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  1. #1
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    Default Time for a global rebalance of named items

    I suggest that one of the DDO designers be assigned to the large project of going through the entire list of all named items and adjusting them to make sense within the current status of the game. (Naturally, other people would need to assist from time to time). There have been a lot of changes since the game first came out, and a lot of items are in bad shape for a variety of reasons.

    Why do it as a single huge task instead of a bit at a time?
    1. Because the value of items is in comparison to competing items, so there is a lot of coupling between different areas.
    2. To avoid change whiplash for the players. Each time a change comes out, players will want to adjust their gear loadouts and figure out what items to use now. They won't like being put through that more than is necessary to get the fixes in.

    Common reasons an item might be bad:
    1. It was flawed from the start.
    2. The game design has evolved since then (either specific obsoleting items, or just overall power creep). For example, the improvement to temporary spell boosts has devalued all items with permanent spell boosts.
    3. The level cap has gone up, so it no longer makes sense to be so hard to obtain.

    Ex-endgame items are a particular thing to watch out for: back when some top-level items were released, it made sense for them to take a long time to acquire because capped characters had nothing else to do with their time. But once the level cap moves on and new better items are introduced, it no longer makes sense to put in the time for the old stuff. In those cases it's worth considering increasing the drop rate for ex-endgame items, such as scales from Gianthold Tor or shield fragments in Orchard. When an item needs to be "improved", that doesn't necessarily mean the item itself must become more powerful. You could instead work from the other direction and make it easier to obtain, such as by increasing drop rate, adjusting minimum level or binding, or even making the corresponding dungeon area faster or easier.

    Note that to minimize player dissatisfaction, the emphasis on adjusting items should be to improve bad ones rather than weaken those that might be too good. It just feels worse to look at something in your inventory and see something that's lost specific features it once had.

    Not every item needs to be attractive to every character or even any character, but presently too many of the named items have no role in gameplay except as a distracting waste of space. Soon I will reply with some more detail on the issues.

  2. #2
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    Below I will point out some prominent problematic items from many parts of the game. I'd be happy to go into more detail if someone's interested.


    Korthos
    Notice how long players tend to wear those level 1 item sets? This indicates a missed opportunity to have set bonuses on items from level 2-16 content. Some Korthos items overshadowed older named loot that was 4+ levels higher.

    Harbor
    Irestone has Sword of Pain and a few other weapons with +1 elemental damage. Just compare them to a +2 Screaming handwrap in Cerulean Hills (a nearby quest that is actually lower level).

    Sharn Syndicate
    The named weapons from here overshadow weapons from older quest chains in the same level range (plus are easier to get, because you only have to repeat the final dungeon and not a whole series). They also beat the Sentinels weapons...

    Three Barrel Cove
    There's zero named loot here, and that's kinda a problem. In fact, it's a giant problem in terms of customer satisfaction. No, Smouldering Cudgel does not count as loot.

    Sentinels
    Aside from the well-publicized disappointment about the epic monk bracers, all three weapons in this pack are too weak in regular versions. The bastard sword is simply poor, while the kukri and rapier have a mental-stats gimmick whose implementation turned out to be unbalancable. (http://forums.ddo.com/showthread.php?t=243571).

    Necropolis I-III
    Each of these three packs has four initial quest and then one final dungeon where all the named items come from, meaning that players who want this loot are encouraged to use an opener character to get into the end dungeon and skip repeating the others. Instead, something like the Shavarath pattern could be used: the named items drop not only in the final quest but also the flagging ones. Also, the flagging quests would get run more if repeating them didn't risk obstructing you from advancing to the final.

    Sorrowdusk
    A quest chain goes up to level 9 but drops weapons of level 2-4 quality. +1 slicing kukri, +1 frost sickle, or +2 keen rapier? It has named halfplate, but that's from back when you'd reach level 10 without getting a single +5 fullplate as an end reward. A +1 leather with acid 10? That may as well be +5. And a constitution+2 ring, hmmm!

