Ludullu wrote: » ShaggyRyn wrote: » See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better. On top of Azherae's question, I'd like to clarify what exactly do you mean by "stat build" here? And what other things could gear even provide? Cause, as I imagine them, the dials should range all the way from "you get 1 str" to "+15% chance to resist poison attacks from amphibious animals". Like, what else is even possible, if gear is not giving you some kind of stat gain? Oh, and I see any potential party synergistic effects to be "stats" as well. "your water spells do 10% more damage, if there's a mage/archer in your party" is still a stat bonus to me.
ShaggyRyn wrote: » See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better.
Azherae wrote: » And we do have gear that fundamentally changes the way abilities work (yes that's only in TL for now but Ashes will prob have it).
Azherae wrote: » ShaggyRyn wrote: » Ludullu wrote: » They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented. And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition. And at that point, I don't really know how much further build variety can be taken. See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better. Wait, have you never played a game where the stats on your gear are actually a matter of actual preference? Like 'this gear offers me either Ranged or Magic Evasion and I fight Magic enemies so I choose Magic evasion and then tweak the rest of my build to that'. I genuinely ask because I know many games don't, but even ESO and BDO actually get this far (unless you're only talking about whatever the current meta is).
ShaggyRyn wrote: » Ludullu wrote: » They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented. And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition. And at that point, I don't really know how much further build variety can be taken. See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better.
Ludullu wrote: » They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented. And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition. And at that point, I don't really know how much further build variety can be taken.
Azherae wrote: » GreatPhilisopher wrote: » with the way they are going at it with the TTK ,gear and stats there will be no build diversity . everyone will pick the biggest stat stick with the skills that gives the most damage otherwise you'll be cannon fodder This is also absolutely true. Build diversity comes from the game offering diversity in potential goals. Ashes has promised to also provide this goal diversity, so we either have to trust that it is coming, or assume that the signs that they can't/don't know how to do it are going to lead down that path. But they ask for feedback and the feedback they usually get is 'this design sucks', so to assume they won't change even stuff like that is equivalent to having no faith at all.
GreatPhilisopher wrote: » with the way they are going at it with the TTK ,gear and stats there will be no build diversity . everyone will pick the biggest stat stick with the skills that gives the most damage otherwise you'll be cannon fodder
ShaggyRyn wrote: » Ludullu wrote: » ShaggyRyn wrote: » See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better. On top of Azherae's question, I'd like to clarify what exactly do you mean by "stat build" here? And what other things could gear even provide? Cause, as I imagine them, the dials should range all the way from "you get 1 str" to "+15% chance to resist poison attacks from amphibious animals". Like, what else is even possible, if gear is not giving you some kind of stat gain? Oh, and I see any potential party synergistic effects to be "stats" as well. "your water spells do 10% more damage, if there's a mage/archer in your party" is still a stat bonus to me. So instead of stats like str, dex, etc, you could have gear that have abilities on them, some like you said that have specific % boots for an element/ type of dmg/or specific skill. Like in Ragnarok you had gear that had all of those various boots on top of some gear had slots where you could put in cards that could have more of those stats or even other classes skills. You still had min/max but the variety made it still feel like with a single class you had 3-5 builds.
GreatPhilisopher wrote: » Azherae wrote: » GreatPhilisopher wrote: » with the way they are going at it with the TTK ,gear and stats there will be no build diversity . everyone will pick the biggest stat stick with the skills that gives the most damage otherwise you'll be cannon fodder This is also absolutely true. Build diversity comes from the game offering diversity in potential goals. Ashes has promised to also provide this goal diversity, so we either have to trust that it is coming, or assume that the signs that they can't/don't know how to do it are going to lead down that path. But they ask for feedback and the feedback they usually get is 'this design sucks', so to assume they won't change even stuff like that is equivalent to having no faith at all. if they want diversity instead of everyone picking what gives more phys/mgc power and a bow for a second weapon they will have to change the focus of stats to make all of them or at least a decent amount of them equally good so making a build with one of the many stats as the base is as viable as doing it for any other stat where people will start picking/craft gear more specific stats and at one point let the crafters have ways to change or add some more different stats as a bonus that are weaker and dont scale like normal ones. doing that will aslo make the weapons more fixed/focused on certain type of stats (eg : spear for phys penetration, wand for mgc cast speed , staff for mgc dmg, daggers for atk speed) instead of having these stats be a worthless secondary to the mgc/phys power where those should be just give a decent flat damage with a lot lower scaling where legendary gives at most 2x the common gear . in short the phys/mgc power should be more like secondary stat bonuses that exist to give bigger damage cuz the design require it and they should be soft capped at a certain point. they gotta limit the BOW or somehow make the other weapons as viable as it , no one gonna bother using a book to multi hit if just using a bow gets u a lot more damage from a lot safer distance and while at it make the weapons skill trees more unique and actually worth investing a certain build into rather than just throwing skill points into everything. lastly fixing the TTK to be at least 30~ seconds is the least they can do to give all or at least a good amount of builds the freedom,space and time to shine at what they can do and achieve.