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  1. #1
    Community Member Darth_Sizzle's Avatar
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    Default Missing Enhancements?

    From what I can deduce it seems likely to me that we are going to be receiving another "re-balancing" update at sometime in the near future. There are many enhancement lines that are missing what should be the next progression. Since I have not seen anything mentioned in the WDA I would have to assume these have not been added because the system may need this "re-balancing." I'm curious if we can get any insight as to why these are missing (a few examples below).

    Action boosts go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    Primary Stat enhancements go up every 4 levels starting at 2, 6, and 10 - where is 14?
    Spell Damage Amplification (Cleric/Bard Healing or Wiz/Sorc Damage) go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    Toughness enhancements go up every 3 levels starting at 1, 4, 7, 10 - where is 13?

    There are many more examples (Barbarian Damage Reduction, Extra Rage, Hardy Rage, Power Attack, Will Power, Bard Extra Song, Human Improved Recovery, and the list goes on).

    Does anyone have any information about this?
    Last edited by Darth Sizzle; 12-30-2007 at 03:59 PM.

  2. #2
    Community Member Swordalot's Avatar
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    Quote Originally Posted by Darth Sizzle View Post
    *snip* Interesting stuff *snip*
    I suspect that these enhancements will come with the level cap increase, to give us something to spend our next 8 AP's on.

  3. #3
    Community Member Shade's Avatar
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    Enhacement were already rebalanced to be like this.. Many were capped as it was decided going further would make balancing the game unmanageable.

    It does however make futher level cap increase rather sad.

    Currently on risia, there are no new enhancements for level15-16 and none really planned.. Which does make for a crappy level cap increase indeed..

  4. #4
    Community Member Darth_Sizzle's Avatar
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    Quote Originally Posted by Swordalot View Post
    I suspect that these enhancements will come with the level cap increase, to give us something to spend our next 8 AP's on.
    The ones I'm talking about should already be in the game (with the current level cap).

  5. #5
    Community Member Darth_Sizzle's Avatar
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    Quote Originally Posted by Shade View Post
    ...Many were capped as it was decided going further would make balancing the game unmanageable...
    Do you have a dev quote on this matter?

  6. #6
    Community Member Swordalot's Avatar
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    Quote Originally Posted by Darth Sizzle View Post
    The ones I'm talking about should already be in the game (with the current level cap).
    Well, yeah, but then we'd have nothing to spend new points on. By delaying them, they don't have to make new ones.

  7. #7
    Community Member Emili's Avatar
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    They are at full tier I believe and most likely will not increase anymore as most of them were scaled back to prevent too many extremes... I suspect they will stop thier to keep the power limit of the major ones in check and that new enhancements will be added to provide a variety of skills and focus in in other areas etc... In that respect providing versitility in a character in the long run rather than having an extreme one trick pony character, Thus leveling off the character and the mob that way. BaB increases along with ability point increase at level 16 is fine ... and picking up enhancement lines you do not have yet evens out the character a bit in another area.

    Ie.) they do not need to add +4 stat enhancements or +6 boosts ... then the mob AC and HP need not be as radical, Casters who are spec'd hard elemental for example can now pick up energy lines or force lines or more sp etc... and so forth.

    We do not need more levels of these... if you have them filled to top spend your next aps somewhere else. The emphasis in enhancements after the scaling has been to add more variety and vesitility so that a character does not appear to come out of a cookie cutter.

    Action boosts go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    More action boost will skew both melee and mob so that other classes are left behind in melee.
    Primary Stat enhancements go up every 4 levels starting at 2, 6, and 10 - where is 14?
    This also skews a characters DC and To-Hit and Damage leaving other classes behind.
    Spell Damage Amplification (Cleric/Bard Healing or Wiz/Sorc Damage) go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    If your 1200hp crit heal, 100hp per tick firewall and 2000+hp cold of cold is not enough? Well then something is radically wrong with how you play.
    Toughness enhancements go up every 3 levels starting at 1, 4, 7, 10 - where is 13?
    Melee need more HP than 300+hp tanks and pallys or 600+hp Barbs? what about the poor rogues, Bards and cleric... They're melee based toons also you know... This is one of the most overpowered and most wasteful of all enhancements, It taps into the healers sp and forces healers down the healing spec enhancements because too many melee rely on using thier HP and not thier wits or playing ability to go toe to toe with a mob. In fact I've seen plenty of 600+ hp barbs die and carried them to the shrine on my toons with 1/4 the hp after I've killed the mob they could not take down.

