Telcontar Arvedui I -> RE: =AQ= PREVIEW: Ironhoof Set Mechanics (7/14/2025 7:56:18)
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I structured my feedback to cover 3 major categories amongst the playerbase, in personally-perceived order of importance: Category 1: The players who donated >4k tokens but are not placed in the Top 200 This category covers the largest proportion of the summer donation drive's participants, if not the whole playerbase. Given that this is a thematic set centered around Lucky Strike (LS), I can concede to the notion that players will have no use of the rewards if a) their characters invest minimally in LUK, and b) they've received only the Shield and Misc. However, for players whom either of the above 2 does not apply, I hope that they can get a competitive-enough use-case out of it. To do that, I think we should start with.... Lucky Strike Manipulation: The ACTUAL crux of this set, IMO. Not Criticality Matrix. For a 2-piece to be able to shift it significantly enough, I hope that each set piece can sift a "step" (quoting from OP) of at least +/- 15% LS rate. At baseline rate of 10%, naturally there needs to be a floor at 0% to prevent wonky math in the code - but if the minimum-of-15% step-shift is implemented, then Shield and Misc alone could crank LS-rates up to 40%, which IMO adds a LOT more consistency into the Shield's charging mechanic outlined in the OP. A lower value will likely reduce the consistency of LS-rates to the point where it loses appeal to players in Category 1, although I suppose it can incentivize players to invest in other non-Ironhoof equipment (spells, weapons) that also boost LS-rates for synergy. 15% also allows a fully-equipped 5-piece set to push LS-rates up to 85%, which IMO is very respectable - although theoretically, 18% to 20% being the magnitude of step-shift per set-piece could also be acceptable....? Misc Item: If devs want to keep Unlucky infliction as a side theme, then I would like to suggest to move it to a higher-tier placement-reward set-piece. Instead, let the Misc Item clickable be something that spends resources to increase Criticality Matrix stacks. Yes I know I just said Criticality takes the sidelines to LS Manipulation, but removing the Unlucky infliction would keep the Item's focus on stacking Criticality, passively improving LUK-related performance, be it LS damage or Minor Rolls in status infliction attempts. WRT the (omni-)elemental boost, personally I am advocating for a different direction - let the misc reduce incoming damage of the Shield's element. This further synergizes with the Shield as a 2-piece defensive combo (Armour too), and frees up resource budgets that can be potentially funneled towards more passive Criticality stacking. assuming there's an intended timeline to reach the 30-stack maximum. Also, an alternate mode once Criticality stacks cap, similar to how the Shield functions, would also be nice - this could be where the Unlucky comes back in, I guess? Shield: Should the LS Manipulation step-shift is significant enough, per above, the premise Shield wouldn't need to change IMO. I do agree with @CH4OT1C! per post #7 that the numbers may have to be scaled up via sacrificing defensive capabilities, in order to better stack Criticality Matrix. Maybe the Shield could follow Fungibushi weapons' example, and sacrifices inherent defenses to stack on-crit while MC provides upfront stacking value at the first crit? * * * * * * * Category 2: The players who placed 51st to 200th IMO this category should be where the rewards diverge more into the side themes, such as Unlucky inflictions and Criticality Matrix consumption, to further improve on the appeal of the set without armour. Weapons: As echoed by other posts, I also don't agree fully with the SP-to-SP conversion aspect of the weapons' clickable skill. Which is why, to align with what I wrote per Misc Item above, I'd like to suggest that the weapons' clickable skill pays additional SP or skill damage to inflict Unlucky instead. If the weapons are still intended to have an on-crit effect, I'd like to suggest incorporating it (further) into the Unlucky infliction. Also, I'd like to suggest increasing, or partially consuming Criticality Matrix stacks (reducing costs, improving the magnitude Unlucky infliction, etc), as part of the weapons' (skills' ?) effect, but I understand if devs want the consumption aspect to be exclusive to the Armour, or if either of the consumption/stacking aspect exceeds the workload. Pet: I agree with just about everything @Dardiel says WRT pets in post #8. With the addendum that, should the weapon inflicts Unlucky per above, the pet could perhaps consume Unlucky to increase Criticality Matrix stacks in 2nd mode, instead of stacking passively. This can improve the offensive synergy and stacking efficiency between the weapon and the pet for Top 100 Giftmasters, giving them an alternate 2-piece combo without having to resort to elemental redundancy of the Shield and (potentially elemental) Misc Item. And the Pet can still be self-sufficient in CHA builds, since the 1st mode allows it to inflicts Unlucky by itself. * * * * * * * Category 3: The Top 50 Giftmasters Armour: I agree that the Armour reward for these players should incorporate a degree of exclusivity, which is why I like the premise of Prime Devastator skill as Void output. However, I will agree that the capped Unlucky consumption aspect is unnecessary, per @Mananite's comment in post #9 regarding potential balancing and design issues to wrap around Unlucky. Therefore I'd like to suggest that consumption of Criticality Matrix should be sufficient for Prime Devastator, while Unlucky consumption is simply there to increase the Void (and/or non-Void) damage, and additional cost requirements be paid via resources. I also agree with Mananite that the having the trinity of Elelock, Initiative, and Celerity is too overwhelming. Thus, I'd suggest to remove Celerity as it is not directly tied to LS (and LUK stat as a whole). This should result in less MRM reduction, and FO Merged Mode may instead just pay SP for an on-crit HP Healing....? I am suggesting this because owners are likely to equip the armour and use it's Elelock attack against opposing-element mobs in a hyper-aggressive playstyle, or otherwise combo it with the Shield for set synergy, where the Shield will likely have to inherent sacrifice defenses in order to improve stacking capabilities, both of which on-crit HP Heals can help mitigate. Not to mention the toggle already pays HP to buff damage, so on-crit HP Heals help close the loop/gap. I do think having overlap in "eat Unlucky to stack Criticality" between the Elelocking and my suggested weapons' skills is acceptable, unlike @Mananite, as it should result in increase stacking efficiency towards unlocking Void Prime Devastator, or allow for flexibility of non-Ironhoof weapons' effects when used in tandem with the Elelock. * * * * * * * I hope to use this opportunity to advocate that tiered rewards that are set-pieces be designed with 2- or 3-piece synergies in mind, to accommodate for players who did not unlock the full set. An obvious implement method, given the current tiers (Item, Shield, Weapons, Pet, Armour) is to synergize the first 2 tiers defensively, the next 2 offensively, with the final tier offering exclusive tie-ins. Or, the first 2 tiers focus on 1 certain status, the next 2 tiers on another synergistic status, with the final tier offering direct synergies with both statuses. Hopefully my suggestions fulfil my former statement. Anything in the OP that I haven't comment upon, I support with no further comments. Devs did a pretty good job homing into the important bits of Luck - Initiative, Lucky Strikes rate/damage, on-crit effects, Unlucky status - so I hope this set becomes well-received by Category 1 donors with LUK investment as well as top-placing donors regardless of LUK investment.
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