Do not reintroduce LoTD/Sov and higher armors/sc 65+weapons.
Posted: Tue Oct 14, 2014 12:46 pm
The reasons being variety and balance.
Quite a few LoTD items were too powerful to balance- there was a major difference between for example a caster with melee absorb pocket, compared to the caster without (saying this as a caster). Way too much for being a difference in a single item, and allowing no way to balance the game for both those who had them, and who hadn't.
Another thing is LoTD vessel weapons. On a lower lvls, they were basically amazingly better then most comparable lvl weapons. At t4, they were still best weapons for casters- better then rr 100 ones.
As a result, at lower lvls it forced all to use them, removing the variety, and making most other weapons till t4 useless for all classes. At t4, casters were still locked into them- both cause of vessel weapons being better for casters then sc ones, and by the fact that since melee classes dmg does scales with weapon's dmg, casters had to use vessel weapons to be able to compete with melee.
Then there are the sc weapons. Since melee classes dmg scales with weapon's dmg, it forced melee classes to use only sc weapons at t4, bar very few other choices (repairable ones for some classes, and rr98 city ones)- meaning usually only choice between 2 versions of same sc weapon as a valuable option.
Another thing is armors. Besides the DF and WF being a major power increase compared to lower options, a Sov armor was as well a major power jump compared to lower options, making other pvp armors and pve ones useless to lot of classes, except for a very specific setups.
As such I suggest to remove LoTD entirely, thus removing all the balance problems coming from it, as well as to remove 65+ sc weapons, and all armors higher then Warlord. It will keep a power curve, and balance, much more manageable, as well as open much more options for different setups- pve armors and mixes of different pvp armor sets will become useful again, and there will be much more valuable weapon choices (for example, influence weapons, keep bags weapons, epic quests weapons, purple drop weapons, rr55 sc weapons).
To balance the lower dmg, and to open more variety in RR use, maybe remove the last rank of Trivial Blows, keeping it at 30% crit dmg reduction top.
Another effect will be making non-LoTD pve useful again. PQs in pve zones, as well as non-LoTD dungeons, were much more interesting then LoTD pve (and weren't about finding how can you bug the specific boss)- the reason why nobody was doing them was that after LoTD introduction the rewards become mostly useless. Without LoTD items, all those pve zones and PQs will become useful again.
Quite a few LoTD items were too powerful to balance- there was a major difference between for example a caster with melee absorb pocket, compared to the caster without (saying this as a caster). Way too much for being a difference in a single item, and allowing no way to balance the game for both those who had them, and who hadn't.
Another thing is LoTD vessel weapons. On a lower lvls, they were basically amazingly better then most comparable lvl weapons. At t4, they were still best weapons for casters- better then rr 100 ones.
As a result, at lower lvls it forced all to use them, removing the variety, and making most other weapons till t4 useless for all classes. At t4, casters were still locked into them- both cause of vessel weapons being better for casters then sc ones, and by the fact that since melee classes dmg does scales with weapon's dmg, casters had to use vessel weapons to be able to compete with melee.
Then there are the sc weapons. Since melee classes dmg scales with weapon's dmg, it forced melee classes to use only sc weapons at t4, bar very few other choices (repairable ones for some classes, and rr98 city ones)- meaning usually only choice between 2 versions of same sc weapon as a valuable option.
Another thing is armors. Besides the DF and WF being a major power increase compared to lower options, a Sov armor was as well a major power jump compared to lower options, making other pvp armors and pve ones useless to lot of classes, except for a very specific setups.
As such I suggest to remove LoTD entirely, thus removing all the balance problems coming from it, as well as to remove 65+ sc weapons, and all armors higher then Warlord. It will keep a power curve, and balance, much more manageable, as well as open much more options for different setups- pve armors and mixes of different pvp armor sets will become useful again, and there will be much more valuable weapon choices (for example, influence weapons, keep bags weapons, epic quests weapons, purple drop weapons, rr55 sc weapons).
To balance the lower dmg, and to open more variety in RR use, maybe remove the last rank of Trivial Blows, keeping it at 30% crit dmg reduction top.
Another effect will be making non-LoTD pve useful again. PQs in pve zones, as well as non-LoTD dungeons, were much more interesting then LoTD pve (and weren't about finding how can you bug the specific boss)- the reason why nobody was doing them was that after LoTD introduction the rewards become mostly useless. Without LoTD items, all those pve zones and PQs will become useful again.