lolerster -> RE: Our concerns, ideas, wishes, etc to improve AQ in-game & Encyclopedia (12/12/2019 10:47:04)
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@Aura Knight: What about a buff to the strength stat? For example Int, increase your mana, but one possibility is to make strength increase Max SP, SP regen or health. This allows for more easy usage of armor skills while giving warriors more resources, but doesn't really take away anything from mages (Increasing hp is the same as increasing SP, only better, due to Essence Orb). I don't agree with the idea that we should be allowed to have items that are so obviously above the power level of everything else just because it's a single player game, at least not without obvious drawbacks (e.g. the charging effect on Kindred/Book of Burns). To me, making exceptions is like saying "eh, balance doesn't matter too much". However, that's clearly not the design philosophy, with how the stats and effects on modern items are budgeted. I think the only redeeming feature about CIT right now is, as you mentioned, it affects every build equally. In that 1 particular sense...I guess it's not completely broken? However, another way to look at it is that it is so strong, that it would be foolish to NOT run it on any optimized build. It also, as I mentioned in previous posts, make armors with skills that don't scale with it immediately inferior to those that do. I remember buying the War armor at the end of Burning Solstice, taking it to the combat trainer with CIT to test if it scales with CIT. The moment I found out it doesn't, I immediately clicked the sell button without any further consideration. There was no need to make any further considerations. The armor will never be touched again. So here is my opinion on how it can be changed, taking into consideration all the crying I'm seeing from people who just don't want their builds nerfed: Make its effect a toggle effect that scale to strength, while giving it a SP/HP cost. This will make it unique to warriors since everyone seems to think this item is more associated with warriors than mages. It can keep the damage boost. However, it will have an appropriate penalty to BTH, with the penalty increasing with higher strength. For instance, at 0 strength, it will provide +0% damage and -0 BTH. For every 5 strength you gain, it will increase the damage boost by 1%, and -0.6 BTH, capping at 250 strength, providing you with +50% damage and -30 BTH. These are just sample numbers obviously, with adjustments to it based on actual balance calcs. Its defensive stats should be buffed appropriately to its new effect. This achieves several things. First, it gives it a distinct strength and weakness, as it would still extremely be strong against mobs with low MRM, but becomes increasingly weaker agianst mobs with high MRM, thus balancing it for its very high damage boost. It makes a very clear distinction that it is for warriors/rangers, just like how Celtic Wheel is specifically made for mages. Finally, it also makes a distinction between armor types - it pushes armors with weapon-based skills are pushed more towards warriors, but they are not penalized too hard for using armor skills that don't scale with it due to the upkeep cost/accuracy penalty associated with it.
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