SnowElf wrote: » I'm gonna digress a little, but I do think and agree that the scaling is a bit obtuse. I struggled on my Mage to find a Green wand to even replace my standard lv10 wand for 3 weeks of the Alpha testing. I often had to win rolls for either a greatsword, longsword or a bow to boost my magic offense. Once I did find a green main hand and a green spellbook, my power increase significantly. With that being said though, what we're experiencing now from the servers is the "growing pains" stage, as crafting is -very- daunting to undertake, having to go through several hoops to even craft a piece of gear. Instead, it seems everyone is routinely farming certain areas of the nodes such as Highway, Carphin, Seph, Halls, etc. You also have to stay within 1-3 levels of the group so that the chance of getting a drop doesn't plummet substantially. I tested it out with a group in Steelbloom Citadel last weekend. I was 21, and the lowest was 17. Once I joined the group, the loot came in very slowly, but once I left, it made a major difference. Outside of that, yeah, I think adjusting the weapon scaling may not be a bad idea, so long as it doesn't incur a nerf. Perhaps give a little boost to grey/standard, take a little bit from green/blue/purple, but keep legendary as it is? I'm not entirely sure. All in all, players who group up together and stay within the 1-3 level range are going to benefit the most with loot for now, until crafting actually takes off and the economy gains some footing where players have more readily available access to stronger weaponry. I thought that adding PVP gear though to add some sort of resilience stat to incoming player damage... Things may start to get very wonky. WoW has struggled with PVP gear throughout various expansions over the years. Players often just wore full sets of PVE gear and still outperformed those with strict PVP gear on. I do know one thing though, we are flooding Intrepid with TONS of data during our weekend playtests, which may help the team see a bigger picture on what may be the best route to go.
kadimir wrote: » So riddle me this, if the gear really was 30% better, how many of you would go out and gather all the legendary mats to make one over just trying to level up? Have any of you actually gathered legendary copper or zinc?
Cintra wrote: » I respect your opinion, and for the purpose of balancing PvP, it does make sense. However, as someone who has played countless hours with numerous players, I can say that I have very rarely seen high-tier items drop. The happiness and satisfaction from acquiring those drops are immense for the players who obtain them. It’s incredibly rewarding to get these items, and their power aligns with their respective difficulty to obtain. Balancing this is a challenge because it risks diminishing the value of higher-tier drops. Furthermore, just because a player has all the best items doesn’t mean they are invincible. It only means that the group facing them will need more strategy to handle the fight. When we eventually have the Leaderboard system with rankings and scores, perhaps we should consider having two separate systems: one where all your gear counts, and another where everyone is evaluated purely on skill and reflexes. This way, we can have two ways to measure players: by the quality of their equipment and by their skill and ability.
nanfoodle wrote: » kadimir wrote: » So riddle me this, if the gear really was 30% better, how many of you would go out and gather all the legendary mats to make one over just trying to level up? Have any of you actually gathered legendary copper or zinc? Many PvP games try and keep gear progression under 50% as this gives skill the main reason to win a PvP fight. In these games it never stopped people from chasing better gear. Matter of fact it normally increased it because ever % better was harder to get. Its up to IS in the end to decide what % each tier gets. 4.7 times better then a common, that just not fun. Also makes it a ha ha. My gear is better I always win.
kadimir wrote: » Have any of you actually gathered legendary copper or zinc?
Cintra wrote: » It’s incredibly rewarding to get these items, and their power aligns with their respective difficulty to obtain.
Cintra wrote: » just because a player has all the best items doesn’t mean they are invincible.
nanfoodle wrote: » Seeing the dup items shows the scaling between common, Uncommon and Legendary items. Common Bow - 99-134 damage Uncommon Bow - 140-187 Damage Legendary Bow - 481-634 Damage (these are all level 10 bows) From Common to Legendary thats 4.7 x more powerful on a level 10 bow. That is way outside realm of skill mattering in a PvP fight. Gear should never be an advantage of more then 50%. IMO from common to Legendary you should not have more then a 30% boost. PvP feels best when you can still kill a top gear char still with skill. With a 4.7 x gear jump. Thats just not going to happen. In game now Carphin geared players are 1 and 2 shooting people of the same level even vs the the same class of the same level. What are your thoughts?
RedLeader1 wrote: » I think the gear scaling is to try and add risk to PvP and tie PvPers to their node artisans. It may be a little strong right now, until the repair system is introduced, but you need the hardcore PvP crew, to realize this is a PvX Team game not an Individual PvP game. They need to be bound to their node "Team" somehow. I get that PvPers want to increase their self-reliance, reduce their risk, and increase their reward at every turn, but that isn't building a widely enjoyable good game, or being realistic. The minute PvPers stop caring about their artisans, the game fails. People have to realize that. They are like your villagers in Age of Empires. It is a PITA protecting them, but they are essential to success, and you need them for your upgrades.
ThevoicestHeVoIcEs wrote: » kadimir wrote: » So riddle me this, if the gear really was 30% better, how many of you would go out and gather all the legendary mats to make one over just trying to level up? Have any of you actually gathered legendary copper or zinc? Even if that was only 15%...everyone who considers themselves a try hard would join you on that farm. That percentile gap can still mean a difference between standing or being a pile of ashes. Also no one is saying you should have to farm bazillion of mats to get legendary gear. I haven't tried crafting, but from I have gathered the current state of Ashes grind goes AGAINST the anti-grind philosophy they voiced back in 2017? I spent some silly amount of time in a coop pve game, where people would lose it, because the RNG wouldn't give them that "perfect item" with a "perfect stat" distribution and they would continue farming for hundreds of hours to get that. I would like to stress that is a COOP game with no pvp.
Uncommon Sense wrote: » more than 400% power scaling is obscene though. and were only talking lvl 10 items at a lvl 25 player cap.