    I will admit I've capped the few enhancement lines which really matter to my toons... that does not mean that there are not others I would not take, and they should and have been added to the enhancement lines by adding new ones ... ie.) warchanter, way of..., religeon, ... Point being versitility! Not extremes is where the game should be headed.
    Last edited by Emili; 12-30-2007 at 04:56 PM.
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  8. #8
    Hero QuantumFX's Avatar
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    Quote Originally Posted by Darth Sizzle View Post
    Action boosts go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    The extra action boost line is the continuation of action boosts.
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  9. #9
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    Action boosts go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    Primary Stat enhancements go up every 4 levels starting at 2, 6, and 10 - where is 14?
    Spell Damage Amplification (Cleric/Bard Healing or Wiz/Sorc Damage) go up every 3 levels starting at 1, 4, 7, and 10 - where is 13?
    Toughness enhancements go up every 3 levels starting at 1, 4, 7, 10 - where is 13?

    There are many more examples (Barbarian Damage Reduction, Extra Rage, Hardy Rage, Power Attack, Will Power, Bard Extra Song, Human Improved Recovery, and the list goes on).
    Most of the enhancements you listed are ones transferred from the old enhancement system. Truthfully I thing if they had started with the current enhancement system many would of never found it way into the game. When they changed the system they decided to keep most of them but they always made it clear that one thing they liked about the new system is that they could add new enhancements instead of advancing the power of old ones. Many of those I pretty certain going to remain cap where they at.

  10. #10

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    Quote Originally Posted by Darth Sizzle View Post
    Do you have a dev quote on this matter?
    I believe any relevant quotes have been purged from the boards, but the "Ever-increasing enhancements are tres problematique" was the main deciding factor for the Enhancement System overhaul we saw with Academy Training.
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  11. #11
    Community Member Tanka's Avatar
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    The biggest issue is, eventually, if they continued the trend, we'd have Enhancements costing more than we got per level cap increase. Needing 10 AP for one Enhancement would be a bit much, IMO.
    Person Æ, Sarlona
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  12. #12
    Community Member Deriaz's Avatar
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    I thought I saw, or at least heard about, a dev that said under the Enhancement system, they didn't intend to make any Enhancements that cost more than 6 AP.

    I would go find the quote, but that would take me awhile, I think. I don't even remember when the post was, or if it was included in that huge forum purge that happened around the time that the servers merged. :x

    If I find it, though, I'll edit/post it in here. I'm pretty sure I remember seeing it, though. . .

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  13. #13

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    Quote Originally Posted by Shade View Post
    Currently on risia, there are no new enhancements for level15-16 and none really planned.. Which does make for a crappy level cap increase indeed..
    Right now other then a great view of a new landscape.. Risia is a poor way to judge what is coming in Mod 6..

    Too many people are basing opinion's (like there are going to be only 5 quests which i truly doubt) on what they see on risia even though they have been told multiple times it is not even close to everything that will be in Mod 6..

    That said.. I will not be surprised if they did not continue advancing some of the Enhancements chains they have now.. but cap them were they are at. It would also make level 20 in 1 class, a level many classes get very little something not worth getting. To make level 20 worthwhile in just 1 class they really need to add an enhancement (or enhancement level) that you can only get at level 20.

    that does suck for making those particular chains more powerful, it would free up points to spend in other useful enhancements.
    Last edited by dragnmoon; 12-30-2007 at 11:18 PM.

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  14. #14
    Community Member Tanka's Avatar
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    Quote Originally Posted by dragnmoon View Post
    it would free up points to spend in other useful enhancements.
    Which is something they wanted with the Academy Training mod. Diversification of Enhancements.

    By L20, we're gonna have 80 AP to spend. I'm sure people will max out multiple chains and have a few points here and there in others.
    Person Æ, Sarlona
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  15. #15

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    Quote Originally Posted by Tanka View Post
    Which is something they wanted with the Academy Training mod. Diversification of Enhancements.

    By L20, we're gonna have 80 AP to spend. I'm sure people will max out multiple chains and have a few points here and there in others.
    If they did not cap out them at some point, what would end up happening is that you would just be spending all your enhancement point just on 1 Chain if you wanted to cap it.

    Which also could be by design. Diversify at lower levels, Specialize at higher (if you so choose)

    Heddar Dwarf Fighter L 17, Celidaer Elf Wizard L 17, Merinid Drow Bard L 16,
    Talimore Human Ranger L 5, Kuven Human Cleric L 3, Kopesh Warforged Barbarian L 4

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