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The Removal of Additional Rarity-Based Stat Lines

I don't understand the reasoning behind this decision. Previously, it was well worth the effort to craft items up to Heroic rarity to unlock all of the item's stat lines.

This was also a good system to ensure that the effort to craft advanced rarity items wouldn't be quickly surpassed by items a couple of levels higher.

But now a level 19 Heroic bow (Tier: Adept) can be surpassed by a level 23 Common bow (Tier: Radiant). Not only does it have higher damage, but all of the additional stat lines are also better.

Doesn't this massively discourage item crafting? It's only worth the effort to craft the first item of the Tier during leveling, waiting another 10 levels without changing gear.

To be honest, I don't understand this change at all.

Comments

  • LudulluLudullu Member, Alpha Two
    Ahhh, so it IS a shitty scaling then. I've been asking about it ever since we've heard about this change to tiers. So yeah, the only crafting that will matter is the T1 stuff of each grade.
  • lamina5432lamina5432 Member, Alpha Two
    edited August 28
    If they take out the unique aspect of rarity they did we really should just move to a amount of material based crafting system. Having something so unique to it and taking it away really drives home the point rarity is just extra fluff now.
  • Ludullu wrote: »
    Ahhh, so it IS a shitty scaling then. I've been asking about it ever since we've heard about this change to tiers. So yeah, the only crafting that will matter is the T1 stuff of each grade.

    I remember your comments in the other post. Both your fears and mine seem to have come true.

    I still don't know if tiers can alleviate this somewhat, but it's disheartening that it's happening with the most common items.

    I don't understand this decision at all.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Fildserh wrote: »
    I don't understand this decision at all.

    I was just gonna like but this bears repeating.
    You can always have my opinions, they are On The House.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    Ok, having talked it over with group I can be clearer while still in the spirit of the desired feedback type, I think (or at least on the border of it).

    Dear Intrepid, if these were removed in preparation for any of the following:
    1. Empowerment slots for gear customization
    2. A system for Artisans to control those stat lines that it is not yet implemented
    3. Any combination of the above and anything even remotely similar to the Traits in Throne and Liberty
    4. An implementation hurdle preventing those stats from 'being missing' on dropped/damaged gear, even if no combining/traiting is possible later

    Then we will wait for the fix or implementation.

    If they were not, i.e. if low Rarity gear gets more statlines simply because it is higher level to craft, then no one in my group can come up with a situation in which we expect to find your system enjoyable as crafters.

    Without that, we have no reason to engage because we have a game where we find this system more enjoyable if thinking only as Adventurers, already.
    You can always have my opinions, they are On The House.
  • DepravedDepraved Member, Alpha Two
    Fildserh wrote: »
    I don't understand the reasoning behind this decision. Previously, it was well worth the effort to craft items up to Heroic rarity to unlock all of the item's stat lines.

    This was also a good system to ensure that the effort to craft advanced rarity items wouldn't be quickly surpassed by items a couple of levels higher.

    But now a level 19 Heroic bow (Tier: Adept) can be surpassed by a level 23 Common bow (Tier: Radiant). Not only does it have higher damage, but all of the additional stat lines are also better.

    Doesn't this massively discourage item crafting? It's only worth the effort to craft the first item of the Tier during leveling, waiting another 10 levels without changing gear.

    To be honest, I don't understand this change at all.

    as they mentioned in the last stream, they are still adjusting things. my guess is that eventually leveling from each level tier would be harder, so going extra rarity or quality (low, mid, high on each tier) will be worth it to get to the next level bracket faster.

    also consider the difference in mobs lvl and scaling and all that.

    also, early on most of your power comes from your character level, not your gear. example. i did 60 damage with smite on a mob. i took all my gear off and i did 51. furthermore, a mob was hitting me for 33 damage with heavy armor on, i took all my armor off and the mob hit me for 32 damage...

