Charles Warmonk
Wiki Staff
Before I begin, I would like to make it perfectly clear before I enrage a great deal of people who may already be typing out in the comments. "NO! NO! NO! Keep the game the exact same as it was I love it! NO CHANGES!" I am speaking in the distant and 'stable' future of the game. This is NOT a demand for an 'overhaul' of POTCO system trying to make it like other MMO's. No other system in any MMO's has reach such a level of perfect simplicity as I've found in POTCO and we all love how smoothly they have applied this aspect. (+1 to the Disney Team)
We all know by now that POTCO is a extremely easy in terms of combat system. (Ignoring the over-powered indestructible monkey) Also, I will acknowledge that the TLOPO team already has new ideas underway, such as the pending Isla Escondida as presented in the Blog Post. As they have no intention of repeating Disney's mistake of "We made the game, we're done. Have fun..."
So... what is this discussion about? I think we all need to consider CHANGES to be voted on within the community to make the game more enjoyable, and less 'mindless'. Just to start, 3 matters that I find most problematic in TLOPO in order and are as followed. Healing, Guns, and Grenades.
1.) Healing: Well, I think we can all agree only Foulberto Smasho can possible defeat you with a good SINGLE healer. Unless you are using "Explorer Doll" which in that case, you're unbeatable with a 3rd heal. With that being said, should healing be nerfed? I would say it should, as a pirate using a voodoo doll a majority of the time to help pirates level myself. I can tell you any 'famed' voodoo doll with a Heal +4 or higher can take a pirate from 100, to max (3,440 hp) in a single click. Cure is close to this only needed +3 to heal to max. So... what?
Possible solution? Decrease the healing & Increase Cool down.
-Maxed (5) Heal restores 30% of a maxed pirates hp (1,032)
-Maxed (5) Cure will heal the pirate for 50% of their max HP (1,720)
-I don't have to cool down numbers in front of me at this time.... but they should be increased by at least 25% on top of the base nerfs above.
2.) Guns: I'll be blunt on this one. It is stupidly over-powered and that is not even up for debate. Grand Blunderbuss can one shot everything besides bosses, and even they can only take about 3 punches from them. Yes, Blunderbuss' currently inactive AOE was not the problem, nor was the speed of the reload time. It was it's output in terms of DMG, a Grand Blunderbuss fully maxed should (In the aspect of looting level 45's) should only take out about 70% of their HP. Not one shot level 50 Thrall Captains on Tormenta with ease... Now, what causes this DMG? Take Aim. Take aim increases the output of your weapon by 200% at halfway charge, and 300%! At max charge. This scaling was absolutely unreasonable resulting in shots of up to 5,000-7,000 DMG using a Blunderbuss. Note: A level 50 Thrall Captain only has 4,750 HP.
Possible Solution? Lower Scaling DMG regarding Take Aim.
-New Scaling Halfway Charge 50% boost, fully charge 100% boost.
-Resulting in dmg with Grand Blunderbuss to roughly 2,000, to 3,000 dmg.
3.) Grenades. Grenades, it has a small ammo supply, and does negligible dmg to the user when thrown at your feet. Nether should be adjusted however, it has outstanding AOE (Area Of Effect) and does equivalent DMG to that of a fully Charged Blunderbuss. In rearguards to the AOE, it can reach to a maximize AOE to cover the entire gold room within Tormenta. This AOE is due to the skill Demolitions which increase the range of explosives by (If I recall) 50%. While its dmg comes from a sources outside of grenade skill that is found in a Cannon skill called Barrage that increases grenades DMG by 25%.
Possible Solution? Decrease AOE & Reduce DMG.
-Reduce the Demolition skill from Grenades to 25% (Just barely enough to hit all 4 enemies in Gold Room.
-Make Barrage strictly for cannon DMG, not Grenades.
This will result in grenades that you have to use skill in to aim, as well as not one shot everything, but two shot them.
We all know by now that POTCO is a extremely easy in terms of combat system. (Ignoring the over-powered indestructible monkey) Also, I will acknowledge that the TLOPO team already has new ideas underway, such as the pending Isla Escondida as presented in the Blog Post. As they have no intention of repeating Disney's mistake of "We made the game, we're done. Have fun..."
So... what is this discussion about? I think we all need to consider CHANGES to be voted on within the community to make the game more enjoyable, and less 'mindless'. Just to start, 3 matters that I find most problematic in TLOPO in order and are as followed. Healing, Guns, and Grenades.
1.) Healing: Well, I think we can all agree only Foulberto Smasho can possible defeat you with a good SINGLE healer. Unless you are using "Explorer Doll" which in that case, you're unbeatable with a 3rd heal. With that being said, should healing be nerfed? I would say it should, as a pirate using a voodoo doll a majority of the time to help pirates level myself. I can tell you any 'famed' voodoo doll with a Heal +4 or higher can take a pirate from 100, to max (3,440 hp) in a single click. Cure is close to this only needed +3 to heal to max. So... what?
Possible solution? Decrease the healing & Increase Cool down.
-Maxed (5) Heal restores 30% of a maxed pirates hp (1,032)
-Maxed (5) Cure will heal the pirate for 50% of their max HP (1,720)
-I don't have to cool down numbers in front of me at this time.... but they should be increased by at least 25% on top of the base nerfs above.
2.) Guns: I'll be blunt on this one. It is stupidly over-powered and that is not even up for debate. Grand Blunderbuss can one shot everything besides bosses, and even they can only take about 3 punches from them. Yes, Blunderbuss' currently inactive AOE was not the problem, nor was the speed of the reload time. It was it's output in terms of DMG, a Grand Blunderbuss fully maxed should (In the aspect of looting level 45's) should only take out about 70% of their HP. Not one shot level 50 Thrall Captains on Tormenta with ease... Now, what causes this DMG? Take Aim. Take aim increases the output of your weapon by 200% at halfway charge, and 300%! At max charge. This scaling was absolutely unreasonable resulting in shots of up to 5,000-7,000 DMG using a Blunderbuss. Note: A level 50 Thrall Captain only has 4,750 HP.
Possible Solution? Lower Scaling DMG regarding Take Aim.
-New Scaling Halfway Charge 50% boost, fully charge 100% boost.
-Resulting in dmg with Grand Blunderbuss to roughly 2,000, to 3,000 dmg.
3.) Grenades. Grenades, it has a small ammo supply, and does negligible dmg to the user when thrown at your feet. Nether should be adjusted however, it has outstanding AOE (Area Of Effect) and does equivalent DMG to that of a fully Charged Blunderbuss. In rearguards to the AOE, it can reach to a maximize AOE to cover the entire gold room within Tormenta. This AOE is due to the skill Demolitions which increase the range of explosives by (If I recall) 50%. While its dmg comes from a sources outside of grenade skill that is found in a Cannon skill called Barrage that increases grenades DMG by 25%.
Possible Solution? Decrease AOE & Reduce DMG.
-Reduce the Demolition skill from Grenades to 25% (Just barely enough to hit all 4 enemies in Gold Room.
-Make Barrage strictly for cannon DMG, not Grenades.
This will result in grenades that you have to use skill in to aim, as well as not one shot everything, but two shot them.