Re: Imbuement and Armour Changes ...
Posted: 19 Feb 2016 20:36
I like the change only if it doesn't completely marginalize imbuements, much like what happened with herbs.
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Some weeks ago I was from Poland, now I got myth chars. Wonder what else people "know" about me.Ydred wrote:[Are there any other Myth admin save Cherek?
Blizzard uses a public test server a lot of times. The people using that far outweigh the number of people they employ in QA.Cherek wrote: Something that is different with us and Blizzard though is that we really can't employ hundreds of playtesters to tweak every change of the game before it's released.
This does seem to be an issue. We're listening and taking in all these good bits of feedback. Thanks!Jooli wrote:I think the main issue from what has been discussed is the insane difference this does to different guilds. A Neidar will loose his imbues constantly, while a Calian will never loose his imbues, due to the way taking hits occur. For other guilds it's a more balanced mix. So the changes are not adressing the underlying issues. I concur with Morrison on a more useful way of solving the glaringly obvious problems with Imbuements as they were, and still are. Now the issues are still the same, just will benefit fewer people.
That.Jooli wrote:I think the main issue from what has been discussed is the insane difference this does to different guilds. A Neidar will loose his imbues constantly, while a Calian will never loose his imbues, due to the way taking hits occur. For other guilds it's a more balanced mix. So the changes are not adressing the underlying issues. I concur with Morrison on a more useful way of solving the glaringly obvious problems with Imbuements as they were, and still are. Now the issues are still the same, just will benefit fewer people.
1. Promote more scripting/botting - if that's what your aim is ...gorboth wrote:Rest assured that an indirect boost for Calians was not part of the plan. That it might be a reality is indeed something I care to avoid, so we'll be looking into that. Also, I can see your point about giving some forewarning and involving the community in idea-generation, rather than just talking to individual mortals and fellow wizards.
In that spirit, here's a few ideas we've been discussing:
Thoughts?
- Creating a money-sink option that allows players to repair broken items once a day for a substantial fee.
- Giving the smith crafting guild the ability for players who have achieved high enough skill to repair broken items once a day.
- Increasing the amount of damage it takes to break weapons/armours.
G.