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# 91
03-12-2012, 08:59 PM
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Originally Posted by bluedarky
It's not that the Devs don't care, it's just that given the nature of FF balance is difficult if not near impossible to achieve. Certain Stat and Power Combos will always rise to the top.
Imagine this scenario, you have a set of scales set in 5 layers with around 20-30 trays in each layer and it's your job to balance them perfectly, but each tray is tied to one or more trays on different levels the weight of one tray will affect all the others it's tied to. Think that's bad, we've barely even started. Now imagine that when you've done balancing it the best you can other people run around and find strings you never noticed but throw the entire balance off even more, and the more you adjust things to keep the careful balance you need to maintain, the more they find strings that throw the balance wildly off course. Could you manage to find any balance between all the trays at that point? |
plus we have LOADS of suggestions in the suggestion forums that could be tested. I wouldn't mind waiting a while as long as we knew they where working on it. It wouldn't have to be perfect ( cuz thats impossible ) but up to ur average mmo's standards would work.
# 92
03-13-2012, 02:54 AM
I think this stuff is moving the game in the right direction. Now they need some end game stuff to entertain players.
# 93
03-13-2012, 03:46 AM
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Originally Posted by Dr.Sage
And why can't you run in Protector?
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# 94
03-13-2012, 04:33 AM
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Originally Posted by Beldin2
Because of the damage-nerf that protector, or correctly "tank" will get.
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# 95
03-13-2012, 04:38 AM
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Originally Posted by pikkon15
/what u talkin bout willis?
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20% bonus on ranged and melee, if i remember the numbers correct.
# 96
03-13-2012, 04:47 AM
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Originally Posted by RevenantBob
I think this stuff is moving the game in the right direction. Now they need some end game stuff to entertain players.
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# 97
03-13-2012, 05:04 AM
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Originally Posted by Darq_Aura
Now we need MORE content AT ALL LEVEL RANGES to actually RETAIN players.
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of different level ranges. After that a second MI ;)
# 98
03-13-2012, 05:24 AM
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Originally Posted by Beldin2
Protector gets only 15% Bonus from Superstats while Guardian gets 30%, and also Guardian will get
20% bonus on ranged and melee, if i remember the numbers correct. |
as a Fist AT, i HATE getting beat down by behemoths
the str SS + geting more dodge + behemoths gettig less str = no more worries

# 99
03-13-2012, 07:34 AM
And the Protector role totally doesn't make up for that loss somewhere else? Like with more damage reduction for instance?
Pretty sure there is something wrong though, can't imagine a role benefits less from Superstats...
Pretty sure there is something wrong though, can't imagine a role benefits less from Superstats...
# 100
03-13-2012, 07:42 AM
The one thing that seems "off" to me is that currently on live, I can swap roles fairly easily, I can even swap gear fairly easily, so I can set myself up for ranged blasting today, and tomorrow if I feel like tanking I can set myself up for that too.
I am getting the distinct impression that in order for me to be able to keep this flexibility in the new system I would have to retcon (assuming I can even retcon picks in the new specialization system) which suddenly makes things much less desirable.
I hope I am interpreting all of this incorrectly.
If I might make a suggestion, instead of having it that you automatically get a point to spend every level on a new skill, and that tree fills up after 10 points spent, how about you are limited in SLOTTING 1 point per level and skill picks are crafted from "skill drop things". Or some combination of 1 point awarded automatically each level with additional points earned/dropped/crafted, etc.
Functionally it would allow for the exact same powers to be active, but when it came time to change your load-out, it could actually be done.
I am getting the distinct impression that in order for me to be able to keep this flexibility in the new system I would have to retcon (assuming I can even retcon picks in the new specialization system) which suddenly makes things much less desirable.
I hope I am interpreting all of this incorrectly.
If I might make a suggestion, instead of having it that you automatically get a point to spend every level on a new skill, and that tree fills up after 10 points spent, how about you are limited in SLOTTING 1 point per level and skill picks are crafted from "skill drop things". Or some combination of 1 point awarded automatically each level with additional points earned/dropped/crafted, etc.
Functionally it would allow for the exact same powers to be active, but when it came time to change your load-out, it could actually be done.




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