S
ShizzDawgg
As if none of the skills on herocraft are based off of or retain the same name as some wow skills. >.>Don't copy wow, your welcome.
As if none of the skills on herocraft are based off of or retain the same name as some wow skills. >.>Don't copy wow, your welcome.
For wizard i would suggest an icebolt damage nerf for 150 to 125 if the warmups were to be implemented. If there were to be any any bolt damage increase/the warmup reduction, i would suggest icebolt only do around 100 or 90 damage.Going to go ahead and get my ideas down for you all to see, on my iPod so format is weak. This should catch you all up to speed, read and comment
Wizard-
Bolt: reduce warm-up from 1.5 to 1.0. Possible damage increase, need to get exact numbers later today.
Megabolt: reduce warm-up from 2.0 to 1.5
Shock: reduce warm-up from 1.5 to 1.0
Necromancer-
Poison: increase damage slightly (need to get exact numbers today)
Web: current warm-up of 1 second, decrease to 0.5
Decay: increase damage slightly (need to get exact numbers today)
Pyromancer-
Kainzo any word on their possible new root/slow/speed boost?
Beguiler-
Icebolt: severe damage nerf, possible cd increase (will get numbers later today)
Fireball: damage nerf (will get numbers today)
Plaguebomb: damage nerf (will get numbers later today)
Mystic-
Rejuvenate: increase from 30 every 3 seconds to 40 every 3 seconds.
Chant: reduce warm-up from 3 seconds to 2 seconds. Reduce cd from 2 minutes (I hope the wiki is wrong saying this) to 15 seconds.
Chakra: I believe mystics should be granted this skill, if not this one then a new AoE heal over time.
Bloodmage-
Kainzo said a new skill taking a % of their damage to heal their party was in the works, I believe with the addition of this skill Bloodmage will be fine.
Despair: currently no warm-up, give 0.5 warm-up, possible increase cd time(I'll check today)
For wizard i would suggest an icebolt damage nerf for 150 to 125 if the warmups were to be implemented. If there were to be any any bolt damage increase/the warmup reduction, i would suggest icebolt only do around 100 or 90 damage.
Also if the damage bolt does is increase it would probably be best to make the damage start off at what it is right now, and scale it by level.
Overall i think this looks really good atm.
Reformatted C's stuff because organization.
About the only thing I don't get is why you suggest nerfing Icebolt and Fireball on Beguilers. I could see maybe favoring Icebolt a bit more and weakening Fireball, but both...? Maybe I'm missing something. PlagueBomb's damage does seem slightly excessive though, I'm on board for that.
Thanks, and sounds good to me.leftovers5 Welcome back to the team.
I need you and Dazureus to take a look at crafter specs, see what you think could be improved, and get back to me. They need to be useful, but at the same time fun classes, so lets see what we could do to change up some of the specs to be more useful.
Thanks, and sounds good to me.
I'd like to propose that plaguebomb's damage and cooldown go back to what they were before they were nerfed. Without icebolt, the nuking capability of the class has been severely hindered.
Sorry I haven't added to this discussion so far, Schoolwork surprised me yesterday...
Not that I'll make tons of excuses, but I thought I should tell you why I didn't follow through this time around.
Alchemist -
They haven't been as appealing to most since they lost the ability to make practical chainmail to smiths. Currently, we could incorporate lapis and emeralds into their transmute ore ability. In 1.4, alchemists should be able to use dye along with scribes. To add much more value to alchemists, they should be able to make mob heads in 1.4, for a potentially pricy cost (ex: 50 bones + 2 spider eyes + 20 arrows + 1 bow = 1 skeleton head, or 200 bones + 100 soul sand + 2 spider eyes + flint and tinder = 1 wither skeleton head).
Enchanter –
Enchanter has always seemed a bit masochistic to me – you mine for X hours to get a whopping X amount of experience to lose it in an enchant or two. Obviously it’s a trade off, but I know tons of people shy away from enchanter when they hear that you lose your hard earned levels. With this in mind, you could potentially restrict the amount of enchants in a matter of hours/days to allow players to keep their levels.
Engineer -
They seem pretty fleshed out as is. It might be extreme, but restricting tripwires, buttons, and pressure plates to them is a possibility to add more practical use (many engineers don't have any idea how to actually use the redstonition commands given to them).
Farmer –
Again a masochistic class, nobody in their right mind wants to spam break crops all day for tiny amounts of exp. Almost all mastered farmers I know have used and still use the sheep shearing method. Granted it’s a good way to do it, but nobody is actually doing the FARMING portion of farmer. With this in mind, it might be a good idea to greatly increase crop experience (1.5x to 3x) and decrease sheep experience (I know, again). In 1.4, possibly restrict carrots on a stick to farmers.
Mason –
The mason is a cool class, as well. I brought up restricting tripwires, buttons, and pressure plates to engineers before, and I think this could also apply to masons. Yes, everybody loves falsebook, but what vanilla minecraft purpose do they play? Not much as it stands.
Merchant –
Villager trade and ender chests at the same level (55)? I think these should be tapered apart in the merchant skill earning scheme. Possibly set ender chests at 45 or 50 instead, as the villager trade is one of the things most people go merchant for. Is gift still broken? It’s a neat idea, but I don’t think anybody uses it, especially since the range is only 15 blocks… Overall, merchant is good class that needs a few tweaks to get it on par with that of mason or smith.
