goldslayer1 -> RE: Level Requirement (2/4/2016 19:06:09)
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Weapons use to have level reqs, unique stats and unique stat requirements. Killing all of those things off, progressed this game into a negative spiral. The changing of the weapon system isn't the only reason why the game is in the state that it was after the Omega update. But it certainly played a role. Now a days all you have to do is buy a physical/energy version of each wep and you're pretty much set. Back then due to stat placements, you had to buy different kinds of weps for different kinds of builds. If you were using strength builds, you needed strength boosting weapons, If you used support builds, you needed weapons with support stats, and so on. Now you only need 1 for all builds. just switch the stats around. One of the positives about this change was that you could "level up" your weapon. A feature which was highly asked for since level cap increases. Back when the lvl cap was at 30 and 31, lvl 30 gear started becoming obsolete when lvl 31 gear came out. This effect played out for several levels onward. It had requirements and unique stats, but no real way of progressing your weapons to your level. So as the level cap increased, you constantly had to buy new gear to keep up. This new system allows players, Especially old timers, to use old gear at their own level. So I could now use the Beta gear, or the Frostbane (One of the best looking swords in the game IMO) and have their respective stats at my level, rather than the sword's level. IIRC, Frostbane was lvl 31, with 31 damage. That sword was completely obsoleted by lvl 35 Azrael's Bane sword which had similar stat placement, a passive, 5 more damage points, and about 8 extra stat points. Back then, this was a significant difference. This same effect applied to Aux, Armors, and Secondaries. Overall though, due to the cumulative state of the game, it made this a poor update with poor implementation and the positives didn't outweigh the negatives.
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