Babsbunny
Member
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I'm sure most of you can agree that Omega is the worst phase in this game so far. I've been back for a few months, managed to get to level 40 and I think I have a grasp on the inherent flaws of the game in its current state. First of all, passive cores that augment luck scaling (i.e 4% block chance, 4% crit chance etc.) should be removed from the game. This is the main problem in Omega. The scaling on criticals, deflections and blocks are designed for a game where the level cap was 30. This is why I see SO MANY criticals, blocks and deflections in battle. Making the level cap 40 has created exorbitant stat and luck inflation. I have seen a str build that had 100 dex and managed to block me 3 times. That's just ridiculous. And not in a good way. Add ninja reflex, and you will be getting blocks 24/7 while having a more than modest damage output. Skills like Bunker Buster and Plasma Cannon used to be balanced because they didn't crit as much, but now you can use 5 focus, high tech and get a decent level of support. Crits, deflections and block chances should be scaled down by at least 20% to get them back on par with the level cap increase. And I repeat, passive cores that augment luck should all be removed from the game. It doesn't help that all items basically give the same stats now. I find it insulting that my Frostbane is just as weak as any old non-rare sword. This has also completely removed build diversity. I used to love the challenge of finding the right set of items with the perfect stat modifiers for the build I was trying to make. Enhancements worked well in making the system not too constraining and liberating enough to foster an enjoyable playing environment. Omega stat customisation should be scrapped, for a revamped version of the old enhancement system. I liked enhancements when they were only on swords personally, it was way less costly. And what kind of a joke is the current war/influence system? Why can't we see how many wins everyone has in a faction? Why can we only get influence during a ''war''. The term itself seems perfunctory in this game's context, since the ''story'' and justification for each war is extremely bland. I have participated in the last three wars, and they have been exactly the same. Is that really how wars work? The first war I participated in, which was in Frysteland, was promising and much more multi-faceted and deeper than the current recycled war paradigm the devs have been using. And why would you remove battle tokens? For me, this has made achievements pointless. I used to love saving battle tokens and looked forward to getting myself some nice achievements with them. And why can't you see your opponent's achievements in battle anymore? I could tell if someone was a noob or not from them. When the fame feature was first introduced, I was lucky enough to be able to ask Cinderella, what on earth was the point of this feature? She claimed that it would advertise and promote the game (character pages being the median through which this goal could be achieved). Now that fame is done in-game it is absolutely useless, except for some achievements. I think fame does more bad than good. It's fairly axiomatic that this feature has been toxic for the community ever since its creation. Fame beggars are now a trademark feature of Omega. ''f4f pls'' I should also add that creativity and more enjoyable gameplay could stem from the return of passives and agility. I think agility creates an equitable trade-off between focus builds and stat spam builds. And as for passives, they obviously make build-making more enjoyable. Obviously, I am looking at changes to core gameplay features. New additions such as tournaments, additional faction and interface improvements could all supplement these changes.
< Message edited by Babsbunny -- 1/31/2015 10:05:55 >
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