Recent Posts

"
666lol666 wrote:
And like you I believe that there has to be an advantage for groups because otherwise no one would play in groups.

I've seen this repeated so many times and it seems like a really strong assumption to be making.

The implication is that the only reason to play the game is to accrue in-game wealth or characters as fast as possible and all other reasons are discarded. Fun is discarded; being friendly is discarded.

Even if playing in a party was sub-optimal, party play is still a fun thing to do and people will do it solely for that reason.

---

Specific remarks:

re: party map v solo map, the best suggestion I've seen is to have a button on the map device that regenerates the same map that was cleared but keeps the same number of portals. This means a solo player that uses one portal per map gets 6 maps per map; a duo gets 3 maps per map; a group of 6 gets 1 map per map. It also handsomely rewards not dying (and thus not losing portals) and it leaves the economic argument (number of portals tied to amount of loot you can possible haul back) alone. It still has its own problems (groups of 4 and 5 are biased against, exp tuning would either be broken in maps or in story), but it's a start.

re: exp gear, just remove it. Ideally remove mf as well because both are meta-gamey bullshit mods, but they're never going to do it. (At least IIR/IIQ was removed from the tree, the IIQ gem/gear IIQ was removed or nearly removed, and values of IIR have been heavily decreased over the last few years.)

re: auras, they should be self-affecting by default and people should have to go out of their way to make them affect allies, much like Conduit. Generosity should be inverted, basically. As for reservation in general, it would be fun to experiment with auras only ever reserving life or being some other "painful" trade, because giving up mana is fucking nothing. "Auras reserve off of max resists." :P
If you were helped, please pay it forward.
"Fun" is not a winner-takes-all game.

"[1.3.0] Too Many Clones! -- PvE Templar Archer Summoner": /view-thread/1127263
Last edited by pneuma on June 25, 2015 4:23 PM
"
ACGIFT wrote:
I also wonder who did the art?

It was a race reward/alt-art for Carcass Jack, iirc.

---

I love the upside and would love to see something made that uses it. Life regen is a defensive style that is really out of favor nowadays (in favor of instant recuperation via leech and/or pots) and it does scale from level 1-100 very nicely.

That being said, I really dislike the downside of "Cannot use shields". For any 2h melee, staff caster, or archer, that is not a real downside -- for those characters, you pick your skills and playstyle before you pick your gear, so the decision to equip this is far too simple. I'm not saying that it doesn't deserve a downside (on top of not having defensive stats at all), only that it feels like there should be a better option.

Also, to be honest, how bad is it if RF builds can exist without RotP? Or that they can get away with less life regen investment? Or that they can regen in combat without using a Ruby and/or Dousing flask?

How big of a problem is 20% life regen in a world where Vaal Pact, Life Gain on Hit, and Seething flasks exist?
If you were helped, please pay it forward.
"Fun" is not a winner-takes-all game.

"[1.3.0] Too Many Clones! -- PvE Templar Archer Summoner": /view-thread/1127263
Holy shit, Hyrri's Ire might actually be useful for the first time in 4 years.

Bronn's Lithe Cyclone/Leap Slam is going to be pretty cool (though it competes with Carcass Jack which sucks).

Another 36 pdps base for Kongor's is good (382 pds with perfect rolls and 20qual).

Dreamfeather buffs are awesome as well.

Can't wait to play around with all of these changes. :D
If you were helped, please pay it forward.
"Fun" is not a winner-takes-all game.

"[1.3.0] Too Many Clones! -- PvE Templar Archer Summoner": /view-thread/1127263
Last edited by pneuma on June 22, 2015 2:58 PM