Max character level

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Stoned

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Echo717 said:
It also hits through targets, so you can hit multiple enemies at once

Still doesnt change its damage, it HAS to be buffed for the sake of itself.
 

Thothie

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500x_offtopic.jpg
 

Stoned

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*sigh* ignorance is such a crude bliss
 

TheOysterHippopotami

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That comment shows a profound ignorance in regards to the definition of the word 'ignorance'.
 

jon50559

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Baahhaha I saved that image, nice one Thothie!
 

zeus9860

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Wooohoo, got a new image to my collection (talking about JM's) :)

My opinion on neckhunter: it's good as it is, it's a lvl 30/32 weapon afterall, it's meant to be good and not crap. Nerfs/Buffs? Don't think it diserves any of that, maybe except the explosion sound and effects >_>

My opinion on torkalath bows: They suck big time compared to phoenix bow and orion, even though the fact that it does dmg to anything in a certain line of sight, they are only good on maps with massive amount of npc's, other than that they are useless. I think they do need a small buff in damage, not saying 30-60 dmg per hit, but 2 times the current dmg would make them more decent (around 15-20 dmg per hit). I also like that idea of having them use arrows stacks, shooting 3 arrows doesnt seem bad at all, muahahaha! :roll:

My opinion on this thread: I also heard that many times in the past, i think the game should raise the skills cap to 45 soon along with some xp ratio maps for those high'ish levels. If the xp ratio per kill/map stands the same in the future (after future caps raised) i don't see anyone going for those high lvls at all, maybe excluding Keldorn which seems to enjoy alot those grinding hours ...

Anyways i'm looking forward to lvl 30+ weapons in every skill now, the game is capped at 40, there should be more weapons released for 30+ players rather than lvl 20+ or 25+. I think they would make a better goal to make people grind if high level weapons were so good (and maybe hard to obtain), like the neckhunter for example.
 

FER

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Just curious but wasnt the neckhunter 2nd chagre supposed to release sharpnels upon exploding? what happened to that?
 

Postal

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Considering a squad of neckhunters crashed a server, I'd say it probably added to lag/crash issues.
 

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The neckhunter still is a tad lacking in its normal damage. And torkbow+arrows=bad idea. I hear that having something similar to the elite bandit archers and Xaron of the Orion Bow's multi-arrow attack would crash servers.
 

Raider666

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Well ok then, instead of making maps that are just ahead of the level 40's, only to have them quickly beat them and reach 45 why not make a RIDICULOUS lvl 59 map and then raise the cap to that maximum safe amount. Im talking about a map here that would even cause keldorn+silentdeath+humansteak+otherreelyhugeplayerz to run away crying in fear. And then work back from there, so once the gap is bridged the game is essentially complete.
 

Stoned

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Raider666 said:
Well ok then, instead of making maps that are just ahead of the level 40's, only to have them quickly beat them and reach 45 why not make a RIDICULOUS lvl 59 map and then raise the cap to that maximum safe amount. Im talking about a map here that would even cause keldorn+silentdeath+humansteak+otherreelyhugeplayerz to run away crying in fear.

What about the_wall?
 

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Stoned said:
What about the_wall?

Did you say the_wall? *Runs away crying in fear*

Seriously, if the_wall had half decent exp, it might be worth making a grind team and I might actually enjoy it. I mean a good exp/damage/time ratio, not exp per minion. So if I ever feel like grinding, I could also consider the_wall as a good option instead of being realistic and say foutpost/islesofdread pwns the_wall.
 

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the_wall isnt THAT hard, you may die a few times but it isnt like lvl 50+ or anything, i find it just time consuming...
 

Stoned

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Freerad said:
the_wall isnt THAT hard, you may die a few times but it isnt like lvl 50+ or anything, i find it just time consuming...

So you wouldnt mind if every enemy would do 800 damage max? You know they wouldnt be that tough just a little time consuming :wink:
 

TheOysterHippopotami

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Stoned said:
Freerad said:
the_wall isnt THAT hard, you may die a few times but it isnt like lvl 50+ or anything, i find it just time consuming...

So you wouldnt mind if every enemy would do 800 damage max? You know they wouldnt be that tough just a little time consuming :wink:
I don't understand this at all. Where did he say anything about every enemy in the game doing 800+ damage? Also, FER is right. The_Wall isn't hard because the enemies do high damage. It's hard because they stun you so frequently and can knock you back. If all they did was damage The_Wall wouldn't be any more difficult than Shad_palace.
 

Thothie

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This thread started out as a simple question regarding the max level cap.

Then devolved into a rant fest about which items are and aren't overpowered... And further devolved into a rant fest about which maps are and aren't overpowered... Since the thread has devolved into folks yelling at each other with no particular direction....

This thread is now about Mudkips.

...or rather, locked.

Suffice to say much balance is either too hard or too easy, but suffice to say it is also WIP. Argueing with one another about it without direction just adds more bile to the community and serves no constructive purpose.

edit:
Raider666 said:
Well ok then, instead of making maps that are just ahead of the level 40's, only to have them quickly beat them and reach 45 why not make a RIDICULOUS lvl 59 map and then raise the cap to that maximum safe amount. Im talking about a map here that would even cause keldorn+silentdeath+humansteak+otherreelyhugeplayerz to run away crying in fear. And then work back from there, so once the gap is bridged the game is essentially complete.

Since that's at least semi-OT, a single level 60 map wouldn't cut it - would need a whole series of them (as is the intent with the northern end of the beta-map), otherwise you'd just wind up with a handful of uber players even more uber than they are now, and wielding weapons so far and beyond any other map's capacity that they'd tear through them like so much papier-mâché, quickly leading to whole armies of such players through their hand-me-downs and leech escorts. Suffice to say The_Wall and Shad_Palace were designed to stifle even the most mighty of players we now have, with from little to no avail, as is nearly always the case with any map we've made with the intent to be beyond and above the call of the gods' duty. Simply need time for the world to expand enough to accomidate such godly beings.
 
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