04-23-2014, 05:51 PM | #41 |
Pledge
Join Date: Jan 2013
Posts: 7
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04-23-2014, 06:04 PM | #42 | |
Banned
Join Date: Apr 2008
Location: Brasil
Posts: 536
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Quote:
tbh i dont get exactly how should a boss jewelry be directed to mages if not directly by mana... cast speed? bah! |
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04-23-2014, 06:28 PM | #43 | |
Baron
Join Date: Jan 2011
Location: Arborea
Posts: 649
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Also, don't you think they're asking us now about things like this because they will make it dropable again? Cuz I do. Soon, but not very soon. |
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04-24-2014, 05:14 AM | #44 |
Initiate
Join Date: Jun 2013
Posts: 144
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all boss level jewellery should be time-limited.
if possible, disclose all combat formulas so that a proper assessment of the combat balance can be made before further adjustments. otherwise, you will end up chasing shadows. |
04-25-2014, 06:13 AM | #45 |
Initiate
Join Date: Jan 2008
Posts: 114
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I think it's a great idea to either lower the amount of damage on boss jewellery or give quest jewels that are near the damage of boss jewels.
Rings with 25 physical damage, or amulets with 30 elemental damage as part of a quest chain (high level quest, maybe to kill a certain amount of players or earn a certain amount of rps) would be a great addition and even out the damage difference between players.
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04-25-2014, 09:14 AM | #46 |
Initiate
Join Date: May 2007
Posts: 144
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I don't really see boss jewellery as the core of the issue here. The problem is out of whack damage, which is a combination of ridiculous buff-stacking, weapons and jewellery. Nerfing just boss jewellery won't do much to fix the problem.
What is needed is to compress the upper range of damage, as more and more dmg enhancers are stacked it should give diminishing returns. Just as AS%, CS% and other stats work already. I've heard NGD tried to introduce such a feature on Amun some time ago, but the community cried too much about their reduced damage, so it was abandoned. I believe the message from this thread and others is a loud admission from the community that they were dead wrong, and it's time just to reintroduce this damage compression. (Anyway just get this over and done with fast plz, so you can turn your attention to more important stuff, like reintroducing TDM...)
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Los, Urizen - Haven/Alsius, Oro the Manslayer - Horus/Syrtis (RIP), Enitharmon - Ra/Syrtis (RIP) |
04-25-2014, 11:09 AM | #47 |
Master
Join Date: May 2010
Location: England
Posts: 455
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The core issue here is the game mechanics. The solution will not be simple, and I doubt NGD will do it properly (because "10 year old code").
There are two fundamental problems when it comes to boss gear (by that I mean dragon amu + boss dmg rings). The first is the current armour system in place, fixed damage reduction needs to go. The second is the way in which percentage based damage buffs works with boss gear equipped, this also needs to change. Introducing new jewellery may reduce some of the disparities between boss gear owners and normal gear owners, but it's a quick fix to a problem that is always going to impede future balance issues. Fix the game mechanics, see how much easier balance is then. |
04-25-2014, 11:52 AM | #48 | |
Master
Join Date: Dec 2011
Posts: 479
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If there been a system with diminishing returns or anything as refined as that, surely would have heard more about it. |
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04-25-2014, 07:48 PM | #49 |
Count
Join Date: Nov 2008
Location: Trinidad and Tobago
Posts: 1,194
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Jewellery. Many are terrible and useless. Some are average. Few are good and fewer still are considered OP.
Those considered OP are mainly so because of damage calculations and creeping up-tick of defense/offence leading to sometimes absurd extremes. If the equations are not repaired, all will happen is that the problem just gets kicked further down the road. There is one other issue I would like to mention. The current jewellery was only designed in a context of a max level of 50. With 60 being the new maximum, some of these pieces scaled out of proportion along with other propagating power increase issues. This then makes the equipment OP on 60's yet barely useful to levels 45-50 who would be best served by a power boost. On the other end some are so useless to the point of being absurd. One possible solution to all this is to level cap jewellery. This allows the invention of powerful stuff for lower levels without the fear of it scaling out for higher levels. Make new jewellery appropriate for level 51 - 60. One size really cannot fit all especially in a level spread such as this game has. One serious conceptual error was trying to stretch all the equations that were balanced for 50 to somehow make it scale for level 60. A price is paid for that now. In the end, level capping jewellery would ensure that there would be few useless pieces in the world and almost no OP ones due to scaling at least. Actually, it could be a way to bring even lower levels into the warzone which is what I assume NGD wants. Increasing WZ survivability through jewellery for lower levels could help. |
04-26-2014, 12:34 PM | #50 | |
Master
Join Date: Jan 2009
Posts: 395
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Quote:
Even at some post found out from some players about what Frosk replied a few days a go in spanish forum ... This is mirroring international ,even a old thread of mine from 2 years a go what OS are you using to play Regnum had more voters in international ,around 200 ,now fragile touch 90 voters for a international forum ...this must give you a think about what your are saying and how are you sayning ... Anyway to be back in topic : Boss jew were not so powerfull at the begin of the game ,as it's now ,but the basic huge impact amplifier is made by: -legendary weapons -cold blood -fulminanting But fixing armor system will fix this minuses ,maybe .... And even worse you are modeling your balance around boss jew and not normal players ...
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