View Full Version : Risia Ice effects duration?
I've heard plenty of rumors and conjecture about the duration of the ice effects a lot of us have been farming, I would like to request a simple response from the devs; are we wasting our time and resources? or are these effects here to stay.
I ask because of the recipe bubble in the game economy right now. A whole lot of people are spending lots (400kpp in some instances) for effects that are rumored to disappear. Im not referring to the *exploit* of multiple ice effects, Im well aware that that is disappearing.
Are we wasting our time? Or can we assume that icey burst effects will remain on our weapons?
Symar-FangofLloth
02-15-2010, 06:45 AM
The way the post was worded about removing the exploit effects leads me to believe that the effects are permanent. And I wouldn't be surprised to see this as a recurring event, either.
Bradik_Losdar
02-15-2010, 09:34 AM
Just wait until update 4 comes out an it's a winter wonderland with nothing but ice monsters.....
which all those cold weapons actually heal....
....
:eek:
ReaperAlexEU
02-15-2010, 11:36 AM
Just wait until update 4 comes out an it's a winter wonderland with nothing but ice monsters.....
which all those cold weapons actually heal....
....
:eek:
thats why i crafted a +5 flaming burst dorf axe of pure good, fire and ice, both together, its almost poetic ;)
Eldun
02-15-2010, 11:42 AM
Something about a waning moon of Shavarath decreasing the powers of our items comes to mind ...
Who you kidding Judo, you think the Dev's are going to be straightforth and honest with us?
Mockduck
02-15-2010, 12:38 PM
I assume the ice effects are permanent, with the previously-confirmed change coming to the weapons that used the not-intended "flip-reverse" crafting method to add an additional property on top of the ones they were supposed to receive. So, as long as you followed the plan set forth for the items, all will be fine.
suitepotato
02-15-2010, 03:30 PM
What I want to know is why with ice skates and FoM, you can still trip and fall on the landing. In fact, some of the time I hit the ramp and instead of skating, it shows my toon actually running down the ramp as if on regular ground, which of course means you're not actually building inertia to skate up and get air on the other side of it.
Lorien_the_First_One
02-15-2010, 03:45 PM
I imagine the effects are permanent... but having designed the system, they would be silly not to consider adding other versions to leverage the tech later. So while everyone is killing themselves to get frost now, fire, shock, even force might show up one day and only work if frost isn't on the item (or just replace it)
Mockduck
02-15-2010, 03:47 PM
What I want to know is why with ice skates and FoM, you can still trip and fall on the landing. In fact, some of the time I hit the ramp and instead of skating, it shows my toon actually running down the ramp as if on regular ground, which of course means you're not actually building inertia to skate up and get air on the other side of it.
or the Spiked Boots, for that matter.
Missing_Minds
02-15-2010, 03:51 PM
What I want to know is why with ice skates and FoM, you can still trip and fall on the landing.
or the Spiked Boots, for that matter.
Because nothing has have ever prevented you from being a clutz.
Lithic
02-15-2010, 04:00 PM
It would be a mistake for the devs to remove all the ice effects, but I wouldn't be surprised if when Risia wanes that icy burst turns to frost, and frost to cold touch, and cold touch turns a weapon slightly damp (+1 damage only to fire creatures).
Missing_Minds
02-15-2010, 04:23 PM
It would be a mistake for the devs to remove all the ice effects, but I wouldn't be surprised if when Risia wanes that icy burst turns to frost, and frost to cold touch, and cold touch turns a weapon slightly damp (+1 damage only to fire creatures).
While that would be great to do for table top flavor, that would be very rude to do in a video game.
Natulyre
02-15-2010, 04:25 PM
I imagine the effects are permanent... but having designed the system, they would be silly not to consider adding other versions to leverage the tech later. So while everyone is killing themselves to get frost now, fire, shock, even force might show up one day and only work if frost isn't on the item (or just replace it)
I'm pretty sure the new crafting device containing a fire elemental will be the same thing :)
Lorien_the_First_One
02-15-2010, 04:27 PM
While that would be great to do for table top flavor, that would be very rude to do in a video game.
