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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Gear and Weapon Scaling Fix ASAP
TiberiusTheron
Member, Alpha Two
Steven, we’ve already pointed out that gear and weapon scaling is severely broken and needs immediate attention. Prominent streamers have been highlighting these issues for some time. There’s no reason for any item to scale more than 10% per tier, with a total of 50% at the highest tier. The current system disrupts all gameplay loops and is easily exploitable.
It’s currently impossible to defeat players wearing crafted gear unless you’re also equipped with crafted gear. On top of that, players are soloing world bosses and using mass-training mobs designed for full raid groups. These issues are all over YouTube now and need to be addressed immediately.
Additionally, the scaling of gear and weapons renders an entire class, the "Tank," virtually pointless. Once you reach this level of gear, having a tank in your setup becomes unnecessary. In my opinion, crafted gear shouldn't exceed world-dropped gear by more than 10% in effectiveness. This imbalance makes the system feel fundamentally broken.
I believe higher-tier items should be much harder to craft, and I've come to the conclusion that crafting shouldn't offer the best gear in the game. The whole system just feels fundamentally broken.
So once again, I’m calling you out to fix this. According to the wiki, P1 is focused on stability and progression testing. This issue is breaking the game—please address it.
It’s currently impossible to defeat players wearing crafted gear unless you’re also equipped with crafted gear. On top of that, players are soloing world bosses and using mass-training mobs designed for full raid groups. These issues are all over YouTube now and need to be addressed immediately.
Additionally, the scaling of gear and weapons renders an entire class, the "Tank," virtually pointless. Once you reach this level of gear, having a tank in your setup becomes unnecessary. In my opinion, crafted gear shouldn't exceed world-dropped gear by more than 10% in effectiveness. This imbalance makes the system feel fundamentally broken.
I believe higher-tier items should be much harder to craft, and I've come to the conclusion that crafting shouldn't offer the best gear in the game. The whole system just feels fundamentally broken.
So once again, I’m calling you out to fix this. According to the wiki, P1 is focused on stability and progression testing. This issue is breaking the game—please address it.
10
Comments
It's currently 95% of player power.
Yea, it's current a huge issue in my opinion.
Blown past falling sands…
I rather PvP and PvE be more tuned to skill over gear. I would like to see it no higher then 30%.
Granted a lot of this wasn't the focus for phase 1, but I really hope it gets fixed for Phase 2 wipe otherwise it's going to be real broken for a real long time.
armor already seem to scale more than weapons
Weapons gain 3 times the power rating between green and legendary which gets divided by 3 aswell when rating gets converted to physical power (Atleast for ranger) so a lego 900 power rating bow for example will prove 300 power (Its like 30 power per quality increase) So its only getting 33% increase in power rating
Where armor rating is doubled between green and legendary so you are gaining more armor than combat power per piece so TTK should be increased however i guess that depends if there diminishing returns on dmg reduction with higher armor.
Lvl 10 full legendary cloth = 60% magic mitigation
My 4k shatter hitting for for 3,2k won't change much when it comes to dying in 3 globals.
With the exception of animal carcasses (and t1 tree im guess due to abundance they get lower drop rate) which seem to be a bug atm your base line crafting gonna be blue quality materials since they are plentiful resource types (White and green trash and are basicly for grinding levels basicly) if your wearing crafting armor your minimum crafting quality for blue resources is almost always heroic quality so this will be your low quality crafted gear, Epic will be your normal quality and legendary takes a bit more work to hit and your high quality.
the difference beteen heroic and legendary is also quite reasonable so i think it find TTK might need to be worked on overall however but thats a different matter
Complete agree. 70% Player Power, 30% Gear Power
IMO skill should be the majority of what wins PvP battles. Some PvP games you don't even get a boost with gear. Just another option for combat style.
There are videos of people in level 10 legendary gear, 3 people, killing a level 25 raid boss.
https://www.youtube.com/watch?si=nnLYjU1RTgE-YBwU&t=565&v=7-Ct9AgFTaI&feature=youtu.be
Also lots of videos where people are 1 shotting others in PVP.
https://www.twitch.tv/constantineaoc/clip/BlatantAltruisticPigeonMVGame-6VqgSJ1xAX-lMPCR
https://discord.gg/lod
Absolutely, this needs to be dealt with immediately. Steven has to understand that issues like this can ruin an MMO before it's even launched. Honestly, after seeing this, I'm now completely against allowing crafters to create the best gear in the game.
Yea, the current system is fundamentally broken to a point it's demoralizing.
Not a pvp game.
It has been said MULTIPLE times that crafted gear will be the best. Your argument that it should be only 10% better is in line with the statement, though I would still expect it to be more than that 10% you're hoping for.
Things often change during a game's development cycle, so it's unwise to take every word from a developer as final. Most of the time, these details evolve. What you're advocating for is an extremely flawed mechanic that could ruin the game before it even launches. Additionally, making crafted gear significantly better than gear obtained from the world, dungeons, or raids renders that content almost entirely irrelevant.
Not if, as has been stated, you need to run those dungeons, raids, etc. to get the materials to drop to craft said gear.
its not irrelevant
Mobs are for the following Glint for gold, Recipes for crafters, Craftable for making the items (forsaken seals for example, Named mobs for unique recipes along with the unique item to craft the item.
Recipe drops are quite rare and thats ur goal for the named mobs to be fair and then u need to farm them regularly to get the unique craftable ingredient to make them this include world bosses
Players here don't understand or don't care about how scaling works, especially if we're talking about percentages and not flat values.
Exactly
We like to toss around absolute words like "broken", when the reality is that it simply is just a first pass at it. Is it truly broken, or just unfair and needs balancing? (which they have REPEATEDLY stated will be done in the following phases).
Patience is not a virtue shared by many gamers lately, and due to the fact that the game is decently playable, we have higher expectations of the content that is currently released. It is still an alpha though. Fixes and tweaks are coming.
This here is good feedback. And they have said that crafters will be able to fine tune the stats on gear to suit their desires/needs. We just have to wait for the balance patches to see how the numbers end up stacking.