Quote:
Originally Posted by Illuminator
The concept of diminishing returns was always fine. The concept of adding 25% more stats to an item when the tier increase only added 12.5% more levels, is NOT.
The curve is in the wrong place and Archonix or whoever-the-hell is careless with the stats. The core concept of the curve is not to blame, it never was.
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Oh, but it is. The whole idea of item-based progression is that the relative quality of one tier's items is 'required', or at least extremely helpful, in order to kill the mobs of the next 'tier'. Diminishing returns is a very deliberate way of making the 'difference' between these 'tiers' smaller. How do you want to make a meaningful item-based progression if you've deliberately ensured that the difference between item qualities is small by implementing a mechanic that does exactly that?
When it was first released and people were like 'uh, this is horrible', and tried to prove the point by going around and tanking end-game epics in cloth, the developers responded by nerfing the avoidance of cloth armor. That didn't stop it from being viable to tank epic mobs in cloth armor, it just made people give up trying to explain to the devs how horribly broken the idea of diminishing returns for the resists/mitigation system was, since they had to break an actually non-broken mechanic (the concept of greater maneuverability in lighter armor.. how does that have anything to do with your class?) in order to make the system appear not completely and utterly fubar.
Again using probably the easiest (and most broken) attribute of an item: mitigation (spell or physical), to prove the point, with raid buffs, there's around a 3% difference between the worst and the best fabled in the game. You simply can't make a 3% difference matter, no matter how hard you try. One dispersion item from a solomob in Wastes is worth more for self protection than an entire set of gear from VP.
Diminishing returns works for some things, and you might be right that moving the curve might make it viable for stats, but it will never be viable for mitigation or resists. The concept of diminishing returns has been sloppily applied to everything except HP and power, and so you have short term buffs that were once powerful and meaningful adding a mere 2-3% increase in absorption for 30 seconds, and a game where stoneskin > all with HP in a very distant second place, and nothing else mattering one bit.