Re: Gear degredation being put into place early!
An extrapolation of an idea someone on the forums there had:
Take current "+1 melee crit chance", and instead of that being 1%, literally make it +1. Just +1 unit. So if you have 100 Melee crit units, you have a 100% chance to crit against same-level mobs. If someone is one level higher, their level mitigates, say, 5% of that. or 3%, whatever the #. If you need 200 Melee Crit to have a 100 Melee Crit rate against level 90 mobs, that leaves them a clear path to upgrade gear without lowering your efficacy against lower tier mobs.
Make the same thing apply to double-attack and spell crit (it actually stands to reason - the stronger an enemy is the less likely you are to be able to land two hits on it, or take advantage of a weakness in it (spell crit/melee crit).
Now, for heal crit -> same idea. Your heal crit units against a player's level. A level 90 player is far more hardy/badass/what have you than a level 80, so you need 200 Heal Crit in order to critical heal them every time. If you have 150 - yeah, you'll crit against someone level 85 every time, or 80 every time - but a level 90? 75% of the time. They're harder to heal, thus harder to do it right.
Will you have lower dps against a level 90 mob? Well, not really - with the current gear, sure, but with upgraded gear it should be pretty much the same dps you have now. Given that mobs get stronger as players get stronger, that simply implies their defense has increased as your offensive skills increased.
Make CA damage mods and heal mods work the same way - all of it contested vs. target level - and you have a system that doesn't trivialize our current accomplishments and also allows a path for real progression.
EDIT: For + mitigation items (our feet, shoulders), it's really simple - just add ~120 mitigation to the piece and call it a day. That roughly equates to 1% mitigation overall, and allows for there to again be upgrades, and puts that mitigation back into the contested territory.
Do the same with +avoidance. Deflection chance and shield block %, well, they could leave as is or convert them to a contested stat as well - either way, it's not a huge contender.
As for the +base CA damage - that's something they shouldn't have put in there in the first place. Converting that over to +CA and +spell damage and changing the DR rules for that stat would likely be the cleanest way out of that. They could also make that a contested stat as well and remove the cap.
Start adding in the idea of enemies that heavily debuff groups in non-curable ways (raw stats, resists, these actual stats) and you get into territory where it would be necessary to have > 100% on a stat in order to mitigate their debuffs, etc. There's a lot of elegant ways out of this.
Last edited by Dhuin; 09-09-2009 at 02:12 PM.
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