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Old 07-02-2009, 01:40 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

If you ever make fun of my troub again I will find a way to rape your life.
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Old 07-02-2009, 01:46 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by Deson View Post
I just don't like it for the same reason Gage does-- it changes nothing as long as they keep screwing up and the current proposal as I understand it nerfs you as you level. I have no issue with the system working like mit ( once they fix the display) where item effectiveness is determined by mob level.
Again then it would be very unclear and absurd. You get nerfed every expansion why not get nerfed in a correct manner. Also do you not want to know HOW MUCH or HOW you got nerfed? Not just reading something that says 100% double attack against a level 80 mob, that tells you nill. Hidden or unclear mechanics should not exist and all you want to do is worsen the situation.
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How come when I type /mvp in game after we kill a raid mob it always displays razieh?
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Old 07-02-2009, 01:51 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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You get nerfed every expansion why not get nerfed in a correct manner.
Are you saying that gear decay is "a correct manner"? I'm sorry but if I'm fighting Vorpal Demons at lvl 80, and upon levelling up to 81, the nerf to me gear makes them harder, so that I can no longer beat them... that my friend is not correct under anybodies defeinition.
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Old 07-02-2009, 01:55 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

What they should do, is just get rid of Crit Modifiers, and change crit chance so that crit over 100% acts as your crit modifier, so 150% crit would be equal to 100% crit with some extra crit mod. This way there doesn't have to be a cap at all,,, damage can scale up each expansion.

Same with doubleattack.... over 100% gives you a small chance to do an additional attack... not necessarily at a 1 for 1 basis,, but maybe. 200 DA would equal 100% triple attack etc... or maybe it would take 300 DA to get that.

Anything is better than punishing me for levelling up.
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Old 07-02-2009, 01:57 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by razieh View Post
Again then it would be very unclear and absurd. You get nerfed every expansion why not get nerfed in a correct manner. Also do you not want to know HOW MUCH or HOW you got nerfed? Not just reading something that says 100% double attack against a level 80 mob, that tells you nill. Hidden or unclear mechanics should not exist and all you want to do is worsen the situation.
This.
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Originally Posted by Crabbok View Post

Anything is better than punishing me for levelling up.
The problem with mit now is the display and the fact that you are looking at the same number mean different things. Had they fixed it like they promised in DoF, it wouldn't be a big deal.
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Old 07-02-2009, 02:04 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

The worst part about gear decay, the part that makes it easy for ANYONE to resist the idea, is that it doesn't even make natural sense. Getting gear with higher and higher stats, even if done recklessly, at least does that much.
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Old 07-02-2009, 02:05 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

very sneaky, razieh, very sneaky indeed

although he does play a pretty decent chen! =)
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Old 07-02-2009, 02:08 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

If the problem is at lvl 81 a level 80 mob will become harder, the conning system probably needs a rework. Technically we would be a yellow mob to the level 80 mob and it should work like that.
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Old 07-02-2009, 02:14 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by Widem View Post
Thats b/c you just took the end result of itemization and used it as a peg. Its not about the 50k dps. Its about the 100% spell crit. 100% double attack. 100% heal crit etc. etc.

Can you name me stats that can be increased for benefit?

Not to mention your comment has nothing to do with game balance. 50k dps is normal in one game and 5k dps normal in another, but those have nothing to do with game balance. Itemization breaking content are items such as REH, water sprinkler gloves, Slippers of Balance, djinn masters cuirass, etc. etc. They either give a power that will never be able to be built upon b/c they already trancend tiers in usefullnes or are exclusively given to a class which infringes on the core compentancy of another class. Furthermore items such as the BTC or certain fabled instance items break the balance of progression. Like how shitty the WOE x4 items are for how difficult the encounters are. Thats game balance. not the difference between 50k and 100k dps.



How the hell can you even say this when you don't even understand how to read charts.

Thanks for proving Become correct.
That was probably the most retarded response ever.

Stats that can be increased? Pick a class... Crit bonus for all classes. Base for non Mages. Damage Mod for Mages/Scouts. Spell Double. Flurry. Reuse. Recovery. AE Auto Attack. Damage Proc's. +Mitigation. Chance to avoid a Strikethrough. Not to mention hoards of other lateral advancements like stoneskins, ae avoid proc's, control immunity. Proc's with debuffs to decrease mobs abilities to do things like crit, double attack, strikethrough. There is tons of useful shit that can still be done for the future.

What is the point of playing if you never cap anything? You HAVE to get to a point where you cap it and move on to something else. If you don't you haven't been moving forward and gaining anything. We gained the ability to crit 3 expansions ago with kos aa's, god forbid people advanced and are capped...

Munzok's loot? How difficult the encounters are? The ring event nameds at the start are a joke and drop trash to reflect it. The second guy, also a joke, drops the best charms you are going to get without killing avatars. The third guy, mildly difficult but still killable with pretty bad dps drops some pretty nice cloaks, especially with the set bonus. The Hats from Gozak pretty much dominate. So the only hard mob in there being killed drops some of the best loot around right now, this is bad how?

Your complaint about itemization has nothing do with anything but where items are placed, which was much better this expansion than in any expansion prior.
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Old 07-02-2009, 02:29 PM  
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Default Re: Gear scaling system — any reason to keep playing pve for next 8 months?

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Originally Posted by Crabbok View Post
What they should do, is just get rid of Crit Modifiers, and change crit chance so that crit over 100% acts as your crit modifier, so 150% crit would be equal to 100% crit with some extra crit mod. This way there doesn't have to be a cap at all,,, damage can scale up each expansion.

Same with doubleattack.... over 100% gives you a small chance to do an additional attack... not necessarily at a 1 for 1 basis,, but maybe. 200 DA would equal 100% triple attack etc... or maybe it would take 300 DA to get that.

Anything is better than punishing me for levelling up.
If I was SOE, I'd implement something like this. I'd also nerf the living fuck out of auto attack in the process and buff CAs/Spells appropriately, but they'll never do that because it'd be a lot of work and their solution to everything is always not what's best for the game, but what's easiest to code and implement.

What's amazing is they still haven't realized 1 good tiresome fix is better and takes less overall time than 5 lazy band-aid fixes destined to fail.

The real question: how long until the loot revamp once SF hits?
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