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Thread: Talk to the Team: Baubles

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  1. #1

    Default Re: Talk to the Team: Baubles

    Yes, it seems to me a bit that we skip the important thing, which is the inclusion of a large number of improvements lies mainly in the matter of humanoid classes, baubles, or what you would call them, only added to these classes more vigor, otherwise you have a case with dragons that have less this type of capabilities, this is a different character class based mainly on skill and slightly increased armor, they do not have a lot of buffs for casting on themselves, and the majority of it can cast on others. Baubles that were previously combined were more optimal boost for dragons than overboost on humanoid classes, I won't talk about where other classes get more improvements at once, that's another thing, but for dragons, it's a more painful change than for peds.

    Recently, dozens of changes have got out of control, I ask for more reason and reflection in the next changes, make changes interesting, giving opportunities, but not harmful, like a few recently added changes

  2. #2
    Staff :: Developer Sarsilas's Avatar
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    Default Re: Talk to the Team: Baubles

    Quote Originally Posted by Sindala View Post
    asked on discord but i think it may have been missed,
    Are the Baulbles still intended to be a coin sink?

    Personally i think it would be a great idea to put them back on monsters that dont carry Trophies (at a chance a random bauble of correct tier would drop)
    That way those mobs that never get hunted in areas players never go will get some action too.
    Players could consigner the ones they dont want to revigourate a bit of the traders market too.
    They are intended to be a coin sink and there are no plans to put them on the drop tables.

    Part of the reason they were removed from the loot tables was to give more room for other items - any time you add a new item, you reduce the chance of getting another item. When a bauble drops, that could've been a technique component, a trophy - something else you may be hunting for.

    Of course this was when they were common that it was more of a problem, but it's still something we have to consider every time we add a new drop.

    Quote Originally Posted by vasteel View Post
    Yes, it seems to me a bit that we skip the important thing, which is the inclusion of a large number of improvements lies mainly in the matter of humanoid classes, baubles, or what you would call them, only added to these classes more vigor, otherwise you have a case with dragons that have less this type of capabilities, this is a different character class based mainly on skill and slightly increased armor, they do not have a lot of buffs for casting on themselves, and the majority of it can cast on others. Baubles that were previously combined were more optimal boost for dragons than overboost on humanoid classes, I won't talk about where other classes get more improvements at once, that's another thing, but for dragons, it's a more painful change than for peds.

    Recently, dozens of changes have got out of control, I ask for more reason and reflection in the next changes, make changes interesting, giving opportunities, but not harmful, like a few recently added changes
    Class balance is completely separate from additions like baubles. When a class is out of line from another class, then that is an issue with that class. It has nothing to do with the inclusion and balance of baubles, which equally affect all classes across all races.

    Avatar by Scaleeth

  3. #3
    Staff :: Developer Sarsilas's Avatar
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    Default Re: Talk to the Team: Baubles

    Hello everyone. We have updated and come up with a new draft of baubles for you to review and give feedback on. This comes from your previous feedback we've garnered across all sources. As always, exact values are subject to change before release.

    We have determined lower-tier values, but I am omitting them for the sake of time and clarity.

    Offensive
    • Alyssa's Energized State: Outgoing Spell Damage +20DPS
    • Brobbet's Hand of Justice: Outgoing Melee Damage +20DPS
    • Galderos’ Tactics: Outgoing Ranged Damage +20DPS
    • Fury of Daggarth: All Damage +11DPS
    • Istara's Guiding Hand: 75% Chance: Automatically Hits
    • Istara's Breath: Outgoing Healing +20HPS


    Damage Kicker
    • Spectral Touch: 35% Chance on Hit 25-30 Spirit Damage
    • Flaming Touch: 35% Chance on Hit 25-30 Flame Damage
    • Freezing Touch: 35% Chance on Hit 25-30 Ice Damage
    • Electric Touch: 35% Chance on Hit 25-30 Energy Damage


    Defensive
    • Holy Armament of Istara: Incoming Attacks do 81% of normal damage
    • Mystical Ward: Incoming spells do 81% of normal damage
    • Divine Protection: Reflect 12% of incoming damage to attacker
    • Bachantus' Hooves: 5% Chance on tick to gain a 15s immunity to rooting spells and abilities
    • Niatha's Focus: 5% Chance on tick to gain a 15s immunity to stuns and mesmerizes


    Utility
    • Alyssa's Touch: Spell Delay -30%
    • Brobbet's Burst: Melee Attacks Delay -30%
    • Galderos' Flurry: Ranged Attacks Delay -30%
    • Hastened: All delay -20%
    • Istara's Grace: 15% Chance to guarantee evade of incoming attacks


    Statistic
    • Daggarth's Blessing: +100 Strength
    • Alyssa's Blessing: +100 Power
    • Drulkar's Vitality: +150 Health
    • Niatha's Aegis: +100 Ethereal Armor
    • Galderos' Shield: +150 Armor
    • Kaasha's Aim: +100 Dexterity
    • Merrasat's Eye: +100 Focus


    Crafting Skills
    • Harvester: +100 to gathering skills (ex. foraging, mining)
    • Refiner: +100 to refinement skills (ex. stoneworking, smelting)
    • Artisan: +100 to production skills (ex. armor craft, weapon craft)
    • Builder: +100 to construction skills
    • Keen Eye: +15% Chance for bonus materials
    • Packrat: +200 Bulk
    • Istara's Gait: +12 Speed, Fly Speed
    • Drulkar's Gale: +20 Fly Speed
    • Kaasha's Finesse: +20 Speed


    The most notable change you may take heed of is that we have translated some percentages to straight numbers. This is to make the baubles more useful at lower tiers, without affecting higher tiers. We have tested personally the +% damage to +DPS to make sure the numbers align. While you will not always get exactly +20%, you will range between +18 and +22%, averaging out to about the same output.

    We have also added many new baubles to the Crafting category and added a healer-centric bauble in the outgoing category.

    Avatar by Scaleeth

  4. #4

    Default Re: Talk to the Team: Baubles

    The +Gathering skills bauble seems pointless as Gathering potions are better and way cheaper. And for lower tier crafters, they cannot gather outside their tools' "quality" (tier) anyway. Hence "doubling up the skill" has no point that I can see.

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