merch_master
05-14-2015, 08:36 AM
So, in recent months and especially in this last event; we have seen two absolutely major problems emerge :-
Uselessness of tanks
Luck system
On tanks, it is just not arena, but even pve where they are just not as useful. Yes, they may save a few ankhs but drastically reduce the speed of a run and tend to just be a burden
And yes the last event vastly improved the abysmal arena luck, but the matter of 20runs-> fossil for one person and 600 runs-> not even recipe for other is still a huge issue.
My tentative solutions are:-
Tanks -> The various suggestions for skill buffs have been ignored, so i thought up a new way to circumvent this problem.
Again the major problem is speed drop and not enough need for taunting and holding aggro. Also, there was a rumour a while back that when tanks enter a map, the armour of mobs is buffed. This gave me a very effective idea.
Why not increase dmg a bit and decrease health/armour of mobs a bit more substantially when a tank joins? This does the dual job of making runs slightly faster due to low health but the effect being neutralized due to low warrior dmg and makes taunts a bit more needed with am increased mob damage ( not too much so no one ignores wars)
Acclimatizing of mobs to the party class balance good go a long way in making everyone more equally useful. The same could be applied to a mage, where the dmg and hp goes down but mob density increases slightly.
Thus 2wars 2 mages will still have a different kind of run than a 1w 1m 2r but the the difference will be much less, since the enemies faced will be tweaked differently for different classes
Also, one-hitting of atleast full legendary boss should not be possible. This greatly increases an imbalance. Whats the use of a warrior if he can be one hit just like a rogue or tank
Luck:-
The problem ofcourse is the complete unpredictability of the drop. You can drop at 1 or at 600. Of course removing luck will make the game much less fun;
x number of runs gives you 'y' if applied for all gears can get boring quickly. A simpler solution could be -
Incrementing luck percentage with runs
For An example, ASSUME there is 1/1000 chance of looting a recipe when you begin.
Instead of this remaining the same throughout , it could be stepped up to
1/900 runs after say a 100-200 runs
Another increment to 1/800 after a total of 300-400 runs.
Thus this makes it so that theoretically you will loot it after a certain number of runs. While you can still loot it at 1st run, the chances will be significantly greater after the 100th or 500th run ( ofcourse this would reset and there would be seperate counters for the loots i.e. looting recipe wont reset fossil counter)
Any feedback would be well appreciated :)
Uselessness of tanks
Luck system
On tanks, it is just not arena, but even pve where they are just not as useful. Yes, they may save a few ankhs but drastically reduce the speed of a run and tend to just be a burden
And yes the last event vastly improved the abysmal arena luck, but the matter of 20runs-> fossil for one person and 600 runs-> not even recipe for other is still a huge issue.
My tentative solutions are:-
Tanks -> The various suggestions for skill buffs have been ignored, so i thought up a new way to circumvent this problem.
Again the major problem is speed drop and not enough need for taunting and holding aggro. Also, there was a rumour a while back that when tanks enter a map, the armour of mobs is buffed. This gave me a very effective idea.
Why not increase dmg a bit and decrease health/armour of mobs a bit more substantially when a tank joins? This does the dual job of making runs slightly faster due to low health but the effect being neutralized due to low warrior dmg and makes taunts a bit more needed with am increased mob damage ( not too much so no one ignores wars)
Acclimatizing of mobs to the party class balance good go a long way in making everyone more equally useful. The same could be applied to a mage, where the dmg and hp goes down but mob density increases slightly.
Thus 2wars 2 mages will still have a different kind of run than a 1w 1m 2r but the the difference will be much less, since the enemies faced will be tweaked differently for different classes
Also, one-hitting of atleast full legendary boss should not be possible. This greatly increases an imbalance. Whats the use of a warrior if he can be one hit just like a rogue or tank
Luck:-
The problem ofcourse is the complete unpredictability of the drop. You can drop at 1 or at 600. Of course removing luck will make the game much less fun;
x number of runs gives you 'y' if applied for all gears can get boring quickly. A simpler solution could be -
Incrementing luck percentage with runs
For An example, ASSUME there is 1/1000 chance of looting a recipe when you begin.
Instead of this remaining the same throughout , it could be stepped up to
1/900 runs after say a 100-200 runs
Another increment to 1/800 after a total of 300-400 runs.
Thus this makes it so that theoretically you will loot it after a certain number of runs. While you can still loot it at 1st run, the chances will be significantly greater after the 100th or 500th run ( ofcourse this would reset and there would be seperate counters for the loots i.e. looting recipe wont reset fossil counter)
Any feedback would be well appreciated :)