Originally Posted by
KingFu
One big issue I have though is hit, especially for anything below endgame. I think the attributes were perfectly balanced before with how they gave hit as a base stat. Now, it's way too low. My level 55 enchanted staff mage has 83 hit%! What was the point in lowering dodge if at many levels a lower hit is going to give the same result or skills missing due to luck? It's counter intuitive. Meanwhile, my 80 mage has a staggering 210+ hit%, which is laughably high. Hit should be high enough to where I can confidently land a majority of my skills, but low enough to where skills like hell scream and blind shot can actually have an impact. Between my 55 and my 80, they're at two different ends of the spectrum and neither seems practical. For this I'd say un-nerf hit and change the attribute values back so that each class (mainly anything int) actually has a chance to land their skills. It was way better previously. If there's really a need to add some sort of containment to hit though, implement a hit cap. I know 100 is technically the "cap," but I mean put in a hard cap that hit can't rise past. 100 for bears, 125 for mages, 150 for birds, or something to that extent. I think there would be better solutions such as tinkering with the stats and coming up with appropriate values that would scale properly across different levels based on stat investment and removing hit boosts from gear entirely, but I think a hit cap would be a much quicker fix. At the very least I think hit should revert back to the way it was before though.
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