georgeblack wrote: » Isnt it stupid to have to do tests to figure out which stats compination is the best every 3 months?
noaani wrote: » georgeblack wrote: » Isnt it stupid to have to do tests to figure out which stats compination is the best every 3 months? No, it's not.
georgeblack wrote: » noaani wrote: » georgeblack wrote: » Isnt it stupid to have to do tests to figure out which stats compination is the best every 3 months? No, it's not. You clearly didnt stop to think that Armor of Critical goldened out and enchanted will be wasted once critical is weakened against penetration after 3 months. For no reason. Just a number.
georgeblack wrote: » Yeah.... this is an AoC discussion, which will be a different game to ESO, which had stupid stats.
wanderingmist wrote: » @karthos yes you want the developers to keep tweaking the balance, but not too much or too often. League of Legends receives a balance patch literally every 2 weeks, which is insane. Pro players have to work extremely hard just to keep up with the constant changes in order to stay competitive.@kayra character stats by their very nature are complicated, there is really no getting around that. Even your example of stats in LoL is extremely complicated when you get into it. The key though is to simplify the way the players view the information. LoL does this very well with their stats display on the UI. This allows the player to make informed decisions ingame without needing to search online for spreadsheets and equations.
kayra wrote: » wanderingmist wrote: » @karthos yes you want the developers to keep tweaking the balance, but not too much or too often. League of Legends receives a balance patch literally every 2 weeks, which is insane. Pro players have to work extremely hard just to keep up with the constant changes in order to stay competitive.@kayra character stats by their very nature are complicated, there is really no getting around that. Even your example of stats in LoL is extremely complicated when you get into it. The key though is to simplify the way the players view the information. LoL does this very well with their stats display on the UI. This allows the player to make informed decisions ingame without needing to search online for spreadsheets and equations. @wanderingmist Agreed. However, when I see so many stats, I feel overwhelmed (Archeage ) If they explain the basics in the game for all kinds of people from different backgrounds, it would be great.
damokles wrote: » A game should not differentiate between magical and phyiscal damage, a shard of ice hurts in your body as much as a dagger in your back. A game should differentiate between magical effects and physical effects! Setting someone on fire and keeping it that way is totally different then throwing ice or fire at him!
caelron wrote: » damokles wrote: » A game should not differentiate between magical and phyiscal damage, a shard of ice hurts in your body as much as a dagger in your back. A game should differentiate between magical effects and physical effects! Setting someone on fire and keeping it that way is totally different then throwing ice or fire at him! You're only thinking about pure damage. Magic can be much more than that. What about a "hold person" or "paralyze" type spell? By that logic, some tank decked out in crazy armor should be able to resist that magic just as much as a sword, even though armor is typically more restricting, unless you're somehow differentiating between magical effects and magical damage, which sounds very complicated.
caelron wrote: » To use the fire/ice example - If I blast him in the face with ice, sure, it might do the same amount of damage as a sword to the face. But if I completely freeze his armor, shouldn't he be immobile then? Or if I blast him with a fireball, shouldn't his armor heat up and essentially cook him inside his metal armor long after the explosion is gone? Somebody wrapped in a blanket might be less harmed from fire than somebody in metal plate armor.
caelron wrote: » And if you say he won't cook, or freeze "because magic" - then you just argued yourself into believing that magical damage should be different than physical.
caelron wrote: » What about resistances, wards, and curses? Magic that affects the mind? If there was no difference between physical and magical damage, then by its nature, all mental-effect magic would be crazy powerful. Why would I throw elemental magic at you when I can get you to stab yourself? Why would anybody focus on damaging type spells then, if its much better to control the environment around the armored things?
damokles wrote: » @wanderingmist I also think that there should be only two different resistances (magical and physical), what i try to say is that magical spell effects should be split into magical and physical damage. Something can be magic but still deal physical damage.