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RE: AQ's 19th Anniversary

 
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10/16/2021 15:35:17   
Dr Disrespect
Helpful!


@Cupquake
I completely agree.
Post #: 51
10/17/2021 0:35:37   
Biokirkby
Member

How did the wind variant get downgraded?

Also, I agree with Sphinx Jevohas' assertion that elevulnerability makes the burst spells difficult to use.
DF AQW  Post #: 52
10/17/2021 1:32:03   
Zennistrad
Member

quote:

It's still a direct downgrade to existing Elecomp armors with the niche of being usable with any spell.


That's not what "direct downgrade" means. A direct downgrade would be removing functionality without giving an additional benefit as a trade-off.

To use a comparison to another game: in Team Fortress 2, this way of balancing items by taking away a benefit and then adding something else is commonly referred to as a "side-grade" by the player community. It's the general philosophy for how TF2's weapons are balanced, since there is only one weapon in the game that's a direct upgrade from the stock weapons that all classes use by default (and even then, this one direct upgrade is still not very powerful). Some side-grades are a bit too niche in their application to be useful, and the stock weapons are usually considered the strongest in most general situations, but there are almost no direct upgrades or downgrades.

I see the spellcaster lean similarly. You can argue about whether it's good or bad (I would disagree that it's "bad" given my experiences with the armor so far) but to say it's a "direct downgrade" is false.
AQ  Post #: 53
10/20/2021 12:42:36   
Rafiq von den Vielen
Member

I'm sorry for asking here but is it possible that the Bronze Bulwark END toggle doesn't work properly? I'm just getting a "45,29" message and my END doesn't increase. Unless this isn't how it works and I can't dig up infosubs anywhere in which case I apologize.
Post #: 54
10/20/2021 15:20:28   
Lv 1000
Member


Yeah the shield toggle does seem to be broken.
Post #: 55
10/27/2021 10:37:48   
Zennistrad
Member

Now that Lv 1000 has posted unofficial infosubs for the Necromancer Cavalry Lances in the infosub forum, and it's been confirmed that their effect is just a flat +7.5% damage boost when using a rider armor, I'm going to go ahead and repeat something I said earlier in this thread:

The lances should probably be buffed, or at least have their effect slightly altered, so that they boost spell damage instead of weapon damage.

These Necromancer Lances are clearly meant to compliment the aesthetics of the Necromancer Cavalry armors, which makes it somewhat weird that the all of the lance weapons 100% anti-synergistic with the armors that they match. Because all of the Necromancer Cavalry armors are either defensive or spellcaster lean, there's effectively no benefit to using any of the Necromancer Cavalry Lance weapons with any of them, since you will always deal greater damage with a 100-proc weapon even factoring in the damage boost from the lance MCs.

Granted, this is an ultimately very minor complaint about an item few people are likely to use anyway, but I think it is worth bringing up here again.
AQ  Post #: 56
10/27/2021 10:55:52   
drmonkey22
Member

As someone whose active inventory is currently dominated by various rider armors with both both paladin and necromancer lances, I'm rather fond of the way the lances currently work. I don't disagree with it being weird that they don't really work well with the Necromancer Cavalry, just noting that there are people using them as they are now and there aren't many alternatives for gimmicky rider characters.
Post #: 57
10/27/2021 11:38:39   
Zennistrad
Member

I don't doubt they work well for their own particular niche, it's just weird that this niche doesn't include the armor that the weapons are modeled on.

I think maybe having something like a mini-Set Bonus could be a good compromise. If I had to pick, I'd make the Lances could give +2.5% spell/skill damage when used with a Necromancer Cavalry armor, and an additional +2.5% damage when used with a Necromancer Cavalry armor of a matching element. Same would go for Paladin Rider lances and their corresponding Paladin Rider armors.
AQ  Post #: 58
10/27/2021 12:36:01   
Lv 1000
Member


A spell damage trigger on rider/mount armors would be better, it would be +(7.5*1.25*1.5)% = +14.0625% damage to spells of the same element as the lance.

Edit: Alternatively, they could boost [Lance Element] spells by +9.375% and have a set bonus with the armors. So it could boost an additional +4.6875% for using one of the necro cavalry armors and a further +4.6875% for being in the [Lance Element] necro cavalry armor for a potential total of +18.75%.

< Message edited by Lv 1000 -- 10/28/2021 9:26:55 >
Post #: 59
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