Caww wrote: » Casuals will have to learn when not to fight and just let the other player take a corruption hit.
Caww wrote: » No.... that's what the corruption is meant to reduce
Caww wrote: » PvX will not be for everybody - the whole "carebear" thing is an issue but this game has its goals and it either fits your style or not.
Caww wrote: » sorry - but that still sounds a little like carebear thinking, player power is always gonna be a dev concern and I trust AoC will balance as best as possible
VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase.
Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost.
VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated?
Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated? Not when I can't tell the difference in my power when I get a new item. I should be able to get a new piece of gear and instantly feel that I've gotten stronger, not something like "Grats, you went from a piece of gear with 102 strength and 5.2% crit chance to 104 strength and 5.3% crit chance".
VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated? Not when I can't tell the difference in my power when I get a new item. I should be able to get a new piece of gear and instantly feel that I've gotten stronger, not something like "Grats, you went from a piece of gear with 102 strength and 5.2% crit chance to 104 strength and 5.3% crit chance". That's not what I'm saying either. 20-30% power increase from gear would result in a lot more than just 0.1% crit chance per item... Please read and understand the post first. Don't just grab onto the first thing you think that you don't like.
mcstackerson wrote: » I agree that we need to lower the vertical scaling so more people can be competitive but it's hard to interpret what you mean by the statement talents is quoting. I agree that i don't want to grind through 10 tiers of gear for a 30%.
Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated? Not when I can't tell the difference in my power when I get a new item. I should be able to get a new piece of gear and instantly feel that I've gotten stronger, not something like "Grats, you went from a piece of gear with 102 strength and 5.2% crit chance to 104 strength and 5.3% crit chance". That's not what I'm saying either. 20-30% power increase from gear would result in a lot more than just 0.1% crit chance per item... Please read and understand the post first. Don't just grab onto the first thing you think that you don't like. There are 16 gear slots in the game which means it would be quite plausible to get only 0.1/0.2% crit chance increase from a gear piece upgrade in your 20-30% gear power scenario.
VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated? Not when I can't tell the difference in my power when I get a new item. I should be able to get a new piece of gear and instantly feel that I've gotten stronger, not something like "Grats, you went from a piece of gear with 102 strength and 5.2% crit chance to 104 strength and 5.3% crit chance". That's not what I'm saying either. 20-30% power increase from gear would result in a lot more than just 0.1% crit chance per item... Please read and understand the post first. Don't just grab onto the first thing you think that you don't like. There are 16 gear slots in the game which means it would be quite plausible to get only 0.1/0.2% crit chance increase from a gear piece upgrade in your 20-30% gear power scenario. When each item increases your power by about 1-2%, you will soon feel the difference. You understand that if gear is too meaningful, then skill is meaningless, right?
Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » Talents wrote: » VmanGman wrote: » People will enjoy grinding out their gear even if each piece gives small increments of power increase. Disagree. It's one of the main reasons I dislike ARPGs. I hate working for ages to get a new piece of gear only for it to provide an almost unrecognisable stat boost. When your long term goal is 20-30% power over another player, you don't feel like your work is validated? Not when I can't tell the difference in my power when I get a new item. I should be able to get a new piece of gear and instantly feel that I've gotten stronger, not something like "Grats, you went from a piece of gear with 102 strength and 5.2% crit chance to 104 strength and 5.3% crit chance". That's not what I'm saying either. 20-30% power increase from gear would result in a lot more than just 0.1% crit chance per item... Please read and understand the post first. Don't just grab onto the first thing you think that you don't like. There are 16 gear slots in the game which means it would be quite plausible to get only 0.1/0.2% crit chance increase from a gear piece upgrade in your 20-30% gear power scenario. When each item increases your power by about 1-2%, you will soon feel the difference. You understand that if gear is too meaningful, then skill is meaningless, right? Yes, and I don't see the problem with that. If someone eclipses someone in gear by multiple tiers then that should be insurmountable, just like in League of Legends you're rarely if ever gonna beat someone in a 1v1 that has multiple items over you.
VmanGman wrote: » mcstackerson wrote: » I agree that we need to lower the vertical scaling so more people can be competitive but it's hard to interpret what you mean by the statement talents is quoting. I agree that i don't want to grind through 10 tiers of gear for a 30%. Why are there 10 tiers of gear?