Other > Closed suggestions

Toughness requirements

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Solar:
6 Luck for BRD too, so not really a SG boost, its just another thing reinforcing Luck 6 as the perk requirement.

Perk strengths and requirements are largely as they were in F2, we haven't changed them yet.


Wichura:

--- Quote from: Hololasima on April 23, 2010, 11:44:31 am ---"Retarded powerbuild" ? Tell me why ? We can create this kind of character and only that you are too weak against them so they are "retarded" ?

--- End quote ---
You didn't disappoint me, thank you.

You really think, that making a char with 2x Toughness, 2x Lifegiver and filling him with Jet before battle is kind of secret wisdom, my naive friend?
You can say chars with CH = 1 are "optimized", because you expect from this game PvP only and enjoying it a lot. Fine, but let me call them "retarded" or "limited", when I expect from game much more than simple fighting, and to do these things I need more than 1 CH quite often. Sounds fair enough? And I'm simply too slow to be efficient in PvP, as I told many times before. "Weakness" of char non-PvP vs powerbuild is obvious.

To be on topic - why don't you support the idea of lowering LK requirement for getting Toughness, as you were supporting idea of lowering CH requirements to make quests easier? :>


I wouldn't change this requirement. There are drugs to raise almost every stat now, except LK. Let it be this way.

FischiPiSti:

--- Quote from: Solar on April 23, 2010, 01:25:44 pm ---6 Luck for BRD too, so not really a SG boost, its just another thing reinforcing Luck 6 as the perk requirement.

Perk strengths and requirements are largely as they were in F2, we haven't changed them yet.




--- End quote ---
Do you have plans of any changes? Alot of perks need some work..

Sius:

--- Quote from: Wichura on April 23, 2010, 01:43:36 pm ---You didn't disappoint me, thank you.

You really think, that making a char with 2x Toughness, 2x Lifegiver and filling him with Jet before battle is kind of secret wisdom, my naive friend?
You can say chars with CH = 1 are "optimized", because you expect from this game PvP only and enjoying it a lot. Fine, but let me call them "retarded" or "limited", when I expect from game much more than simple fighting, and to do these things I need more than 1 CH quite often. Sounds fair enough? And I'm simply too slow to be efficient in PvP, as I told many times before. "Weakness" of char non-PvP vs powerbuild is obvious.

To be on topic - why don't you support the idea of lowering LK requirement for getting Toughness, as you were supporting idea of lowering CH requirements to make quests easier? :>


I wouldn't change this requirement. There are drugs to raise almost every stat now, except LK. Let it be this way.

--- End quote ---

Its not the powerbuilders that are the problem here. Its the game design. Like 99.9% of any game that features crafting system is based on fact that you can roll anything you want AND choose certain specialization whenever it is item crafting or resource collection it does not matter. The main thing is they are all about combat and crafting and such comes as something extra. PvE or PvP it does not matter, still you are capable of both with any char but its those little differences and details that define whenever you are good at one or another.
FOnline did not choose this path but instead we have powerbuilders that rock at PvP but some are trying to artificially limit them in PvE, then we have average or so called universal/RP builds and then there are crafter powerbuilds. Last 2 groups are way weaker in combat than PvP powerbuilds and thats the source of many inconveniences. I still think that its nonsence to dictate how should people build their characters in order to learn professions. I believe that if professions come as an extra upgrade to ANY build and if they would follow simple pattern "effort => outcome" then we would have way better foundations for balanced PvP + attractive PvE and when you choose one of them it does not automatically rule out the other one. 

FischiPiSti:

--- Quote from: Sius on April 23, 2010, 02:45:02 pm ---Its not the powerbuilders that are the problem here. Its the game design. Like 99.9% of any game that features crafting system is based on fact that you can roll anything you want AND choose certain specialization whenever it is item crafting or resource collection it does not matter. The main thing is they are all about combat and crafting and such comes as something extra. PvE or PvP it does not matter, still you are capable of both with any char but its those little differences and details that define whenever you are good at one or another.
FOnline did not choose this path but instead we have powerbuilders that rock at PvP but some are trying to artificially limit them in PvE, then we have average or so called universal/RP builds and then there are crafter powerbuilds. Last 2 groups are way weaker in combat than PvP powerbuilds and thats the source of many inconveniences. I still think that its nonsence to dictate how should people build their characters in order to learn professions. I believe that if professions come as an extra upgrade to ANY build and if they would follow simple pattern "effort => outcome" then we would have way better foundations for balanced PvP + attractive PvE and when you choose one of them it does not automatically rule out the other one.  

--- End quote ---
Thats true, but those games dont have skills like repair or science. And i think this is good thing, most newer rpgs feature the same system(wow), its boring.. Just look at my sig link, that game is just like this one, same skills, same character developement, and there, "repair" and "science"-like skills can be used in combat.
Pure docs(high int) are somewhat usefull in combat, pure slavers(high ch) are somewhat usefull in combat(tho shared xp is still missing, and merc buying should scale with speech), but science and repair cant be used in any way to help them. Thats the only problem. *cough* engineer perk to be able to build a robot merc *cough*
"Engineer
An Engineer is a specialist in creating all sorts of machinery. Engineers really excel in constructing powerful battle droids and have access to unique nanotechnology to enhance and repair them. The Engineer's weapon skills are not that great, but the Engineer/robotpet duo is quite formidable. All Engineers learn to create powerful protective shields and the best Engineers can hack into satellites, and use them to teleport any member of the team to the Engineer's location."
But this is offtopic.

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