Miner –
Increase the .15x chance per level increase for a double drop from ores (maybe to .3x?). This is one of miner’s most important and critical skills that simply does not come out to be worth it in the end. Superheat is useless, and I’ve heard “Light” can be detrimental to mining itself (creating lag and blocking vision below you). Excavate is a nice skill, but I hear it’s not useful when you’re using a high efficiency diamond pickaxe. TNT is in the right place, though, and that’s why most people go miner in the first place.
Scribe -
I've always felt the scribe is a slight offshoot from enchanter, and could easily be combined into enchanter. Restricting books/bookcases/written books/maps to them should definitely be considered. Paintings/item frames too? In 1.4, scribes should be able to use dye along with alchemists, as well as beacon usage as mentioned before. I also want to bring something up - what really is a scribe? It seems like we just smashed a bunch of semi useless combat/misc. skills into a profession and hoped for the best here.
Smith -
Probably one of the best classes right now with the ability to make chain, I don’t think it needs that much adjustment. From experience, this is a rewarding class and I know many others can say the same.
Also, unrelated, but it would be need if Necros got a skill to spawn bats in 1.4 - maybe like 5+ or so that could potentially protect them from damage as the bats would absorb a few hits.
Alchemist:Alchemist -
They haven't been as appealing to most since they lost the ability to make practical chainmail to smiths. Currently, we could incorporate lapis and emeralds into their transmute ore ability. In 1.4, alchemists should be able to use dye along with scribes. To add much more value to alchemists, they should be able to make mob heads in 1.4, for a potentially pricy cost (ex: 50 bones + 2 spider eyes + 20 arrows + 1 bow = 1 skeleton head, or 200 bones + 100 soul sand + 2 spider eyes + flint and tinder = 1 wither skeleton head).
Enchanter –
Enchanter has always seemed a bit masochistic to me – you mine for X hours to get a whopping X amount of experience to lose it in an enchant or two. Obviously it’s a trade off, but I know tons of people shy away from enchanter when they hear that you lose your hard earned levels. With this in mind, you could potentially restrict the amount of enchants in a matter of hours/days to allow players to keep their levels.
Engineer -
They seem pretty fleshed out as is. It might be extreme, but restricting tripwires, buttons, and pressure plates to them is a possibility to add more practical use (many engineers don't have any idea how to actually use the redstonition commands given to them).
Farmer –
Again a masochistic class, nobody in their right mind wants to spam break crops all day for tiny amounts of exp. Almost all mastered farmers I know have used and still use the sheep shearing method. Granted it’s a good way to do it, but nobody is actually doing the FARMING portion of farmer. With this in mind, it might be a good idea to greatly increase crop experience (1.5x to 3x) and decrease sheep experience (I know, again). In 1.4, possibly restrict carrots on a stick to farmers.
Mason –
The mason is a cool class, as well. I brought up restricting tripwires, buttons, and pressure plates to engineers before, and I think this could also apply to masons. Yes, everybody loves falsebook, but what vanilla minecraft purpose do they play? Not much as it stands.
Merchant –
Villager trade and ender chests at the same level (55)? I think these should be tapered apart in the merchant skill earning scheme. Possibly set ender chests at 45 or 50 instead, as the villager trade is one of the things most people go merchant for. Is gift still broken? It’s a neat idea, but I don’t think anybody uses it, especially since the range is only 15 blocks… Overall, merchant is good class that needs a few tweaks to get it on par with that of mason or smith.
Miner –
Increase the .15x chance per level increase for a double drop from ores (maybe to .3x?). This is one of miner’s most important and critical skills that simply does not come out to be worth it in the end. Superheat is useless, and I’ve heard “Light” can be detrimental to mining itself (creating lag and blocking vision below you). Excavate is a nice skill, but I hear it’s not useful when you’re using a high efficiency diamond pickaxe. TNT is in the right place, though, and that’s why most people go miner in the first place.
Scribe -
I've always felt the scribe is a slight offshoot from enchanter, and could easily be combined into enchanter. Restricting books/bookcases/written books/maps to them should definitely be considered. Paintings/item frames too? In 1.4, scribes should be able to use dye along with alchemists, as well as beacon usage as mentioned before. I also want to bring something up - what really is a scribe? It seems like we just smashed a bunch of semi useless combat/misc. skills into a profession and hoped for the best here.
Smith -
Probably one of the best classes right now with the ability to make chain, I don’t think it needs that much adjustment. From experience, this is a rewarding class and I know many others can say the same.
Also, unrelated, but it would be need if Necros got a skill to spawn bats in 1.4 - maybe like 5+ or so that could potentially protect them from damage as the bats would absorb a few hits.
I basically agree with everything that's been said, but that's why I said to restrict tripwires/pressure plates/buttons to engineers AND masons.Mason:
I would agree to restricting tripwires to masons however i would not agree to restricting pressure plates and buttons to masons. I don't agree with restricting pressure plates to masons because if a mason we needed to place them, i don't think people would use them anymore. It would be too large of a hassle to put in something that really doesn't do that much, especially because it offers no protecting to a house on a regioned area. I don't agree with restricting buttons to masons because then it might require several different types of crafter specs to finish one project. Lets say you wanted to build a redstone system that encorperated pistons and was activated by a button. Then you would have to bring in a mason and an engineer. This would make creating cool redstone devices a lot harder and more annoying than they have to be.