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Level cap rise to 39 (plan)

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Trevlig
Posts: 3

Re: Level cap rise to 39 (plan)

Post#21 » Sat Jan 09, 2016 9:44 pm

I belive there is an easy fix to scenarios.

Calculate total renownlvl of every team. then 12 rr40 will be like 480 points. vs rr25 be like 300 points. make that equal som how.

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rmpl
Posts: 766

Re: Level cap rise to 39 (plan)

Post#22 » Sat Jan 09, 2016 9:46 pm

Nameless wrote:it is easy to get. Most casual ppl just dont know how and from where to get the quests. The lack of knowledge is the problem not the lack of time
Lack of knowledge isn't the problem, the problem is when rank 22 joins a scenario and gets destroyed by r32rr40 full decked devastator + top potions and talis.

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Jaycub
Posts: 3130

Re: Level cap rise to 39 (plan)

Post#23 » Sat Jan 09, 2016 10:31 pm

Trevlig wrote:I belive there is an easy fix to scenarios.

Calculate total renownlvl of every team. then 12 rr40 will be like 480 points. vs rr25 be like 300 points. make that equal som how.
I'd rather have the renown calculation like you said but set it up like this

say its 12 v 12

Destro has a group renown rank of 400

Order has a group renown rank of 290


Order gets 27.5% more renown per kill and end bonus, while destro gets 27.5% less... as a sort of AAO calculated by total renown ranks instead of player count for scenarios in order to incentive statistically weaker groups to fight back.
<Lords of the Locker Room> <Old School>

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madwasp
Posts: 174

Re: Level cap rise to 39 (plan)

Post#24 » Sun Jan 10, 2016 1:16 am

Toldavf wrote:Well instead of making lowbies compete with people 18 levels higher then them why not just lower the level requirement of skills? throw in a few more spec points for people to play with.

Basically all the tools of a t4 toon but at level 32.

It would keep the current gear relevant while adding a new toys to play with.
+1 hmmm....I like this idea (for an alpha, maybe still in beta). :mrgreen:
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Arslan
Banned
Posts: 334

Re: Level cap rise to 39 (plan)

Post#25 » Sun Jan 10, 2016 1:21 am

If not lvl cap increase, I think we need rr cap increase. Make it 50?
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Genisaurus
Former Staff
Posts: 1054

Re: Level cap rise to 39 (plan)

Post#26 » Sun Jan 10, 2016 1:40 am

Torquemadra wrote:
madwasp wrote:
Original renown cap was 80, and I really hope they don't raise the cap to 100 on RoR. Not unless they change it so there's no hidden levels, and warpforged and doomflayer gear get a huge nerf.
And sov, The sov "rebalance" was what destroyed the armour balance which had previously gone from being a small yet attractive stat boost progression to literal "god mode" with asinine and stupid set bonuses. Unmitigateable damage procs and self heal for "defensive" mdps? Here you go..... Sov needed a slight rework to make it more attractive as tyrant just had out and out better bonuses but what we got was so monumentally stupid I think I still may be suffering from the facepalm induced concussion I gave myself.....
I think you can make the argument that the Sov procs were too strong, but I don't think anyone can fairly disagree that a redesign was needed. The short form of this rant is that there should always be competition for "best-in-slot" status on gear, for every class. The extended rant is below, but you can expect to hear more of my... thoughts... on this in the near future. ;)
Spoiler:
A few sets were designed based on mechanics that were never actually implemented - case in point, Bright Wizards and Sorcs. Not sure how many people have noticed, but BW/SO get more Willpower on their gear than Slayers get Weapon Skill, for every set up to and including Warlord. I have no doubt that the old Sov sets were the same. Why? Because Willpower was originally planned to work as a "Resist Penetration" stat, the same way Weapon Skill affects Armor Penetration. I can speculate a few reasons why that was cancelled, but that original design was also why the game launched with no softcap on resists. They added the 40% softcap after they decided to nix the design, but thought magic abilities might still be mitigated too much without it.

Moreover, it bothers me on a design level that the best gear in the game might force you to play a single spec because of an itemization choice. For example, Engineers got/have almost no Weapon Skill on their gear, which makes going Rifleman spec even less attractive than it already is. On the other hand, some classes like Runepriests were given options by the Sov redesigns, but then had them made functionally useless by later changes. RPs never had their itemization adjusted after their new mechanic was introduced, meaning that there's essentially no difference between a "DPS" and "healing" set for them. Additionally, they get almost 50% more stat contribution to DPS or Healing than other healers do from their gear, because of their mechanic.

Going forward into T4, we are going to be careful about the power scaling of gear, in many aspects. We are also going to ensure that there is some variety to the gear that you actually want to get and use.
Last edited by Genisaurus on Sun Jan 10, 2016 3:29 am, edited 1 time in total.

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Euan
Posts: 416

Re: Level cap rise to 39 (plan)

Post#27 » Sun Jan 10, 2016 2:19 am

I wish they skipped this PVE and went straight for T4. PVE is boring.
Is this a shitpost? Let me know through personal message.

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TenTonHammer
Posts: 3806

Re: Level cap rise to 39 (plan)

Post#28 » Sun Jan 10, 2016 2:41 am

Euan wrote:I wish they skipped this PVE and went straight for T4. PVE is boring.
And now the "zomg no i <3 war's pve" will come out of the woodwork


Really though the transiton from level 22-32 is brutal, the kill quests only give 1-3k exp

level 28 mobs and stuff only give like 1-2k exp

leveling is slow and hard really when all the vendors have whn your 22 is weak conquest stuff
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rmpl
Posts: 766

Re: Level cap rise to 39 (plan)

Post#29 » Sun Jan 10, 2016 3:22 am

Euan wrote:I wish they skipped this PVE and went straight for T4. PVE is boring.
+1

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Genisaurus
Former Staff
Posts: 1054

Re: Level cap rise to 39 (plan)

Post#30 » Sun Jan 10, 2016 3:26 am

Euan wrote:I wish they skipped this PVE and went straight for T4. PVE is boring.
The tools needed to get dungeons working are the same tools needed to get city instances working. It will be a long time before we're there, but the work needs to be done either way.

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