Imbuement and Armour Changes ...

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morgzaash
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Re: Imbuement and Armour Changes ...

Post by morgzaash » 18 Feb 2016 11:19

And it worked, Irk was cheering for at least a week about his balmstone from Christmas Ham .

On the other hand I personally bought few stones from tree from smaller players.
Great prices for small players ? They choose to sell them.

There is one big problem about imbues I mentioned about half a year ago. Storage.
Small players do not have place where they could store such a valuable item.
Let me give you exaple :
Merc expert gets nice weapon with DMG imbue (pron one) on it. Just a minutes before quit.
What he may do with it ? Rack in mercs ? Will be gone within hour and put on AH probably.
Hide ? Where ? I tryed that : lost few imbues and part of them found on AH, path never seen again.
And belive me : tryed to hide it in strange places where noone should go and in NPC as well whom noone should kill.
Get gem ? Well, its just blemished from pron so it may not be used he log on.

There is NO chance to use imbues without save-room. So smaller players are mostly excluded.

I use faint imbues and use them a lot. But I spend a lot of time collecting them. HOURS of my game-time.
And when my friend plays 6-7 hours/days he makes more exp then me who is 16h/day.
But he did not have as much imbues, he choose.

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cotillion
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Re: Imbuement and Armour Changes ...

Post by cotillion » 18 Feb 2016 13:05

Zestana wrote:I think it would be time to reflect on some of the imbues that are available and their actual use... For example....
-Opalesque, grey, azure, brown, rose, and blue tints... are all fairly useless.
-Goosebumps to being around, tickle in your throat, ringing in your ears, feeling of drowsiness... are all fairly useless.
*** Disclaimer: Being able to be used by one guild when it is a global system does not constitute usefulness.****
I do like the idea that imbues as a system instead of just as a class would give diminishing returns that someone else mentioned....
At least now that all armours can dull a faint gleam of mithril is no longer useless on half the gear it spawns on.
We certainly need to look at some of the more useless imbues and adjust those.

Sykil
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Re: Imbuement and Armour Changes ...

Post by Sykil » 18 Feb 2016 14:05

Cherek wrote: Nobody is saying imbues are bad, but perhaps they have become too common
For who is too common?
Cherek wrote: The event prizes were,It's fun when you get something special for a while.
I have save stones since beginning. I play a lot I think. I have never save for more than a faint. It is fun when you get something special, but maybe you thin imbues are more special than they are. Getting axe +12 on my good axe is nice. Then it isn't as good as a great axe. Putting a faint damage on a great sword is great if you have ways to keep it somewhere, but it is more fun than useful. It is not so helpful. Getting really nice imbue on bad armour (most in game is this way) is fun, but in honestly is it better than good armour?

I think imbueing is more fun and stronger for small people but they are hurt most in old system and now in new. I don't think any change made has the effect you say, and I try to think what is it said at beginning? I don't understand. I think I don't because I have imbues all the time but they are not helpful, more fun. So now they are less often and more able to be damaged. Ok but they are still as mild benefit as before only for some people, while I thin grinders Irk and Morrison continue on same benefit.
Somebody send this to me when I start:

Genesis Start Guide

Ydred
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Re: Imbuement and Armour Changes ...

Post by Ydred » 18 Feb 2016 15:39


Cherek wrote:
Nobody is saying imbues are bad, but perhaps they have become too common

For who is too common?
Imbues make game fun .... especially for smaller players. A few faint imbues can double your power when below vet.

And if only a few are getting insane imbues maybe the solution isnt a nerf to all.

Another method coud be a timer. Once you find an imbued item or create one, The imbue timer starts counting down. 11days is max time. And at end of timer, the imbue itself breaks the weapon. Weakened by the powerful magics flowing through it, your <badassweaapon> shatters.

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Re: Imbuement and Armour Changes ...

Post by Syrk » 18 Feb 2016 17:07

Sykil wrote:
Cherek wrote: Nobody is saying imbues are bad, but perhaps they have become too common
For who is too common?
I also have been collecting stones for a few years and never got past pronounced for the useful one (stats, heal, haste, damage). One thing is they are hard to get in such numbers, the other they are useful, so i want to use them even as faint.
And i have been trying to save a few kinds to get a glittering one but still i am far from the goal.
I have not seen a useful glittering stone till they came up on Auction thanks to that Christmas Tree.
(Btw i got NOTHING useful from that Tree. There must have been some settings to disfavour me or something.)
Yes, faint useful imbuements may become quite common but stronger? Not if you do not grind all the time.
My solution is the simplest one. Ban or limit access to imbuements not for all myths but just for the top tens from Ranking page (Is the flame board shut down already?).

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Re: Imbuement and Armour Changes ...

Post by Syrk » 18 Feb 2016 17:11

cotillion wrote:We certainly need to look at some of the more useless imbues and adjust those.
Some imbuements which should not be useless, still are, as they are not compatible with the game.
For example magic resistance which does not protect you from magic attacks from some npcs.
Last edited by Syrk on 18 Feb 2016 17:52, edited 1 time in total.

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Mersereau
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Re: Imbuement and Armour Changes ...

Post by Mersereau » 18 Feb 2016 17:42

Syrk wrote:
cotillion wrote:We certainly need to look at some of the more useless imbues and adjust those.
Some imbuements who should not be useless, still are, as they are not compatible with the game.
For example magic resistance which does not protect you from magic attacks from some npcs.
Lots of broken things in the game. Many forms of fire resistance don't work as well.
"Tragedy is when I cut my finger. Comedy is when you fall into an open sewer and die."
-Mel Brooks

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morgzaash
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Re: Imbuement and Armour Changes ...

Post by morgzaash » 18 Feb 2016 18:58

Mersereau wrote:
Syrk wrote:
cotillion wrote:We certainly need to look at some of the more useless imbues and adjust those.
Some imbuements who should not be useless, still are, as they are not compatible with the game.
For example magic resistance which does not protect you from magic attacks from some npcs.
Lots of broken things in the game. Many forms of fire resistance don't work as well.
Probably becouse of bad coded NPC.
Its special with phraze "fire" not based on magic fire.

Ydred
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Re: Imbuement and Armour Changes ...

Post by Ydred » 18 Feb 2016 19:03

Probably becouse of bad coded NPC.
Its special with phraze "fire" not based on magic fire.
It isnt just fire.

Laurel

Re: Imbuement and Armour Changes ...

Post by Laurel » 18 Feb 2016 19:10

Ydred wrote:
Probably becouse of bad coded NPC.
Its special with phraze "fire" not based on magic fire.
It isnt just fire.
It usually isn't logical nor coherent neither ;)

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