As for fear vs daze, Perhaps the stat used to inflict and resist is enough of a difference for some to justify the rest of the similarities, but I still think outside of that they are too similar. I personally wouldn't mind seeing a differentiation on the two other than that. I guess one issue I tend to have with this game at times is a lack of imagination. I get these were created long ago, maybe even by people who are no longer involved with the game..who knows at this point. I just think one way to spice the game up is new ideas, and therefore, it is extremely offputting to me when people swoop in and just defend the status quo...almost for the sake of it. While I cannot begin to guess what the motivations of someone is at the end of the day, I do think to myself and run through the different possibilities, I have to admit.
In regards to disease, and this is where a lack of imagination comes to play, while disease currently drains all 3 pools, I think a better idea is making 2 forms of disease that specialize, in specific resources with greater draining ability and rename them .. And then, yes, we need more implementation regardless of what that looks like.
In regards to the freeze effects, I just feel as though the loss of turn PLUS the damage increase is too much, especially for BM's where guests and pets effectively get 2 turns.
IMO, there's too many effects that grant turn loss. Paralyze, daze, fear, control, freeze (and its cousins), celerity, etc etc maybe something I haven't named. So using some imagination rather than just quantifying turn loss values (boring), recode the effect to be something new and different, no? I think keeping the elemental change, no longer granting turn loss, and maybe the elemental change also could change the monsters offensive element for 1 turn, too, would be something different and unique that AQ really hasn't done before. Imagine if you froze the monster, pushing it's fire resistance to a max of 200%, but also changes the monster's offensive element to Ice for 1 turn ? (or 2)
We do see some new ideas added to armors quite a bit, and occasionally a misc or even a shield from time to time. Staff really do a good job here, so thank you staff. However, these are usually limited to the item or any items that are made, but no new actual statuses that could be added over time or to any old item updates. There are too many paralyze items, too many daze items, too many of several effects because there's nothing imaginative, at times, going on. I don't know if it's too time-consuming, out of thematic bounds for a story or item's intention (art, or story-based), etc but wouldn't it be nice to see little used effects used more, old effects updated and modernized, and this could spice the game up not only for the regulars but also those who may one day come to revisit the game? I think a status system update would be good for growth, so on my Wishlist is re-imagining the status system to enhance gameplay to make the game more fun for everyone.
I get some people really enjoy the math side of the game, and its balance and everything that entails. Some may tend to interject their opinions based on said math, and that's what makes them happy. I get there's a place for it, but sometimes I just wish we could take a chance, step outside the status quo, use our imaginations when it comes to designing and building the game, and stop justifying how things are as an excuse for keeping things as-is.
My wish has nothing to do with the math behind the status, and is more about wanting to see new stuff because that's what's fun *to me*. However staff wishes to balance this with their math is fine.
Kind of confused about the constant push to justify, even on a "wishlist" thread. SMH
< Message edited by SapphireCatalyst2021 -- 4/12/2022 13:36:58 >