to Feros. I don't agree that we shouldn't have items until a rebalance of them. But, I do see where you are coming from Learner. They should definitely be revamped/redone, Just like Warlock's cloak, it should be changed, but not witheld from the game until later down the line in my opinion.

~Eats

#18 Learner

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Posted 11 June 2018 - 06:39 PM

View PostDueCE, on 11 June 2018 - 06:00 PM, said:

I think that Magic Level should play a role in the equation when determining magic resistance.  I don't think OA should, just as OA level has no direct correlation with anything other than EMU.  

I also agree that adding new items is much more ideal over recycling/repurposing EL "crap", but this requires a lot more work and is something we haven't really seen much of, probably for a reason.  This topic should be about the warlocks cloak.

I think that items to increase mag-off and mag-def are planned, but on hold until NewMagic is sorted out and those attributes actually become viable and part of a balanced magic system.

Question for Learner: we have yet to see any old EL items repurposed to be balanced for OL.  Is this something you're open to, or would you rather wait and perhaps introduce a totally new item down the line, as to not confuse players with EL content being different in OL?
My priorities have simply been more focused on things then trying to repurpose and tune EL items for OL since they are icing on the cake and my priority is biased to getting the cake ready first.

#19 Kaddy

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Posted 11 June 2018 - 11:55 PM

View Postohmygod, on 11 June 2018 - 09:41 AM, said:

6 seconds and it is all over even at full health in augs which is what the mage risks in value

You should be making the mage diss in 6 secs rather than die’ing lol.

3 years in TD, only died once. How’s that risky? :D

Ask Duece if he could ever kill me, even in the case where him and holosko attacked together, lol.

#20 DueCE

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Posted 12 June 2018 - 12:45 AM

View PostKaddy, on 11 June 2018 - 11:55 PM, said:

View Postohmygod, on 11 June 2018 - 09:41 AM, said:

6 seconds and it is all over even at full health in augs which is what the mage risks in value

You should be making the mage diss in 6 secs rather than die’ing lol.

3 years in TD, only died once. How’s that risky? Posted Image

Ask Duece if he could ever kill me, even in the case where him and holosko attacked together, lol.

You remain the only player in-game that I do not have on my counters in red.  *bows*

edit - come PK me during RedTag event :>

Edit2- it appears that I was mistaken, butler isn't on counters either.  And neither is AlddrA, or Kinreth.  Hmm, looks like I have some killing to do...





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