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    Loot balancing discussion (which can fix ALOT)

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    • O-louthO
      O-louth
      last edited by O-louth

      Since it is widely recognised that non caster classes suffer greatly, with +x ab no longer piercing damage reduction, and with the whole "Non faction members have no chance at loot", a lot can be fixed with a few tweaks to the loot levels. And with the focus on consumables not being necessary for quests, i suggest we take a mechanical discussion on how to improve all of it at once.

      • AC: Add AC bonuses to top tier crafted loot, and make +1 ac amulets and rings available in the general prestige stores. It does not stack with magic anyhow, so this will help non caster classes ALOT. Make +1 ac available in crafting, and on some higher level quest loot. Make second tier faction loot +2 AC for cloaks and helmets (that way, armors stay within the range of the current setting).
      • Stat bonuses: In nwn2, stat bonuses did not stack with magic. This was a cool ass feature, and will help open up more balanced builds. +1 to str, int, dex, cha, wis should be non rare, you can make +1 con dm loot only. Even +2 stat loot can be used while not breaking the server, as long as the bonuses do not stack with magic in any form.
      • AB bonuses to top tier crafted loot + faction weaponry, will help non magic users, and since it is already hardcoded that it does not stack with magic, and since it does not break damage reduction, you are golden there.

      Stop making useless loot. If it is to give prestige bonuses, just leave prestige bonus items. But it serves no purpose to spend alot of time making loot that no one would ever use.

      To offset the increase in loot levels, I propose we do the following:

      • Make potions at least 1,5x as expensive as they are today, if not twice as tough. Make crafted loot something people would want to actually buy. Currently no one buys anything unless it is the top tier, meaning everything before that level is just waste.
      • STOP making weapons with HUGE damage output, crafted or otherwise. It makes zero sense that you have made ordinary weaponry that in any other version of this 20 year old server would be EPIC, while keeping any other type of loot the same level range that you would find on Nadas quest, back in the old days. It makes no sense, and it is not balanced in any way.

      Character: Wouldnt you like to know?
      Olouthitis: Character does awesome things for a few months, but inevitability hijacks an air ship and crashes it into an evil faction head quarters screaming battle cries.

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      • V-RageV
        V-Rage
        last edited by

        No. Don't make potions more expensive.

        People shouldn't have to rely on crafting to get them.

        Remember some people don't like crafting and if it was the only way to get consumables I'd just quit the server rather than be forced into something I have no interest in

        Prof. MisclickP 1 Reply Last reply Reply Quote
        • Prof. MisclickP
          Prof. Misclick @V-Rage
          last edited by

          @V-Rage said in Loot balancing discussion (which can fix ALOT):

          No. Don't make potions more expensive.

          People shouldn't have to rely on crafting to get them.

          Remember some people don't like crafting and if it was the only way to get consumables I'd just quit the server rather than be forced into something I have no interest in

          This. Potion costs prices are not changing certainly in the near future.

          Retired

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          • Prof. MisclickP
            Prof. Misclick
            last edited by

            We’ve asked the community to submit ideas for fun thematic loot that can be added to quests so we’ll see where that takes us first.

            Retired

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