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Dster0
Jul Member 2005

Dster0

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We've made a change in the rules about hoods. They are allowed if you are not wearing armor.

The reasoning is armor decreases your accuracy of the two styles it is not made for. To avoid getting an accuracy decrease, it's best to not wear armor. In that case the hood is the best defensive bind because it does not affect accuracy. You will still die more with a hood and no armor, so it's something to take into consideration when choosing it.

06-Jan-2013 15:33:17

Sereg

Sereg

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As the guy who once had 2h, blood, and gold bracelet bound, while using a t10 tactician ring, I suppose I can get behind accuracy as a reason for allowing hoods, particularly with the no armor requirement.

Still, though, what would be the rest of the binds with that setup? 2h, hex, celestial staff, blood necklace? How does magic work now? I heard there were changes that made casting spells require less runecrafting, and that the surgebox was useless now, but I'm unclear on the details. Is it actually feasible to tribrid with a single ammo bind?

Edit: Now that we have customizeable bind loadouts, has anyone given thought to an overall team composition, where people would select different binds to fill different roles?

I would think a keyer with heavy armor and a melee focus would be ideal for opening up rooms, while the rest of the team would specialize in various hybrid arrangements, to maximize room clearing. Since we can all now bind multiple items, and the skill roles have become much less useful, it should be possible, and productive, for these new roles to take precedence over the old ones. I'm thinking the keyer would cover one melee style, then you could have two primary meleers with the other styles(spear, maul, 2h between them) and mage/range secondaries, a primary mage with range as a secondary, and a primary ranger with magic is a secondary. Obviously, this may not be the most efficient setup, but it seems like a good starting point, and would mean that any three people could clear out any room efficiently.

You could form a team and, instead of calling fighter or skiller roles, each person would pick whichever hybrid set they were most comfortable with, or fill depending on what was already picked, the same way we used to do with the old roles.

Is anything like this already being done? Or are people just going with whatever they prefer?
Carve our dreams in sanguine stone/Strength corporeal and of mind
Walls of our flesh, bricks of our bone/Deadly intent to defend our kind

06-Jan-2013 20:12:13 - Last edited on 06-Jan-2013 20:27:27 by Sereg

Sereg

Sereg

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To expand on that team composition idea, I'd need more information about exactly how things work in demonheim now.

How does magic work? Is there a significant advantage to using short bows or long bows in specific situations? Where does the hex fit in? Is it reasonable to use all three melee styles as primaries? Would it be best to keep the weaker of the three as a secondary? If so, is there an advantage to having two primary rangers and one primary mage, versus two primary mages and one primary ranger? Is it worth the runecrafting time to have a dedicated lunar mage?

Does everyone benefit from blood necklaces, or mostly just melee fighters? Are there any other niche binds(like a hailstorm/flameburst combo, or a doomcore staff) that would be advantageous in a specialized role?

How feasible is it to have multiple dungeoneering action bars to allow switching between these hybrid arrangements as needed to form a team? Can most people afford to have two or three action bars dedicated to dungeoneering, or do they need those for the overworld?

What, exactly, are the armor penalties to offence? Do they still work with the triangle, meaning one style is a stronger secondary then another? Is there a certain armor type that's most efficient for defence during a floor, like melee armor used to be?

Those of you who know alot about these details(looking at you, Whynot) would be more effective at building an ideal team composition then I can hope to be with as long as I've been away from the game for.

Still, these are the kinds of considerations that are very important in the game I currently play, and having an optimal team composition goes a long way toward winning a game, so it makes sense that there should be a composition or series of compositions that are particularly effective in dungeoneering, as well.

For all I know, it could still be best to make each person individually effective; but with the bind changes, this feels like it could be a good possibility.
Carve our dreams in sanguine stone/Strength corporeal and of mind
Walls of our flesh, bricks of our bone/Deadly intent to defend our kind

06-Jan-2013 20:39:22 - Last edited on 06-Jan-2013 20:45:14 by Sereg

Evertim

Evertim

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Sereg let's just say that now there is significantly less risk of dying whilst solo pathing, essentially empowering the individual to do so much more than what this group is used to.

While before a lot of our time was spent pathing the same path at the same time, we are now treating the floors more like conventional rushes in the macro sense (fairly even distribution of the team on the current active paths). You'd probably be a bit surprised at this if you did an odd floor or two with us nowadays.

Solo pathing has always been preferable to pathing as a group in the interest of floor time. EoC made this a much more viable approach for this particular group, and it is something that has become fairly commonplace in our floors more recently. As you know, when you solo path, you're going to need multiple attack styles.

