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#51 |
Banned
![]() ![]() ![]() ![]() Join Date: Nov 2008
Location: México.
Posts: 838
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Still wondering why Thorkul´s ring is the only one wit physical damage ¬¬ I would change its damage to Ice Damage, Evendim´s ring should be Lighting damage, and Daen´s one stays like it is now.
I think Thorkul´s ring is Blunt damage because it is a worm... you know, earth worm... earth... rock... bluct... NGD Logic..., then you should change Evendim´s ring damage from Ice to Slashing (because Evendim uses a Sword) and Daen´s ring damage from Fire to Piercing (because Daen uses a spear)... I just ask for that ¬¬ Really ¬¬ |
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#52 | |
Initiate
![]() ![]() Join Date: Jun 2012
Location: Syrtis
Posts: 153
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I would honestly prefer thork rings over daen/eve rings
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#53 |
Banned
![]() ![]() ![]() Join Date: Apr 2008
Location: Brasil
Posts: 536
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#54 |
Pledge
Join Date: Jan 2009
Location: hiding in the snow
Posts: 36
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As some said already the main issue is not the jewelery alone but jewlery along all the new lvl60 op equipment that filled the game from lucky boxes. The situation we face today is solely an effect of NGD selling raw in-game power and it is best if we face that before trying to fix anything.
A player that buys enough xim can obtain an overall dmg bonus equal to what you get from boss amulet and rings. Compared to such players everyone else is outclassed to the point player skill doesn't matter much to the outcome of a fight. I'm not saying lucky boxes should not be sold but what we need is an overall balancing of armor and damage calculation in the game instead of isolated boosts or nerfs here and there. As things stand now bonuses like attack speed, extra hp, extra stats or evasion either matter too little compared to raw dmg bonus or there is no way to tell how useful they are. Testing out is impossibe of course, since equipment with different bonuses costs real money, so everyone is forced to go after a huge dmg bonus for a reliable build. We have a messed patchwork of a dmg-armor system that includes the system of the game as it was first created and all the side effects of the updates that followed. What needs to be done is for the whole system to be reviewed and changed so that it gives a chance for survivability to everyone including lower levels while keeping lucky box items as useful as possible. NGD should set for themselves what are the expected stats and power for an average player on each level and move from that point to fixing balance in the game. Once that is done it will be easy to balance both the equipment dropped by bosses and the power one can gain by buying items with real money and set everything so that it doesn't break the game, even tweak things according to tests along time. If that makes you worry that players will stop buying boxes because the items will not be as op anymore you can simply make lucky box equips op afterwards as well. Reviewing the system and setting an "expected player power" is essential so you have control over the item balance for future changes too, and give low levels a chance to fight in the wz along the way. |
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#55 |
Initiate
![]() ![]() Join Date: Dec 2011
Location: Poland
Posts: 160
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I agree with ppl who say that the main problem with boss jewellery is not it's stats but how buffs affect them (recharging arrows, fulmi, offencive stance, berserk...), and yes except mana and hp from ammy boss jewellery is useless for mages.
Another topic mentioned in this thread: How to bring lower lvls/more ppl to war? 1) adjust exp curve so you can lvl fast without grind (just quests only) till lvl 45-50. (i am already reviewing alsius quests, which are entertaining and influence players knowledge of realms topography/game mechanic/have good reward/interesting story and which are just ...crap). 2) war ready player is most likely player lvl 50-> war master quests-> suggest you are expected to do war as priority for you, at lvl 50 you have second best set of weapons and armor, you have enough power/discipline points to compete with higher lvl players. An ALTERNATIVE solution is lvl locked jewellery from quests-> most likely % increase of hp/mana ammy, single % dm increase ring and single % protection bonus ring-> in order to make lower lvl player compete with higer lvl players he must deal sufficient damage dm and be able to take the hits from higher lvl players (not a 1 hit 1 kill 1 rp- exploited by some rp farmers who run away from equal lvl players but can farm 1 rp players till their victim rage quit). this solution has flaws tho: -affects grind> overpowered player towards mobs thus fast lvling, no benefits for NGD as nb will be interested by exp scrolls in the jewellery lvl gap -the lvl at which the jewellery is obtained is questionable lvl 30? 40? when do you have enough points to build an effective spell setup? it affects every class differently too (mage class? warrior? archer?). Old "kill enemy players" were designed for lvl 50 cap thus they are now outdated. - the scalability should be at least every 10 lvls (if not every 5 lvls), let's say the theoretical 30% dm increse for player lvl 30 will affect game play different way than 30% dm at lvl 40.
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Kyle Katharn (knight) Darth Malgus (barb) Marka Ragnos (Hunter) |
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#56 |
Master
![]() ![]() ![]() Join Date: Sep 2007
Location: Asia
Posts: 335
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Boss jewelry has brought nothing to this game other than imbalance. My understanding is that this game is more of a realm vs realm rather than pvp game.
My thoughts are the folllowing: 1. Nerf. ADD penalty in order for boss jewelry user to take challenges and put more strategy in game play. Either of the following: a. Deduction of XXX to Mana or HP. b. Once equipped, CS or AS on a percentage deduction effect. c. Once equipped, player does not regenerate HP or mana d. Once equipped, tendency of dragging mobs to attack the user [haha] e. Armor Penalty, and more. 2. Armor system is broken. Provide new sets of jewelry like Warmaster amulet and rings that can counter the imbalance of current boss jewelry.
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When luck rans out, I die. |
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#57 |
Initiate
![]() ![]() Join Date: Dec 2010
Location: Sweden
Posts: 105
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Meh, go play chess, no random, same gear, no unbalance, ever....
RO is a wargame, if you attack under bad conditions you gonna die... aka respawn... What a loss...... At times dieing a lot to free a fort may be a valid strategy, if you don't like it don't do it. I played for years with no bling bling, and also with full set. Yes it does matter but not more then that I lately played my marks and did not even notice I was using NO jewelry at all after 1h of intense gameplay... (Conju had it to make Winter jelly of the the insane mana, don't dare cast energy borrow at me ;o) The only unbalance is that amu is undroppeble for the moment! Fix that and we are all fine. ![]() Best Regards /A
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- Aniara, Lock wm - Tendercare, Conju wm - Mr Noon, Barb wm - Easter Bunny, Mark wm - Red Riding Hood, Hunter wm - Brand Af Gokstad, Knight wm - Alsius Ministry for Foreign Affairs
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#58 |
Master
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Posts: 479
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#59 |
Master
![]() ![]() ![]() Join Date: Aug 2011
Location: The Netherlands
Posts: 549
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except for the redicilous boost of damage you get from the ammy with marks and barb (mainly, tho hunt's cb is crazy too)
the ammy's are a good thing, they keep people playing, wanting to get their hands on that extra hp and damage now however they have crazy damage AND impossible to get.. Im no fan of the ammy's, removing however would take away a big part of 'wanting to keep playing to get good gear' its the only thing you cant buy from boxes afterall the crazy damage should get fixed.. improving armor calculation would be (imo) the best way but if thats not 'possible' then plz nerf and then the ammy's should be dropable again
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Winter Wolf (hunt) Winter Mage (conju) Winter Strike (knight) Winter's Big Bro (barb) I used Mind Blank too much, now I'm too dumb to resist anything. |
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#60 | |
Banned
![]() ![]() ![]() Join Date: Apr 2008
Location: Brasil
Posts: 536
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I wish amu will be dropable again, so I come back to play and take my acc back from friend ![]() |
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