← Back to board

Violence - Suggestions Summary

Violence Mage Lv.19 ·
Feedback/Suggestion Mage

Mage Early Game)

I think the Squire meta for mage early is a legacy Tibia thing and doesn't really add anything.

It's just a jank thing that we "work around" for no actual reason.

Wooden Staff and rolling into a Mage before level 15 is just a straight nerf and guts your progress.

There is no reason or logic to this, its indicative of a faulty design and I think it can actually be solved very very simply.

Swapping from a (Sword + Shield) to a (Wooden Staff + Orb/Glove/Knife) is simply worse because of the crazy extra damage you take from monsters. You were already spamming all your mana on Heal with the shield, now you need to spam it MORE and you do less damage compared to an Epee or a Cutlass. This basically means you should stay (Sword + Shield), which means you should stay Squire.

Cause:

What is the heart of this issue? Defense.

I mean this literally, the core of the issue is Defense - think about it.

I have thought about buffing Defense on orbs, or adding Defense to daggers but I think that introduces other problems, I think there is a very simple, concise solution here:

Solution:

Changing the Wooden Staff size from 8>7 would allow you to wear the small shields (Buckler/Brass Shield) as a Mage and solves the early mage game problem.

The only side-effect of this is it may have mages using Wooden Staff (Epic/Legendary) for longer over a Crystal Staff because of the shield. Size 3 shields having appropriately bad stats and having orb/dagger Traits be "better" than a shield is the right gameplay solution for people to move away from them at the appropriate level.

Death Penalty)

The death penalty itself I think is fine, 10% is harsh but is core to meaningful progression.

However I think this being flat and simple is going to make the majority of players quit at some point. My suggestion is to make Death have a redemption arc, that makes it less of a kick in the teeth.

I have a design concept which I have written my thoughts on here:

https://discord.com/channels/358965624107696128/1462235002652590192/1467505303451992149

But an alternative/simple improvement would be something like refreshing/resetting your Faith back to full if you die. I cannot think of any way this could be exploited and it makes dying less of a reason to logout.

Bloodmoon)

The Bloodmoon event is great in concept, but its incentives need to be adjusted to make it "work" overall.

The exp bonus needs to be buffed considerably to make the event the "Primo" time to hunt, you want players to be out and about hunting. The rewards needs to justify the risk or the result is what we get now (everyone just afking in depot).

Radically play around with this on a play test.

5x, 10x, I don't know what the threshold is that will 'balance' having players actually out and about during bloodmoon, risking their backpacks and risk getting killed by other players.

But I urge trying to find that line.

PVP)

Player vs Player is in a weird spot at the moment.

Currently you lose 50% less exp but drop your equipment if you flag for PVP.

This means no one really flags, similar to bloodmoon the incentives balance just isn't there for people to even engage with the system.

I suggest leaning into the idea of PVE = exp loss | PVP = equipment loss

I think the right "design philosophy" is to reduce EXP loss further for PVP flagged players to find out what threshold incentivizes more PVE'ers to flag for PVP in an attempt to try and mitigate their exp losses when hunting.

Again, I don't know what the threshold is on EXP, I can say try 20% or 15% but no one can really know. It would need to be tested in the wild and see how players respond.

This opens up more opportunities, player interactions, and true PVP situations.

The idea is for PVP to look more like Tibia 7.6, and less like Diablo 2.

Replies (0)

No replies yet. Be the first to respond!

Log in to post a reply