A lot has changed for this group. 30 minutes seemed to be the average floor time with any given team in the fc pre-eoc (at least of the floors I was in), whereas now the average is probably around 20.

06-Jan-2013 21:41:46

Wewe112

Wewe112

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About using magic, all you need to cast spells is a staff, because in dg staves provide unlimited elemental runes. This makes tribriding with a single ammo bind (arrows) feasible, with a staff, melee wep, bow, blood neck and armour bind. For the action bars, it is feasible to have a single bar for each style as you can quickswitch between bars, using shift + the number of the specific bar you want. Like Antihero said, its much easier to solo path now, so im not sure how effective it would be to have people with specific bind roles.

06-Jan-2013 22:56:59 - Last edited on 06-Jan-2013 22:59:41 by Wewe112

Dster0
Jul Member 2005

Dster0

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Anyways, anyone in the fc have any questions about the hood rule? :)

Or any question about why we made the rules we have after EOC? We're always happy to explain.

06-Jan-2013 23:05:17 - Last edited on 06-Jan-2013 23:08:20 by Dster0

Grotius
Aug Member 2023

Grotius

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@Sereg
Going to address your posts point by point (in order) otherwise I'll never be able to give a good response :P

I know you liked GPB despite it being pretty crappy, and normally when people ask I'd tell them that post-eoc, GPB is still as bad as before. However for you it may need some more emphasis, so, eh, compare it to something like Incantor's boots pre-eoc lol.

With hoods back in play, the optimal tribrid setup is 2h/hex/ccs/hood, adding a bn at 120. However the rule is no armor alongside it, so two styles + hood + bn binds within the rule too.

Unimbued staves, doomcore and ccs all give the exact same effect, being omni-elemental. Meanwhile surge spells no longer require catalytic runes. The result is that with just the staff bound, you can start casting. No surgebox, no rcing (except cosmics/laws obviously). This leaves your ammo bind for arrows.

As Antihero (you may know him as an epic from or evertim) pointed out, pathing has made its way into KABDE more than ever. Loadouts are completely pointless in dg. It is much more effective to optimize each individual. Meanwhile, armor doesn't provide offensive bonuses anymore, only weapons do, so shoving people into 'classes' is nothing but hurtful.

Armor isn't essential to survival and a keyer is little more than a glorified fighter, so stocking him up on armor is pointless. I think your concept of a keyer is rather outdated. Different melee weapons across the team isn't worth the micromanagement and effectively not even noticeable. Stab/slash/crush weaknesses aren't anything what they used to be, and weapons only come with one of them now, so sticking to a 2h or maul (sub 113) is the way to go.

Your theorising, sorry to say, just makes it seem like you're commenting on a game you've never even played. That's how much eoc has changed rs. I'm going to leave it at saying that all you mentioned about roles, primaries/secondaries etc is not worth it. You'd just be restricting yourself unnecessarily.

07-Jan-2013 09:06:36

Grotius
Aug Member 2023

Grotius

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Shortbows/longbows: shortbows are more powerful and thus considerably better. Longbows act like a shield and allow for shield abilities, which definitely have niche uses. However, picking up any dropped shield (including very common antifire shields) will have the same effect. Longbows shouldn't be bound. Hexhunter is some sort of a compromise: it has the shield effect and reduced damage, but shoots faster than a shortbow, making it viable and even better. It lost the anti-mage bonus though.

All three melee styles as primaries = 3 binds. No.

Keep a second melee style as a secondary = 2 binds. No. One of the three styles is enough since eoc.

"Primary ranger"/"Primary mage"/"Primary meleer" -- Please get rid of this concept. It is so inefficient that it's against our rules lol.

"Dedicated lunar mage" -- assuming you mean vengeance spells, no.

Bns are class-indifferent but not as powerful as they used to be. Binding at 120 would be best.

Doomcore has a niche for lvl 83-89 mages, hood is the best defensive tribrid bind and hex is the best bow. Every other slayer item is junk.

Multiple action bars is very feasible. I'm using three currently (one per style) and am working on a fourth for pathing/bossing. I don't know what other people use their bars for really. The best dgers I know all have multiple dedicated bars.

Armor penalties go along the triangle and the triangle is roughly, somewhat balanced. Only body and leg armor provide penalties. The penalties affect accuracy. There is no longer a catch-all armor bind like plate + mage pray pre-eoc. However, monsters are much, much ****er now so it doesn't really matter either. You'll easily survive with just a hood.

I hope I've updated you, but most of the points you try to make are still based on a very outdated perspective. Unless you actually do some floors with us again, theorizing is pretty pointless. It's been almost a year bud :(

07-Jan-2013 09:19:15

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