Quote:
Originally Posted by DretoNEX
Instead of nerfing templars how about buffing other classes? And pls dont say we nerfed templars to be equal to other classes cuz thats ...... im pretty sure what people want is not templars to be best but to see those big hits numbers.
|
Dreto, stop stepping in here and throwing in stupid comments. Youve been roaming around at oldrohan and SHOULD know that all other classes got buffed AND reworked accordingly.
However, what you propose is stupid. Buff all other classes and leave templars as they are? That wont work because the power curves of other classes compared to templars are of an other order. Common templars get an exponential value out of each point while other classes stay linear. Buffing other classes to one templar state will mean that you just balance for one particular state, leaving the lower and upper end completely broken.
As of your other blabla. You do not know what players want if you really believe what youve just said. OldRohan been running templars which were actually sitting on the lower end of the available classes. Noone cared, they got used to it and started playing what they wanted to play instead of relying completely on templars.
Quote:
Originally Posted by Glixxer
Have you thought about making boss drops have variable stats? Ex. R2 Wings give 15 SDV, equalling up to 45 stat points. Another variant could have 25 Strength, 5 Dex, and 15 Vit. You could even get a variant with 25 Str, 15 Dex, and only 5 Vit if you're power-hungry and don't care about survivability.
This could allow for some very unique builds, and would satisfy the Indos' lust for raw damage without turning the game into a 1-Hit fest for everybody like how Pure Attack does. It is balanced- if you kill fast you die fast. If you last long you kill slowly.
IDK if you can create a way to randomize the stat values of a boss drop while limiting the sum of its values, but that would work. If not, then you can just make your own variations and putility them in a fixed drop table, although it would be a lot of them.
|
This particular approach is actually hard to archive. But I implemented something similar. Basically I made all the endgame gear be crafted products means they have a varying count of sockets. Those sockets can basically be fed with either defensive or offensive spiritstones. Furtermore there are varying armor/weapon types which are either of defensive or offensive nature. Going the pure offensive gear route will give you more damage, going the defensive route will grant more defense. Mixing offensive and defensive gear will have the drawback of not reaching all offensive/defensive set boni. Thats for gear choice. Now you can still upgrade that gear with spirit stones which either means more damage or more defense aswell. So yea, there are actually real build choices to be made especially since spiritstones are really a cool thing on this server which will give you quiet some freedom. Think of GW2 runes and similar approaches. Oh and before I forget it, there is PvE gear now carrying a specialized PvEDefense/PvEDamage stat.
And btw, stat system has been reworked, there is no "Pure Attack" any longer. its just flat attack or defense.