Item stats balancing (Full Version)

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Vypie -> Item stats balancing (7/30/2016 15:30:49)

Some higher level items are direct downgrades to items of 2 levels or even 4 levels below.
I'm talking about blue rarity items vs other blue rarity items.

It's very weird that the item balance is so off, that I can't know if its intended or not.

Some items, specially looking at items from before the update, have such CRAPPY stats in comparison, like +4+4+4+4 for a level 6, or +7+7+7+7 for a level 10!
And 'Crown of twigs', an EPIC item of level 12, has +8+8+8+8.
These items have such blandness in distribution of stats that it feels like its on purpose to make them unusable. And 'Pale shroud', a level 12 but green quality, also has the same +8+8+8+8+8. Go figure. :(

All items with +X+X+X+X stats follow the same simple rule. They go up in number depending on level, but rarity doesn't count for anything. Its like they forgot to change them.

lvl 12 'Tegmina Cloak' feels very under-powered as well, when you compare it to other crafted cloaks that are level 8 that are very similar in power.


I get it. the purpose is to make people go and farm the items to craft the stuff, rather than level up and equip late game gear you have acquired in the past.
But is this being done in the right way?
I mean, leveling already takes so much time to get to level 10 or 12, that its not even optimal to NOT craft the items. If you don't craft them, you will have a harder time leveling up, and it will take way longer too.
If you are already going to craft the items to be able to progress, the why make the old (blue quality and above) items useless?
Looks like they will only be good for cosmetic purposes. I'm fine with that, but that feature doesn't exist yet.

Comments?




HeroKae -> RE: Item stats balancing (7/30/2016 21:42:05)

The only items from pre-beta that did'nt got this x+x+x+x rule were the alpha set II and umbral cave itens. All other items from pre-beta are either useless or have bad stats for their level, they may update then in the future. I also think some of the current item name colors dont make much sense. Exoblade and Chitin Piercer are blue and are way harder to get than Deathly Zed Sword and even Nighlocke weapons (mostly due Hulking Spider being by far the hardest monster for some reason now). Also Bridge Keeper's Axe seems to be worse than Nightlocke weapons and has also a pink name. There must be a rule, the item name color should either show the rarity or quality of items.




Vexx -> RE: Item stats balancing (7/30/2016 21:50:01)

Items with straight stats to Attack, Defense, Health, and Mana are using the default stats as we have yet to balance them. They're items that have yet to be re-introduced in the Closed Beta and will most likely have their stats changed once we find a new spot to put them in the game (alternatively they may keep those stats and be replaced with a copy of the item that has balanced stats in-game, like the Zed Sword and such were).




Vypie -> RE: Item stats balancing (7/31/2016 8:14:17)

Thanks for the clarification, I was getting a bit worried there! :)

Personally, I wouldn't like to find ALL old items become obsolete in the same way the Zed Sword was. With the Zed Sword and some other items, I am completely fine because they were VERY strong already, Unique(as in one-copy only), and were end-game too! It would make players not go through the content again.
For other items that were never too strong or used, I feel its fine to just balance the stats instead of creating a new version of them.

For example, regarding the 'Umbral Cave' items: They didn't get the 'default stats' treatment (and so they are still kinda usable). But the items in the rare chests, which were so much more harder to get, got the default stats. And they were never worth using for their stats even before, you know?
It would be nice to find old items still being usable in some way, instead of re-releasing new versions of all of them. :)
(Otherwise there would have been no point to let players keep their equipment, I guess! ...Kind of like a indirect 'full reset'.)




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