While I agree with you...and while people who spent lots of effort and/or plat should not have the crafting value reduced...
True Rez Clickies are now Raise Dead
Summon Earth Elemental clickies now have additional limits on them
Min II transmuters are now Min II metaline
Missing_Minds
02-15-2010, 04:40 PM
While I agree with you...and while people who spent lots of effort and/or plat should not have the crafting value reduced...
True Rez Clickies are now Raise Dead
Summon Earth Elemental clickies now have additional limits on them
Min II transmuters are now Min II metaline
True Res was over powered to begin with.
Summons got changed across the board, so no one got singled out. (and hopefully that change will put in extra bars to tell the summon what to do.)
Transmuting as is was over powered for the cost of a +1. MinII were not the only things that got changed.
Am I sad about the change to summons? A little, but that army of rock butt in my camera constantly was flipping annoying as you could NOT see what/where your target was.
captain1z
02-15-2010, 04:45 PM
It would be a mistake for the devs to remove all the ice effects, but I wouldn't be surprised if when Risia wanes that icy burst turns to frost, and frost to cold touch, and cold touch turns a weapon slightly damp (+1 damage only to fire creatures).
If that was done I would be less than pleased after the time and money spent on upgrading just 1 weapon.
but no need to put the tinfoil hat on just yet.
Beherit_Baphomar
02-15-2010, 04:50 PM
True Res was over powered to begin with.
Summons got changed across the board, so no one got singled out. (and hopefully that change will put in extra bars to tell the summon what to do.)
Transmuting as is was over powered for the cost of a +1. MinII were not the only things that got changed.
Am I sad about the change to summons? A little, but that armor of rock butt in my camera constantly was flipping annoying as you could NOT see what/where your target was.
And icy burst is overpowered.
There we go, Turbine is now free to nerf.
Lorien_the_First_One
02-15-2010, 05:09 PM
And icy burst is overpowered.
There we go, Turbine is now free to nerf.
Actually there is a good argument it is, thats why people are paying so much for the ingredients lol
suitepotato
02-15-2010, 07:09 PM
Icy burst is not remotely overpowered or people would keep every one of those items with other things on it. They're useless at end game. Treason and a +5 gs all pos shroud sword are more effective than dual icy burst wounder/weakener of enfeebling/puncturing. It's merely nice to have. I've run Taming the Flames over and over for white coins and found no difference in the speed of things dropping. 1-4 hits every time with the hellhounds always being one-shotted.
INSTEAD OF THIS ICE GAME they should have made the crafting ingredients a cold touch a level 1-5 quest drop, frost a 6-10 drop, icy burst a 11-15 drop, and icy BLAST a 16-20 quest drop. They could similarly have dropped acid, fire, electrical, sonic, good, holy, evil, unholy or force crafting ingredients.
It would have been a seasonal and alignment of the planes thing. Throughout the year have these things dropping and when the drops of one variety cease, start the next, and start a planar overlap countdown of a week or so to get any remaining crafting of the previous variety done. Miss, and you have to wait till next year.
For extra love from the players, they could have made these only usable as-is on randomly generated items as we have now, but made it possible to apply to gs shroud weapons with a separate set of ingredients which allow the first to be applied to them. Make those naturally a 16-20 level quest drop only. Make the drop rate a LOT better than the ToD boots.
On top of this, make them have to get those ingredients all over again to apply another variety. You want icy, fire, acid, etc. everything on a gs shroud weapon, count on running quests from 16-20 level a total of maybe 5,000 times. In that time a lot more quests like those in Shavarath and the Necropolis with massive armies of enemies against us would have been rolled in updates.
Okay, make it so you have to apply a complete set of effects of one variety from touch to blast before applying another.
Imagine Xoriat-forged undead giant devils. Sooner or later, they'll try it, and it's either have the weaponry we need, or pay through the nose at the store for pots and materials just to have a snowball's chance in hell of it not being a guaranteed instant wipe.
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