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The Knight Problem: Solo hunting.
by Dragon Knight
Author 
Dragon Knight

Profession: Elite Knight
Level: 361
One of Never Give Up

Posts: 21
The Knight Problem: Solo hunting.
Introduction
Knights are tanky. In fact, they are so tanky that we have no way to invest our resources to power level.

There are various ways to fix this. The problem is, in my opinion, that the whole game has been designed towards team play from level 150~ onwards. All the higher level places are swarming with creatures (see elder wyrm drefia cave, roshamuul, POI, Vandura, etc) You cannot hunt there unless you have AoE. We don't have much team playing in a server with at most 8 regular, active players.

However, Knights have the advantage of having the capacity to pick up loot, and and a weapon that lasts forever. This makes it perfect to kill lots of weak things but horrendously boring to hunt harder ones. Check out the wiki, high level creatures are either very resistant to physical damage, or deal damage in a way we can't mitigate without gulping a potion a turn (i.e. 300dmg/tick curse)

I don't want to have to kill 300 Hydras/Dragon Lords/Ghastly Dragons to level up when a mage can just bombard Hive or Elder Wyrm or whatever with runes. It is very volatile and dangerous to attempt to lure 8 of anything stronger than a dragon lord to exori gran them to death, and even then you have the swarm problem again.

The important thing here is: I don't want to buff Knights overall because tank knights that also deal damage would be too overpowered when team-hunting. It would also not be fair for the other vocations. However, there is almost no team play here, and even if it was, I don't think I should only hunt when I have a team.

To fix this we can change many things in the game, the formulas, the equipment, but i think the easiest one to add without changing a whole lot of the "spirit" of the game would be the following:

The Proposal: A New Knight spell, Sunder Armor.
Words/Graphic: Exana amo sio, Explosion graphic (the purple one)
Effect: reduce the target's physical resistance by 10% for 10 seconds. Cannot be used if in party.
Level: Anything between 100-150 where it starts to really show that you need that teamhunt aspect.
Mana/Cooldown: Not sure, but imo it should be high mana and low cooldown spell.

This would make solo hunt more doable against very hard creatures, without affecting the whole team hunt framework of the game.
22.07.15 19:32:20
Barry Pooter

Profession: Knight
Level: 174

Posts: 3
More mobs in some places would help. Like some places in banuta have only 2-3 mobs, while some have 7+ mobs which is way better for exp. It's also easy to make, just drop more mobs in the map.

I need 9 mobs around me to get epic exp. Cuz one exori gran will hit max. mobs.

There are much more vids, even from lvls 150 eks taking all rooms in banuta --
https://www.youtube.com/watch?v=YTkt8NwKA5k
23.07.15 08:13:43
Edited by Barry Pooter
on 23.07.15 08:14:12
Taejang

Profession: Elder Druid
Level: 174

Posts: 62
I've not run into this problem myself (no knight), but I've observed this while watching a friend (Kara) fight. Without AoE, it takes her much longer to kill groups, even if they die in one hit. Moreso if the mob in question tries to keep its distance.

Now Kara isn't anywhere near lvl 150, so the solution for her is to just fight something else, but lvl 100 seems to be the end of the natural design curve for Tibia. Past that you don't see much item or spell progression, and skill progression slows down dramatically. Zeal's custom content seems to help, but... yeah. Knights struggling to overcome physically-resistant mobs is a result of the class not having options and not getting much improvement beyond character level alone.

Sunder Armor seems like a decent idea, though 10% may not be enough. Testing would have to be done to hit the sweet spot. Having an AoE spell that radiates from the knight may also work; it would do damage to party members, making it naturally difficult to use in a group hunt.
23.07.15 13:51:26
Dragon Knight

Profession: Elite Knight
Level: 361
One of Never Give Up

Posts: 21
Thanks for your feedback!
@Barry Pooter:
8 Mobs around you at all times is not a solution in my opinion, because again; you would be putting yourself at a disadvantage compared to what a mage would be able to do with the situation. A common counterargument would be "then hunt something else, that is designed towards being killed by knights", but then you realize that practically all of the high level creatures have a recurring theme of aoe, mana drain, damage-over-time spells and are very slow to be luring.

@Taejang:
10% May not seem like too much, but in practice it does make a difference. Consider the fact that these 10 seconds will be spent doing Annihilation, Fierce Berserk and Blood Rage, and would effectively increase damage more than 10% when combined.

The Aura idea sounds interesting, but it's both difficult to program (Tibia has a global position system, relative coordinates are seldom used and it's not for combat) and also easy to exploit. Imagine not actually making a party but having 4 knights with physical aura walking together so everything receives a lot of damage.
23.07.15 17:37:46
Taejang

Profession: Elder Druid
Level: 174

Posts: 62
I was actually thinking more like a powerful version of Groundshaker. An aura is indeed an interesting idea, but I agree, not the best idea.
23.07.15 21:09:16


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