PD
Member
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@Robyn: Since we're mostly in agreement, just a few additional thoughts: 1. Scrambled Elemental Attacks: To be honest, I suggested most of these not out of practicality, but as a thought experiment to see what might be possible if re-imagined with today's standards. A lot of my examples are indeed outdated so they don't translate 100% but still should be useful to bounce ideas off of. That being said on this one I always imagined this one to be more or a niche case. Like certain other armors that give you elecomp for locking the element (Svad, Griffin, Algerns, Drakath, etc), these armors I imagined would be mostly restricted for wars or certain quests where their unique mix of targetted element and defenses would work for that rare situation. 2. Autododge: I actually was not aware that this said ability might be overpowered. Though I still like this idea in concept but if that's true then it should be adjusted. Maybe a flat damage reduction + status (block without "blocking") resist that applies for that turn only so that it makes it more consistent in value without taking huge advantage of certain odd hit models like 1-hit nukes. Come to think about it it might be a good idea to test out the idea of instead of providing blocking, that items should provide damage reductions + status resist to emulate a "partial block". After all a dodge could be thought of as a 100% damage resist with 100% status resist if it's an on-hit effect. 3. SP Regen Pets: So on this one, I don't have the Plush twilly so I wasn't aware of this. However if we did get another nightmaregon type pet that would encroach on Mort's niche, I think a lot of this is going to go back to the "I pay for the doll and not the in-game item" debate. Depending on how you view it I think it is either seen as an acceptable thing or not. For me at least I will acknowledge, a lot of my decision to buy that plush was the in game item. That being said, if this happens, I might still consider buying Mort a good idea for the following reasons: Heromart items like all premium items are 0-quest, 0-cost items: I think people tend to undersell this. Unlike a lot in this niche where they more or less occupy space permanently unless you have the means to get them again, these items if you have them can be obtained with ease. If you're changing builds or you have a low-level character, this is a huge deal. Changing builds is expensive because not only the training cost, but also potentially needing to re-gear your entire character. Not to mention at the early game you don't have a lot of inventory so being able to use items only as you need them is critical. They don't depend on seasonality: At least applicable to Dreamseer/Fae Wanderer. Kind of an extension to the above point. Even if you had the painting, you needed to get it at the appropriate time in the first place. I can on the other hand, buy a Twilly Plush right now if I wanted it. Mort has an appeal over the above because it's a guarenteed heal and it's available all year around. If there's a permanently available gold item of this, this point will admittingly be moot. Though on this one I believe at one point Plush Mort did go out of stock in the past so this might still be worth considering as a point. COVID supply chain issues are still abound and this it's certainly a possibility. Premium Items Scale: This is actually a bigger deal than people realize. This might honestly warrant a GBI but ever since a 2019 with a game engine update designed to reduce the amount of time needed to make monsters, all monsters scale equally to your level, or a proportionate amount to your level (wars for example, where it might be your level + 10 for level 160 monsters). Normal items are fixed in tiers. Specifically 5, 15, 35, 55, 75, 95, 115, 135, 150. This might seem like a harmless change at first, but this actually makes the early game harder for low-level characters. The game might assume that you buy items in Battleon's main shops between regular tiers, but 20 levels is a gigantic gap. If you were only using quest items because you didn't want to sell them due to some effect, then you'd yourself getting overwhelmed by enemies who are almost to more than twice as strong as you (15 vs 34) and you're forced to use highly under-leveled items. Scaling items allow you to keep up with modern scaling. Items like Burden of Insight, Royal Void Charge and Nith's Fang are probably the most critical items you can get early on. But these are restricted by the fact that they have very wide gaps in tiers. Not being able to use them every level makes the game extraordinarily difficult early-on. Monsters dodge a lot early and being able to use skills and heals frequently is critical because of how battles are played early on. Less skill/nuke based and more attrition/slogfest-like. But these items don't scale so their utility becomes less useful in these situations. But scaled items are always useful in this regard because they do not diminsh in strength as you level up. I understand that utility is subjective and people may not value these points as much as I do. Yet I don't think it's entirely without merit to buy something for someone else who might also agree with said subjective benefits. But maybe we should probably limit the number of these so that the above doesn't feel "too" worthless. Maybe we could start by updating the tiering on Nightmaregon first and then potentially exploring adding 1 of these.
< Message edited by PD -- 5/11/2022 1:05:25 >
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