The solution is to reduce the damage potential/cap to something reasonable for that circle of spell. Changing the spell circle would be a nightmare from the staff perspective.
An annoying thing about mindblast is it's really effective on pve'ers and non pvpers and rarely useful against pvpers. The reason for this of course is the pvpers are educated and they are prepared for it. Anyways there would be easy ways to nerf it without any major changes. Right now (and in era) it is MB damage = (((Highest Stat - Lowest Stat)/2)<=40) Telamon could adjust the 2 until it makes the most sense. At 100/100/25: Current formula damage - 37.5 If the coefficient was 2.5 the damage would be 30 So you can see that this could be adjusted easily to make damage feel more reasonable if that's what staff felt was the right thing to do.
Considering, as you said and is common knowledge, the current formula only benefits when fighting non-pvp characters (or new pvp chars that don't know better yet), it would make sense to alter it as you described. I don't think any competent pvper (not me) would argue against that, unless they were solely attacking the unprepared (PFR, lol).
Yes, but as we stated quite clearly, any PvPer worth their salt isn't getting MB raped because they know how much it blows. They balance stats accordingly and give their mages more dex than they would ever need just to keep from being MB bait. There's no LJ bait or Ebolt bait out there, other than armorless players or players without resist. Why should one spell really have such a wide impact on the player base when in fact, it's almost completely negated by the pvpers through knowledge. The question is, would anyone's game be impacted in a seriously negative way to have prior-era MB damage?
Ha ha. I didn't know this was already under discussion. You can put me in the vote to change it call him.
30 cap means we're back at 100/100/25 for everyone unfortunately. Adjusting the coefficient still leaves room for manipulating the stats via buffs/debuffs so there is still strategy and thought behind it.
I will gladly take the damag if they had to earn thru a combo.... But not just because I wanted 100 100 25
Just not sure how that is a negative. If we didn't have to balance stats and we could peak out stats that mattered most to our templates, what could you cite as a detriment to that configuration that is worse than how bad Mind Blast seems right now? Heal Mages would have to balance for better heal times, if they wanted them. Stun Mages would have to balance for more stam for stun punches. Dexxers would have to balance for the mana they want on their template. No one would have to balance for those things if they didn't use them, and then would subsequently not be subjected to massive damage for not taking a single spell into consideration.
In the case of the two mages - they just wouldn't do those things. Sure a lot of them would drink dex pots in combat but it would always be better to have the full 100 mana and 120 hp to moving your bandage timer up a second. Even fencing mages/other tank mages would still be 100/100/25 (again they would likely drink str/dex pots in combat). In the case of the dexer you're right, they'd suffer. Some would probably still drop str or dex for int so they could recall/reflect/heal more often. They would be in the same boat as before but they'd have a smaller health pool than pure dexers or mages/tankmages.
Or a slower swing/bandage speed if they dropped dex instead of str. 25-35 Int is still enough to do well on a dexxer. I know plenty of 7xGMs from prior era who never ran more than 25-35 int and did quite well. (just ask Les about Damien). You really shouldn't need to be pulling GHeals all that often with bandage healing what it is. I think ultimately, no one would really suffer a great deal from a reduction in Mind Blast potential but templates could realize a higher potential as a result of less mandate for stat balancing. Ultimately, though, it's "meh" because we're all already setup for it and Combat Ability nerf made that even less likely to change.
It's not just an issue for pks. Tamers take part in factions and blue on blue violence as well. I've watched veteran players use their dragons to one shot newer players ate Jhelom farms too. Also - if dexers and mages are at the mercy of groups of pks, why should tamers be able to fend them off with the thread of one shotting them? If you're a warrior and 4 pks come in on you, you recall or you die. It should be the same for tamers.
Mindblast, even though it doesn't seem like it, is a buff to dexers and hybrid characters. Because on-demand heals are so important in pvp, dexers need to have int and magery to be competitive. You will never see a 100/100/25 dexer competitive in pvp unless very not-era accurate changes are implemented. Without mindblast, all mages will run 100/25/100 because it's min maxed. Even the tanks will do this. This will put dexers at a relative disadvantage compared to mages, as mages will all be running around with 100 hp while dexers will be 80-90. Mindblast is the way it is because it punishes min-maxing.
I can one-shot new players at the farms with my axe. That's not really that hard. I think if we had proper control slots (5) this would be a non-issue and I'm fairly certain you all agree. Also not denying blue on blue crimes. I like that tamers are beast as hell but have literally no problem seeing their balls cut off to bring them down to a balanced reality where they aren't the first thing everyone builds when they get here or feel they need to build to get on the level of the rest of the shard. You know how I feel about tamers in Factions too and I'm fairly certain you agree to an extent.
I get that but if the dexxers were min/maxed too they wouldn't be at 80-90. I ran around just fine on Blaise on Second Age with 90 dex as a poison fencer. I didn't see much in the way of imbalance there with spell casting even though most mages were min/maxed also. It's not ruining the game for me but I still think it's overpowered for the circle that its in.
I don't really consider it overpowered for the circle, it's not worth the mana against someone who knows what they're doing. Is it good at killing clueless people? Yeah, I guess. So are trapped boxes. Tamers are without a doubt OP, I agree completely. Tamers being somewhat OP is era accurate, the extra control slot is not. The extra control slot is why they can one-shot people. I think it would be in the spirit of era accuracy to do something about it. You touch on another issue I have thoughts on, and that's tamers being the end-all-be-all of pve (And everything else) Rather than a hard nerf for tamers (I simply want one shotting balanced) I'd like to see other templates be viable. For example, peace dexers suffer too much from peace breaking. During UOR I had a peace dexer that could really easily and quickly farm lich lords because peace didn't break at low health like it does here. I'd like to see that changed here so that peace dexers can farm large magical mobs without the threat of constantly being one shot by exp/fs. I think that would be a good farming template for new players, and a nice viable alternative to tamers. This problem can be solved with more viability for non-tamer templates.
I'd be really surprised if that ever happened and also dislike the resulting lack of diversity. I'd be much less surprised if, for example, control slots increase to 10 wherein mares require 3 slots, dragons require 5 slots and firebreath is weakened and/or skills capped. 5 drakes sounds like fun.
I agree Bogugh I like the 8 ostard packs and 8 hell hound packs. My suggestion would be the same increasing the control req for mares to 3 and dragons to 5 and maybe making wyrms 4 so if someone wants to be an on foot tamer with 2 wyrms that could be something different as well.