Monday, April 25, 2016

Albion Online: the demonic staff and it's e-ability

For starter I'll like to showcase what the current curse staff line is all about. A look at the demonic staff e, followed by my qol for it and some random suggestions. Here we go!!

The curse staff provides strong constant single target damage via dots from its q-spell. Additionaly they can offer suppport via an aoe immobilize, a armor and magic resist pierce, or enhance their single target further via a damage beam. Most e abilities of the curse staff have some interaction with the q-spell. Resulting in a nasty single target burst, or aoe application of the q-spell. Only the e-spell from the demonic staff is excluded.

Current .3 demonic staff e-spell, deals damage to all enemies standing in the area, decreasing the healing recieved. Once people exit the area the debuff and damage is gone.

QoL:

- Let the healing debuff linger a bit longer on targets that exit the area of the staff. Something like 2-3 seconds. Would increase the threat of the skill.



- Add a small crippling effect for targets inside of the area. I'm thinking of a decreased damage debuff off 30ish%

Some suggestions:

"Shrink", curses the target with voodo, decreasing it's size. The target shrinks for 5 seconds, decreasing it's attack and movementspeed by 38%. casttime instant, range 9-10 m, cooldown 12-15 seconds, energycost 27

A possible new w-slot, this skills is already inside of the game--> Imps in Hellgates. Plus and additional curse for a curse staff can never be bad.

"Plague", infects the target with a contagious plague, that spreads onto other enemies. This skill should work like the contagious flame from the infernal staff, with the addition of decreasing healing recieved. Something like, deals 100+x damage per second, targets have their healing decreased by 32%. Lasts 5-6 seconds, casttime 1.5 seconds, range 11 m, cooldown 30 seconds, energycost 45

I like the contagious flame, I don't like it on the firestaff. This dot would fit perfectly into the curse line as a e-slot spell. Possibly for the .2/.3


I'll be adding spells/qol/suggestions from time to time, as always thanks for the read.

Friday, April 22, 2016

Albion Online: MG Vs Echo of Noobs

They tried, they failed. I hope at least some of them will consider their position and that maybe, maybe this isnt the right game for them. I'm thinking tetris for these folks:

Thursday, April 21, 2016

What Changes Will Affect Bows in Albion Online

So the bows are some of the most interesting weapons in the game. The insane mobility and CC they can dish out makes it possible for a bow user to survive situations that no other class could survive. This is the reason why currently bows are overpowered. There is very few counters to them, and the few counters that exist are too specialized. So the game needs to have more counters to bows. But at the same time we don't want to ruin the uniqueness and very fun gameplay of the weapon. So the best way to accomplish this would be some rather indirect nerfs. These are the best suggestions and ideas that I found on the forum and came up with:

Make roots stronger by changing the way that displacement abilities work
Currently, if you have a displacement ability (Blink, Delayed Teleport, Dodge, Frost Arrow, others), you can still move despite having a root on you. The game simply ignores the root for purposes of all displacement abilities. This should not be the case.
In stead, make it a feature of certain displacement abilities that they can be used while rooted. This allows for more balance to the different displacement abilities: Displacement abilities with short range and high cooldown can be "used through roots" or even "will remove stuns or roots from the player". Displacement abilities with long range and low cooldown (Frost Shot) will be blocked by roots.
This will accomplish several things:

1) Roots will become a viable counter to bows
2) If a player wants to counter roots, he has to sacrifice something for it

Move the "CC duration vs. players" away from light armor and make it a heavy armor stat

Tanks should be the ones who have strong CC. Not damage dealers. How this stat ended up being a light armor stat is beyond me. Just throw it on heavy and balance the base duration of the CC abilities after this. This isn't so much a nerf to bows. Its more of a general change that the game should have had from the start.

Increase the energy cost of Frost Shot
We want to keep bows' uniqueness. Nerfing Frost Shot into oblivion would ruin one of the most fun and interesting weapons. By just increasing the energy cost of Frost Shot, we will allow for bow users to still do their crazy dives into bigger groups of enemies. They just won't be able to do it all day like we're seing right now.

Reduce the slow time on Frost Shot
Other slowing weapons are single target. Most of them are even melee. And they are even balanced so that long slows aren't so powerful. Having a 20 second 40% slow that is ranged and hits multiple targets is clearly not balanced.

Rain of Arrows needs some looking into
I'm not sure how to change it without nerfing it into oblivion. But giving a weapon, that has all the tools available that Longbow has, one of the hardest hitting AoE abilities in the game and putting a slow on top of it, doesn't make sense.

Compared to other DPS weapons, longbow ranks top in both mobility, CC and AoE. No other weapon ranks top in so many categories at the same time. Usually, weapons are balanced so they rank top in ONE category and are average in 1 or 2 others. Being top in all categories except single target damage is clearly not balanced. Bows will still be very strong, even if you make all of these changes.

Monday, April 18, 2016

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