The berserker killer -> Class weapons, what needs to be done (12/20/2015 12:30:06)
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Here's my proposition, Everyone please read this closely and carefully. My proposition is one out of 3 things: 1) Proposition- Buff class weapons (club, daggers, staves) damage to 380. Reason- The strength nerf basically decreased our strength stat by 20 points all around. Meaning that in the past, if you normally had 560 strength at a particular number, it is most likely at 540 now. I know this because of trying to bring back builds that I have created back then. Benefits- The benefits of buffing class weapons damage to 380 is that it will increased build diversity, give more power to focus builds, and encourage players to use their class weapons as opposed to the average celtic cleaver. Cons- Swords will lose their integrity in terms of damage, but they will maintain their integrity in terms of having more stats. Short term effect since it only raises damage. Increases build diversity but encourages strength builds. Is this Logical: Yes, it is logical for anyone to feel more powerful and comfortable with their class weapons since it is their native weapon. OR 2) Proposition- Buff class weapons (club, daggers, staves) stats to 32. Reason- The only reason I have for this is because it's not only logical but it will allow class weapons to have an advantage, at least one advantage, over swords. The reason I chose 32 is because its just 4 more than swords and these 4 stats will serve almost as a "level up" since you get 4 stats per each level. Benefits- The benefits of allowing class weapons to have more stats is that it will increase build diversity with the skill tree since skills on the skill tree increase with stats. This would open a new dimension of skills, a new dimension of damage output, and we should see players with more diverse gear. Cons- Swords will lose their intergrity in terms of stats, but maintain it in terms of damage. This update will encourage more tank builds. Is this Logical- Yes it is logical, at least more logical than raising the damage on class weapons. The reason for this is because you are supposed to be skilled in your class weapon, at least more skilled with your class weapon than a sword. Swords are meant to just slice and dice, hence why they have more damage. OR 3] Proposition- Enhancements? Remove the cap of how many points you can put into a particular class weapon (club, daggers, staves) Reason- One of the most successful and memorable features of ED was weapon enhancements and weapon diversity. By customizing your own weapons to have different stats there was something new nearly every day. Benefits- The benefits of this feature, exactly as I have stated with NO P2W METHOD AVAILABLE, is that it will increase build diversity, increase the users engagement with his/her skill tree, improve build flexibility (a hybrid between blocking/deflections or crits/str, etc) Cons- I can't really see any cons, to be honest. This feature, without the P2W method, seems to be flawless to me. Please offer a con if you can think of any. Is this Logical- In a game sense? Yes, I do believe it is logical for the simple fact that a ton of games allow players to enhance their weapons in a certain way. With this feature you're NOT ACTUALLY ENHANCING YOUR WEAPON but, instead, you're bypassing the stat cap. Or A merge of any two of the above? Try it, and follow the format below Proposition- Reason- Benefits- Cons- Is this Logical-
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