It's not a pve stat. The raid bosses simply check how much mitigation you have, and if don't have enough you get more damage. That's all: no hidden stats, no "pve" stats.
It's not a pve stat. The raid bosses simply check how much mitigation you have, and if don't have enough you get more damage. That's all: no hidden stats, no "pve" stats.
Originally Posted by Angellis
Another suggestion someone made was to debuff the "non pvp" stats in pvp. So, no need to change stats and the item database, just a change in formulas for pvp combat stat calculation.
And again, since it was ignored:
What about a tad more info and open discussion about the crafting revamp?
At the very least i expect a few months upfront some clarification what rumors, leaked info and official info is still valid and true for 2015 (since even the official infos were contradiction, dependant on WHO asked, who was asked and when they were given/asked).
Last edited by Kurt2013; 22nd January 2015 at 15:41.
What's the matter with you? Do you think T5, which has been cleared by a grand total of 4 guilds after nearly 4 months, is especially worthwhile content for aoc? Do you think it brought many people back, or drew new players to the game? Even with the small population, only a small percentage is going to see Kylliki go down anytime soon, just like only a small percentage ever killed the Bat or the Lurker.
Adding a new, even harder raid tier is idiocy if there isn't a watered-down version for the masses who aren't in a guild that can progress through content like T5. This isn't 2004 where you can design the majority of your content for people who raid 9 hours a week or more - most aoc veterans have grown older and more casual than they were when they started, and there simply isn't much new blood to replace them.
usually when a new tier raid gets released the old ones get nerfed, so release a new hard t6 for the progress guys and nerf t4 to be doable by the masses
Also it is good design to offer the players a choice in setting the difficulty. Especially when the progress is linked to a story. For the hardcore difficulty fetishists you can make random instances or side-quest instances.
Even back in 2009 i hated that you played 90% of the time solo and the group quests were an optional addon and then at 80 the game turned into a raidgrind. And till cins posted the khitai dungeon pve walkthroughs you had no idea what the "new" content or t2+ raids were even about (not speaking of a bunch of unfinishable quests in the questlogs).
Might not be a bad idea to offer some low level raids even or systematize the instancing, so you can choose upon entering the difficulty and reward levels. They CAN do scaling loot (just look at forgotten city amulets and rings), so this looks like a good way to solve a lot of the balancing issues in pve.
I find it a huge waste of time to spend so much resource into a crafting revamp, what is FUNCOM thinking?
A massive crafting update that most players could care less about, when they could be adding content all could use.
What a clueless waste.