Kiwi_ wrote: » Hello there, I am mainly writing this post because I personally think the most important things about the gear scaling discussion are drowning in all the frustration that the legendary gear is causing, which I think it understandable but I also hope it won't lead to the actual issues (personal opinion) being forgotten about. Feel free to discuss, agree or disagree or maybe add something that I forgot myself! Balancing of gear stats So first of all - right now we're still in an Alpha, very unpolished, mainly focused on testing if performace and systems work at all. At this state from what I feel, all numbers are placeholders and subject to change anyways. Does this mean criticism on scaling is not important? No, I don't think so, I personally think all feedback on all systems is important, however, frustration about numbers that can be changed at any time and demanding for balancing to happen immediately while the game is far from being finished is not really pointing out the things that are actually causing the frustration.What I think should be the feedback on balancing for gear etc Considering all numbers are subject to change at any given time I would personally focus on the bigger picture of issues that the numbers are causing instead of the individual numbers themselves. So my feedback points would be:- Artisan crafting bonuses should not make legendary items be craftable like it was common gear This goes hand in hand with the second point- Legendary gear should be harder to aquire, right now it does not feel special If the systems were to be kept the way that they are right now, legendary gear would be way too easy to aquire, as you can currently get to full legendary gear within one day if you get the artisan gear for it. And I personally feel the highest rarity in the game (Artifact left aside) should be really hard to get at any stage of the game, whether it's level 10 or level 50, novice or grandmaster.- Small groups should never be able to kill World/Raid Bosses At least not the way it currently is. I feel like bosses that are designed to be done by a raid group should be so strong that they can't be done in smaller groups, even if they have really good gear and are playing well. For example with Firebrand, if it was a small group of Level 50 players killing him, that'd be a different thing, but I think a small group should never be able to kill a world/raid boss of the same level range that they're in. Similar to the gear progression for me this defeats the feeling of the boss being something special/hard to achieve.- Player power Here's a quote on what the official plan was for player power and gear: Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power? A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power. – Steven Sharif (2023) Hope this is still the plan, as currently my gear makes for ~80% of my damage and healing if not more.- Current numbers are making the griefing issues worse With how the gear scaling is atm, I personally feel like a lot of the frustration is coming from griefers and players that have been abusing systems to get even more ahead and grief even more. I know there has been done a little bit on the US servers but the EU servers seem to simply be ignored. Players that have been at lvl 25 for weeks now, done all the content they could've done by now, are griefing low level players simply because they're bored. And with the current gear scaling there is even less that lvl10s can do against them. I personally don't mind the numbers for gear etc being off atm as it's an alpha and it's for testing anyways, and with the gear I have now I get to explore and test a lot more freely, while on the other hand it's not really representative of how the gameplay should be in the end I guess? I feel like balancing stuff 2 weekends b4 the wipe would be a waste of resources. So all I hope is for item rarity, gear progression and content difficulty to be scaled well for the finished game. What are your thoughts?
Q: Could you explain in detail what you mean by 50% of player power when talking about gear influence on player power? A: That's just a general allocation of what players can expect to pursue when enhancing their player character power. Now obviously, the distribution and ratio of those types of influences, whether it be itemization, whether it be level, whether it be, augments choices, and/or skill tree choices: those influences and ratios change through the leveling curve. So, at lower levels your character level is going to be more influential over character power than itemization will be, but at endgame or higher levels, or at the end of the adventuring level progression, that's when itemization really gets an emphasis for its ratio of player power. – Steven Sharif (2023)
Andi wrote: » White to green gear should be 5% in damage, green to blue another 5%, and so on. There are 8 rarity grades, which would make it 35%. You could maybe argue for it to be 10%, which would make a legendary 70% more powerful, but that's already crazy powercreep. Players here don't understand or don't care about how scaling works, especially if we're talking about percentages and not flat values.
RocketFarmer wrote: » Would seem they should know it was already broken via QA testing.
Smaashley wrote: » Legendary gear should be THE best shit, but not 4x better than common or uncommon. An Rare+ geared character should have a chance against a legendary geared character and an Uncommon geared character should have a change against an Epic geared character. Honestly, they could make different stats on the same item gear based on PvP and PvE encounter. There are a shit ton of way they can do this. Let's just wait if they can deliver.
Shoklen wrote: » It was good to see Steven's post last evening addressing the rarity crafting bug. I didn't even realize that people could craft legendary equipment without using any epic or legendary resources. That just should not be the case no matter how much crafting shirts can boost quality for a crafting discipline. I was wondering how (so many) people were running around in full legendary equipment; they didn't need any of the legend resources. But it's good to see the problem has been recognized a long with the actual power scale of the final products.
wakkytabbaky wrote: » steven has stated that rarity scaling atm is bugged and doing triple the normal value, he also said there is rarity scaling, rarity creation and drop changes coming this friday