wanderingmist wrote: » 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. Why though?
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.
ravudha wrote: » I don't mind stats being tweaked for balancing; it's inevitable. I do dislike when stat functions are changed or new stats are introduced, especially if they are opposing stats like penetration and resistance (to penetration). Those feel unnecessary. As few base stats as is needed please.
bloodprophet wrote: » A "Call Meteor" spell from a mage could count as physical damage. Personally I like a large number of stats and resistances. Makes things more interesting that way. You never know when you attack a random player if they stacked anti magic stuff and will resist/take reduced damage or reflect it back to you. Having different types of damage and resistances is important to grouping. One of the warrior tanks in Rift is all anti magic and works great in combat against magic stuff not so much for one that is all physical damage.(things may have changed haven't played last couple of years).
bloodprophet wrote: » This is one of those things from the old days I miss. Started playing WoW as BC launched. I leveled my priest solely in dungeons. So much so in WotLK I got the 100 quest achievement. In the dungeons boss kill loot drops were not all the same. The Flaming Sword of Jeffery might have stamina and Strength one tine next time it might have Intelligence and and stamina on it. This allowed for us the players to mix and match gears to achieve different goals. Tertiary stats like crit would also fluctuate as well. Now in the current homogenized version of things The Flaming Sword of Jeffery has all the stats so anyone able to use it the sword will provide the stats to them. Problem is EVERY sword has the exact same stats. This takes away from the individuality of the players and the ability for us to build as we see fit. Not everyone can or should have the exact same gear. If there is no difference in the stats or abilities a piece of gear has then why have them at all. As PvP will not be balanced 1v1 but around larger groups trying to manage every class to be within .001% of each other is not a concern. But again I like class roles to be defined. I don't want a doctor fixing planes nor would I want a dentist doing brain surgery. In the end will there be a meta that the community figures out? Definitely. But I think to few stats leads to everyone being the same and this bores me. Hence why I am currently not playing any MMO.
caelron wrote: » @dygz Since when did anybody state the max level was going to be 50? I know they have thrown around "possible" level caps, but never arrived on a set number.