  • LudulluLudullu Member, Alpha Two
    Depraved wrote: »
    also, early on most of your power comes from your character level, not your gear. example. i did 60 damage with smite on a mob. i took all my gear off and i did 51. furthermore, a mob was hitting me for 33 damage with heavy armor on, i took all my armor off and the mob hit me for 32 damage...
    If anything, this illustrates the crafting system issues all the more. Why in the everliving hell would ANYONE craft anything, if you literally don't need gear to progress? And that's even before all the "mobs drop more gear" stuff.
  • DepravedDepraved Member, Alpha Two
    Ludullu wrote: »
    Depraved wrote: »
    also, early on most of your power comes from your character level, not your gear. example. i did 60 damage with smite on a mob. i took all my gear off and i did 51. furthermore, a mob was hitting me for 33 damage with heavy armor on, i took all my armor off and the mob hit me for 32 damage...
    If anything, this illustrates the crafting system issues all the more. Why in the everliving hell would ANYONE craft anything, if you literally don't need gear to progress? And that's even before all the "mobs drop more gear" stuff.

    again, they are adjusting. they need to start somewhere. you still want gear because it will be more relevant as you level up. for example, healing 1- 10 was fine even with less healing skills. now im struggling to heal people 15+ during aoe farms if things get messy (which didnt happen in p2 since you could just buy lvl 10 gear) since ive been unlucky with drops (only got 1 lvl 10 piece of armor, everything else was physical gear =_=)

    i also cant solo spots i could before. there is this spot i could start aoe soloing at level 10 and level up to 14 really fast with my cleric during p1 and p2 that. at level 14, i still couldnt solo it. gear starts being more and more important as you level up.

  • LudulluLudullu Member, Alpha Two
    Depraved wrote: »
    again, they are adjusting. they need to start somewhere. you still want gear because it will be more relevant as you level up. for example, healing 1- 10 was fine even with less healing skills. now im struggling to heal people 15+ during aoe farms if things get messy (which didnt happen in p2 since you could just buy lvl 10 gear) since ive been unlucky with drops (only got 1 lvl 10 piece of armor, everything else was physical gear =_=)

    i also cant solo spots i could before. there is this spot i could start aoe soloing at level 10 and level up to 14 really fast with my cleric during p1 and p2 that. at level 14, i still couldnt solo it. gear starts being more and more important as you level up.
    You've just described what the things should be, if not still a bit too easy.

    The game was supposed to have slower lvling. Yet we have people getting up to 25s in just a few days.

    And slower leveling makes you think about other parts of the game as well, because there's more time to do that, rather than just think "omg, if I don't lvl fast, I'm gonna get destroyed by everyone that did" (which, afaik, has been already happening on P3).
  • Depraved wrote: »
    as they mentioned in the last stream, they are still adjusting things. my guess is that eventually leveling from each level tier would be harder, so going extra rarity or quality (low, mid, high on each tier) will be worth it to get to the next level bracket faster.

    also consider the difference in mobs lvl and scaling and all that.

    also, early on most of your power comes from your character level, not your gear. example. i did 60 damage with smite on a mob. i took all my gear off and i did 51. furthermore, a mob was hitting me for 33 damage with heavy armor on, i took all my armor off and the mob hit me for 32 damage...

    We're still in development, and I think most of us understand that the vast majority of the game is still far from the final product, and things will continue to be adjusted, even after launch.

    My question is aimed at finding the reason for removing additional stat lines based on rarity.

    This question isn't a question about balance, but rather a question about the concept/foundation and the impact on it.

    At first, I thought maybe Tier 1 items would have fewer stat lines, so that Tiers 2 and 3 would be more distant, but that's not the case either.

    Personally, I think a lot of variety and depth is lost in the system if all items have the maximum stat lines (3). We'll only focus on which items have the highest numbers, instead of thinking and searching for crafters to get the item in the rarity you need to unlock the stats you're looking for.

    Not everything is bad; item sets now have a greater impact than before. But it seems to me like it's a step forward on one side, but a step back on the other.

    What you're saying about the differences between level scaling and gear makes sense. In the context of a game where level progression is going to be slow, the first few levels will be the most important factor in the player's progression (since they'll advance relatively quickly), but later on, the main progression will be with gear. That's why a good crafting and item progression system is so important, since if we're going to be at the same level for weeks, we need to have other satisfactory ways to progress.
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