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Stat Imbuements ...

Posted: 22 Feb 2016 22:38
by gorboth

Code: Select all

Well, hello everyone ...

*puts down heavy nerfbat*

Phew! That thing weighs a ton! 

Now ... let me tell you about this clobbering I just gave to stat imbues.
They've been really overpowered. Everyone knew that, and even the most
hugely benefitting myths in the game have been telling us that they aren't
balanced. So, they are much less powerful now.

More changes to come! Some of them might actually feel good. We'll see!

G.

Re: Stat Imbuements ...

Posted: 23 Feb 2016 00:38
by gorboth
So many issues, to be sure! Hopefully we're on track to solve some of the biggest of them. I hope most will agree that this is a step in the right direction.

G.

Re: Stat Imbuements ...

Posted: 23 Feb 2016 01:26
by Syrk
Why all the recent changes are done "now"?
What happened to "since next Armageddon" or something like that?

Are you aware that people imbue items hoping to use them as long as possible?
I doubt anyone who imbuemented anything recently will be grateful.

My guess is everyone will stop imbuementing till this erratic madness calms down.

Re: Stat Imbuements ...

Posted: 23 Feb 2016 23:21
by kirsach
Syrk wrote:Why all the recent changes are done "now"?
What happened to "since next Armageddon" or something like that?

Are you aware that people imbue items hoping to use them as long as possible?
I doubt anyone who imbuemented anything recently will be grateful.

My guess is everyone will stop imbuementing till this erratic madness calms down.

An do you have any idea when it finish? I'm not sure if "High Hierarchy" already knows it.

Re: Stat Imbuements ...

Posted: 23 Feb 2016 23:40
by Chanele

Re: Stat Imbuements ...

Posted: 24 Feb 2016 01:19
by gorboth
Chanele wrote:Is this Gorboth?
https://www.youtube.com/watch?v=clzi0AiQPSI
Well, the guy does have the same RL name as me, I guess. I would hope, though, that my dork rating is not as advanced as his. A vain hope, I know. My dorkiness is long since established as the gold standard.

G.

Re: Stat Imbuements ...

Posted: 24 Feb 2016 11:41
by Jooli
Gorboth: I hope you realise you have broken one of the best systems introduced in Genesis lifetime. The statnerf was very much needed, and was a good move. As many have stated, the stat imbues were the real issue, not the rest of the imbuements.

The rest of the imbue changes makes them broken. It is broken with the current breaking of worn items, and the lowered droprate. I like the idea of spreading the imbues to nonused areas, but at the same time there is no check against guild npcs etc, so as time passes, more and more items will end up in areas where the penalties for killing will be harsh, either by being tied to guilds, or death trap areas like Isengard. I urge you to rethink the changes that has effectively destroyed a very rewarding and motivating concept that brought new life to Genesis.

I will reaiterate what I wrote before:
Your main objections to the imbues were:
- Make it so players had double or triple their normal stats at all times.
This is fixed with the nerf in stat imbues, so objective achieved.

- Make imbuements a lasting effect that you should feel you can expect to have at all times if you work hard
enough.
Why is this a problem? It's the same with the premium gear in the realms, if you work your ass off, why shouldnt you be able to use the premium weapons/armours?

- Create pvp imbalance on a regular basis.
This is of course a problem, but more related to insane statincrease on the current imbues, so already fixed.

Re: Stat Imbuements ...

Posted: 24 Feb 2016 12:53
by Irk
Jooli wrote:Gorboth: I hope you realise you have broken one of the best systems introduced in Genesis lifetime. The statnerf was very much needed, and was a good move. As many have stated, the stat imbues were the real issue, not the rest of the imbuements.

The rest of the imbue changes makes them broken. It is broken with the current breaking of worn items, and the lowered droprate. I like the idea of spreading the imbues to nonused areas, but at the same time there is no check against guild npcs etc, so as time passes, more and more items will end up in areas where the penalties for killing will be harsh, either by being tied to guilds, or death trap areas like Isengard. I urge you to rethink the changes that has effectively destroyed a very rewarding and motivating concept that brought new life to Genesis.

I will reaiterate what I wrote before:
Your main objections to the imbues were:
- Make it so players had double or triple their normal stats at all times.
This is fixed with the nerf in stat imbues, so objective achieved.

- Make imbuements a lasting effect that you should feel you can expect to have at all times if you work hard
enough.
Why is this a problem? It's the same with the premium gear in the realms, if you work your ass off, why shouldnt you be able to use the premium weapons/armours?

- Create pvp imbalance on a regular basis.
This is of course a problem, but more related to insane statincrease on the current imbues, so already fixed.
Well said Jooli :)

Re: Stat Imbuements ...

Posted: 24 Feb 2016 15:35
by Ydred
To add on to what Jooli said, which contained aspects I had not thought of .... how much of this OP aspect has been a result of the leftovers from the Yuletide Tree?

Not trying to say the stat imbue issue doesnt need addressing. And I bet probably more on the str con dex side than on the int wis dis side. That seems to be a very common agreement.

But this spike in glittering gems would have run out. Probably quickly too. So unless I am missing something, is 5days enough time to have an item?

Freya stated having gathered since the beginning and only now has a few glitterings. I would estimate my time gathering has been about 100-125days played time and I am now abit over halfway to a glittering setup. I have some glitterings but those were all gotten from the tree.

So if we are driving the imbues to guild npcs or places like isengard (which should be fixed to not be a damn death trap ... it is as pointless as Khalakhor) .... this is bad for all, including newbies.

I was hoping for 11 days myself. And maybe less slots, but I am not sure how few would be good either. 5days for if I keep gathering at my current rate (but it is now reduced mind you due to new changes) it will take me about 200 days played time to get my glittering set up .... str con dex healing haste etc.

Is 5 days enough? Is it good to drive imbues to guild npcs and other unhunted areas? Silver forest where within 15mins you are fatigued by the freezing BS(remove this nonsense it isnt fun and serves no purpose imho) or Isengard etc?

Re: Stat Imbuements ...

Posted: 24 Feb 2016 16:59
by Cherek
Ydred wrote:To add on to what Jooli said, which contained aspects I had not thought of .... how much of this OP aspect has been a result of the leftovers from the Yuletide Tree?
You're correct. Even though winning a glittering stone on the lottery was very rare, most who won them sold them on the auction, or directly, for a lot of money, so most of them ended up in the hands of the richest/biggest players. So partly I am to "blame" for people getting a bunch of intense imbues, but as you said this would have been a temporary effect and glitterings would have gone back to being super-rare again in a few months time. But I guess it showed more clearly that IF people get many glitterings they can grown insanely big and almost break the game. And I'd like to keep being able to use them as prizes in events without breaking the game...:) But of course we could always stop doing that and let glittering stones be almost extinct, which would have been another way to "nerf" them. But it's fun if you can win them tho? Or?

If we are going to do a decay I personally like the idea of making decay based on strength, so faint has 5 days, pronounced 7 and intense 10. Or something like that.