Sapphire
Member
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The training overhaul was likely needed because I bet the stat rework will create some large amounts of OMGzorz and so free and quick retraining as players try and figure out what to do will be necessary. I just hope the stat trainers in the estate continue to give some real benefits over the normal one. Also, I hope this is done right. One thing I personally think is absolutely needed is a departure of 1 stat contributing so much to universal blocking..ie Dexterity. It should be done so that dex either plays a smaller roll with Mainstat (dex obviously still king for for ranged) playing a role for melee/magic, in an attempt to fix this "just go with blocking" meta that's been pushed for a while now. I wouldn't even be against removing Dext's roll completely for melee/magic blocking. I see it as no different than this: We have a shield that can max at 26%. I *think* if you go with 2 elements it's either 21% or 22% to two elements, outside of SP/MP costs like Lost Talon. Blocking boosts, such as with bun barrets, edok's, etc should also have single blocking boosts that can max at a higher amount, 2 MRM boosts that max at a lower amount, and 3 at an even lower amount, instead of this always universal blocking. Make warriors weaker to magic blocking and mages weaker to melee blocking, etc via stats....and not just through armor/shield MRM builds that just get "intended for" specific builds. This would provide more flexibility with item creation, and also with Boss creation. The other thing I hope for is when you compare secondary stats, dex vs luck vs end, I hope we see a better balance here. While I have always preferred luck over dext for two reasons, the numbers do simply show dex is elite compared to the other two and not even close. I hope this all gets fixed, yet somehow making Dex a really great stat for "Ranger/Rogue, etc" aesthetics. If staff can manage these, this will be fantastic. Unrelated, but maybe down the road completely revisited since we are seeing all these changes this year. : I think there needs to be a hard look at status effects, especially in 2 categories. A. Too many "turn loss" effects that too similar. You could argue that freeze-like effects are better than say, paralyze, amongst others, and so maybe some of these statuses could be looked at where I feel freeze-like could still change the resistance but no more automatic turn loss, but maybe act more like weaker chance for turn loss since you ARE getting the damage boost too. B. A few status out there that are extremely rare either due to poor mechanics that make them not worth using/weak/or otherwise undesireable, and maybe some of these could be revisited and recoded and reimagined and then afterwards, implemented with new items and revamped stuff. Topic for another day, most likely.
< Message edited by SapphireCatalyst2021 -- 3/18/2022 19:31:18 >
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