Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
[Suggestion] Move more of the stat power lower down
The problem before was that you’d try and get items up to Heroic or so to “unlock” the new stats so you can abuse enchanting to turn +1 strength into +9 strength. It’s good that that’s gone. But the new system creates some new problems. Now, the additional stats that get added to items are so little as to be almost pointless.
If an item has a stat on the first or second line, it might have 1,000 of that rating. On the 3rd line or below, it’s usually between 50 and 150. This makes the third line and below feel irrelevant and makes the biggest gap in the game be between a correctly itemized green and an incorrectly itemized green. The gap between a green and a heroic pales in comparison.
My suggestion is to move about 15% of the power from the first two lines down to the third line and below. The top numbers are just too big relative to the lower numbers. This would properly incentivize higher-rarity crafting that currently feels very medium and create more complex questions about what gear to wear. In addition, it’ll prevent future problems relating to stacking stats. For example, on my napkin math, if there aren’t diminishing returns on physical evasion rating currently, I suspect you can get very very close to 100% because of how top-heavy these stats are.
Enchanting is the other big pain point. Enchanting went from feeling WAYYYYY too powerful and necessary to feeling extremely meh. I might enchant some gear, but it’s a really lackluster feeling. I’d like to see it buffed to 2%. I’d also like to see the casino system completely removed but I suspect that’ll be fixed with the other scrolls that are craftable once they’re working. It also all feels like a placeholder system, so it may not matter.
If an item has a stat on the first or second line, it might have 1,000 of that rating. On the 3rd line or below, it’s usually between 50 and 150. This makes the third line and below feel irrelevant and makes the biggest gap in the game be between a correctly itemized green and an incorrectly itemized green. The gap between a green and a heroic pales in comparison.
My suggestion is to move about 15% of the power from the first two lines down to the third line and below. The top numbers are just too big relative to the lower numbers. This would properly incentivize higher-rarity crafting that currently feels very medium and create more complex questions about what gear to wear. In addition, it’ll prevent future problems relating to stacking stats. For example, on my napkin math, if there aren’t diminishing returns on physical evasion rating currently, I suspect you can get very very close to 100% because of how top-heavy these stats are.
Enchanting is the other big pain point. Enchanting went from feeling WAYYYYY too powerful and necessary to feeling extremely meh. I might enchant some gear, but it’s a really lackluster feeling. I’d like to see it buffed to 2%. I’d also like to see the casino system completely removed but I suspect that’ll be fixed with the other scrolls that are craftable once they’re working. It also all feels like a placeholder system, so it may not matter.
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Comments
Regarding enchanting at high levels, reasonable levels, lets say 10 you end up with 10% boost. That is massive in pvp setting.
Blown past falling sands…
The design philosophy of diminishing returns for your effort the deeper you go into progression is a good one and one that kept old-school pvp MMOs alive back in the day. I don't think they should go away from that and increase the power gap for sweaties and casuals. If the biggest power spike is in items like heroic and legendary, this will be very unhealthy for the PVP in the game. Enchanting is the last thing you do on your gear progression, it being an 8% upgrade at +10 is more than enough for players to do it
I think they should move away from straight-up stats altogether. After rare, gear should add perks instead of stat hikes. stuff like "your bleeds last longer", "you move faster when blocking", "you have extra attack speed after breaking a CC", "your healing is increased if you are slowed" or similar ideas. These create interesting upgrades that get people's interest, make building fun, and can increase the skill ceiling by adding situational power if played right. They also don't create a big power creep in the game, which makes casuals never participate in PVP.
When you get to legendaries and artifacts, they should move from perks to more interesting stuff like active abilities. A really good ability with a really long cooldown. Something like "this unique breastplate gives you wings. You can fly for 1 hour, 24h cooldown". This would be incredibly appealing for players, make legendary and artifacts truly unique gear, and not completely destroy the power gap in the game