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Re: Imbuement and Armour Changes ...
Posted: 18 Feb 2016 19:38
by Draugor
Laurel wrote: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

Mebbe a spell thats firebased also would require some general magic resistance? Abjuration? Conjuration? All components?

Quite logical imo from what he said
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 11:13
by cotillion
Let it be known herbing gloves are not immune to dragonfire.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 14:01
by Draugor
cotillion wrote:Let it be known herbing gloves are not immune to dragonfire.
Who'd have known?
Tbh, just putting a cap on the benefit or diminishing returns on the bonus after a certain set stat would have been a much better nerf since the problem is that huge players are using then to one-shot people

Imbues should more be a way to level the playing-field, not boost people into infinity
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 15:38
by Laurel
This change will introduce the following changes in Genesis:
1. weapon enchants will be more expensive - until there are weapons that don't break at least
2. other enchants will be kept for PvP moments - no changes in PvP outcome there
3. cash grinding will be more important
4. some people will leave
5. this is so irrelevant for new players it hurts ... just 0! importance for them
Let's rephrase this:
No changes to PvP outcome. Good imbues will be kept for PvP or for Calians (who are never hit ... oh, see what you did there ... buff the Calians again, passively).
More cash grinding = scripting.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 17:50
by Chanele
I have several glittering stones just need to save them for special occasions...as it was intended.
I'm not against taking it further either and limit the effect heavily on big players, we don't need it. Imbues should be a way for youngsters to catch up, limited time, and only give small effects on the rest. Yes, I'm considered a small myth but after supreme you can handle things without imbues/limited effects of them.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 17:55
by Ydred
I have several glittering stones just need to save them for special occasions...as it was intended.
This is exactly the thinking that ruins the game.
You actually find this quick fix funny.
The admin does not think shit through at all. Period.
There are many unintended consequences in all done in game. As we are seeing with the imbuement system now .... it took the biggest few players how long to figure it out? But now that they have we dont need fast solutions.
Especially when those solutions buff the most powerful melee guild in game.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 18:00
by Laurel
Ydred wrote:Especially when those solutions buff the most powerful melee guild in game.
What is different now, from the moment when MM's were running around shining with imbues more than BDA does now and killing them even more efficiently?
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 18:24
by Ydred
Out-of-the-box thinking players always do one thing - take a tool and put it to best possible use for their own benefit.
Yep and it would take calians and their powerplayers exactly 1second to see the insane benefit of this.
As for how players get these imbues I dont know. I know alot about the game and I know some guilds are more attuned with getting them than others. But I am far from what I suspect is being used here in my own lapidarium. But assuming it is probably several players with mulitple pronounced imbues etc. Which is 27 faints to make. I am not sure. Non AH trading?
Ogres get them alot cause they need skulls and so killing more is better. Which means more imbues. This also is not so useful to them since they cant wear anything but ogre gear.
But if you have ogre friends or friends who will do ogre like killing for you ... and trade behind the scene ... NO AH ...... well that would be one way I could think of to get lots of imbues.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 18:33
by cotillion
Ydred wrote:Out-of-the-box thinking players always do one thing - take a tool and put it to best possible use for their own benefit.
Yep and it would take calians and their powerplayers exactly 1second to see the insane benefit of this.
It's all a conspiracy!
Personally I think this was all done by Cherek to fill Mirandus mailbox.
Some guild items might be taking damage now. Bug report those.
Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 19:44
by Draugor
Chanele wrote:I have several glittering stones just need to save them for special occasions...as it was intended.
I'm not against taking it further either and limit the effect heavily on big players, we don't need it. Imbues should be a way for youngsters to catch up, limited time, and only give small effects on the rest. Yes, I'm considered a small myth but after supreme you can handle things without imbues/limited effects of them.
Limiting the effect above.... lets say supreme stat would probably be the best implementation for statstones, also a limit on speed etc, limits now beeing diminishing returns, its the 500+ stat stuff they are after right? WOuldnt lead to everything breaking in 2 hits either