I really like the publish and think its moving in the right direction. The Town Loyalty System is great! Weapon changes seem to be almost complete. Refinement is almost worked out as well. Only a few minor balance issues remain unaddressed.
The DCI cap is still 95 on TC but it will be lowered to 70.
- Hit lower defense now scales 35% of the players Defense Chance Increase and remains -25 DCI versus non players. Hit lower defense now ignores over capped DCI.
I think this is a change in the right direction... It makes HLD much less effective against lower DCI.
The only issue I see is that 70 DCI completely negates HLD when its 35% in the exact same way -25 DCI was negated when DCI was overcapped.... Basically the same issue remains except now people can have 70 DCI to start rather then 45 DCI over capped to 70.
Old HLD vs. 70 DCI = 45 DCI
New HLD vs 70 DCI = 45 DCI
If HLD is adjusted to 40% under the new system it will fix all the issue. Less effective against lower DCI then previous systems, but prevents the effect from being completely negated at Max DCI.
40% HLD vs 45 DCI = 27 DCI
40% HLD vs. 70 DCI = 42 DCI
The Gargoyle race hit chance increase cap has been reduced from 50 to 45.
If max DCI is going to be set at 70, then rather then lower the Gargoyle Max HCI from 50 to 45, increase Max HCI to 50 for all characters. This reduces the difference between max HCI and max DCI from 25 to 20.
I'd rather see them even or closer with a slight edge to Max DCI of no more then 5-10%.
Chivalry: Divine Fury stamina regenerated decreased to 2.5x duration from 4x duration.
I understand why you have to reduce the stamina increase to keep things balanced with the stamina changes to leech and armor but to keep the spell viable please adjust the DCI penalty by scaling the spell from -15 to -5 from the current -20 to -10.
The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
The two handed weapon changes are good, but the issue with balance property remains. Balanced two-handed melee weapons should parry and evade like a one handed melee weapon.
Disarm, now applies a 10 second disarm immunity timer when performed using weapons. Wrestling moves are not subject to the immunity timer.
A passive dodge rating has to be added for weapon users while disarmed. I've posted about this various times but something as simple as Weapon skill -20 while unarmed.
Heavy Crossbow, Base damage 20-24 / Weapon Speed 5 seconds
vs.
Paladin Sword, Base damage 20-24 / Weapon Speed 5 seconds
This is a minor thing but the two weapons with the Highest Base damage and weapon speed are both two handed but one is a ranged weapon while the other is melee. A melee weapon with the same speed as a ranged weapon should have a slightly higher base damage or if the base damage is the same should be slightly faster then the ranged weapon.
Paladin sword either have its base damage changed to 21-25 or weapon speed reduced to 4.75.
Thank you for considering the feedback,
-Lore's Player