Glorious Alpha Two Testers!
Alpha Two Phase III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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 III testing has begun! During this phase, our realms will be open every day, and we'll only have downtime for updates and maintenance. We'll keep everyone up-to-date about downtimes in Discord.
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.
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.
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.
5
Comments
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.
I was just gonna like but this bears repeating.
Dear Intrepid, if these were removed in preparation for any of the following:
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.
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...
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.
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).
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.