    Threnal
    Oh a special item to unlock a special quest to fight waves of demons and beholders, then Hello, +5 longsword! (Below I will post a specific suggestion to replace the Threnalian Warblade with fun crafting)

    Vault of Night
    Problems with epic Sword of Shadows were well discussed back when it was first leaked. It's too late to nerf it now, so instead it can be used as a guide for the top end of what epic weapons are balanced against.

    Twilight Forge
    Just like when it was released, the majority of the raid items are disappointments. Nullcloth is especially bad; it should be something that, if the spell failure was removed, casters would want to equip. Also, spell crits had just recently been introduced when that raid was built, and the loot designers evidently overestimated the value of Lore items.

    Menechetarun
    The problems with epic loot have been exhaustively detailed elsewhere, so I won't go into it uch, except to reiterate that this area includes named staffs, daggers, shortsword, and kukri, yet there are no epic weapons that are compatible with either finesse or Ki which compare favorably to greensteel. On another topic, Bloodstone farming isn't much fun, so it would help if another source that item was added to some quest or raid.
    There's also the whole thing about Antique Bronze Tokens, which I suppose has been somewhat fixed by now, although it was a major embarrassment for years.

    Gianthold
    Most armors from turning in dragonscales are obviously far from worth the time spent gathering them. Of the other named items in that dungeon, I count 14 of 22 of being nearly useless at-level, with the longbow and caster staves standing out as particularly bad (and wastes of custom artwork).
    There's also a UI presentation problem nearby: the NPCs to exchange relics/scales for armor use the icons of questgivers, but their function is different from what "quest" means to players. They're more like collectors.

    Necropolis IV
    The collector rewards for shield fragments and tome pages are key examples of ex-endgame items. It's senseless for the shields to be so much harder to obtain than the superior one from Mindsunderer. There's also the problem where many of those items were ill-conceived to start. Wearing a shield is already usually unattractive, but at least you get AC out of it. All but one of those shields subvert that benefit by having an enhancement bonus of less than +5.
    As for the weapons, originally two were good, two were decent (but major wastes of pages that could've been spent on Skiver), and the rest junk. It was particularly sad that custom artwork was wasted on useless weapons (although at least it was recycled for greensteel later)

    Reaver's Refuge
    Of course everyone knows the problems with rune grinding, so I'll mention a lesser thing: how attractive is it to spend three body slots for +50% glaciation when a common belt from Shavarath has been buffed to +75% freeze?

    Inspiration Quarter
    The Terror sword and Death's Touch sickle are minimum level 18 to equip, but less damaging to level 18 monsters than the +5 falchion available at level 6-8. Sure, Terror is overpowered against level 14 monsters, but that's not when we get the item.

    Dreaming Dark
    1. Xaoschian Eardweller. Hey, let's make a new item which is THE BEST by far for spellcaster DPS, and make players repeat a short simple quest around 100 times to get it. To make it even better, we can bypass our regular loot mechanic so that they farm for it solo.
    2. Which is the biggest and best dungeon in Dreaming Dark? Which is the dungeon you run the least times while acquiring Dreaming Dark loot? Why the powerful negative relationship between the size/quality/challenge of the dungeon and its loot reward?

    Shavarath
    It is well known that many of the Tower of Despair ring sets are pretty unattractive, especially the non-melee ones. (http://forums.ddo.com/showthread.php?p=2669407)

  3. #3
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    Some miscellaneous comments and suggestions on loot rebalancing.

    Set Bonuses
    When looking for ways to improve mid-level items, set bonuses are an easy technique to keep in mind. Have a piece of Delera or Sorrowdusk loot that's not quite worth using? Toss Anger's Wrath or Nimble Grasp onto it.

    Don't make the mistake of thinking a set bonus can only apply to a specific list of items. They can function more generally as abilities that activate when you have multiple corresponding items equipped. There is a ton of flexibility to give many kinds of bonuses. And all of a set doesn't have to come from the same place.

    Penalties on Items
    The first wave of named loot in DDO often had minor penalties on it, like -1 to an ability score or -2 will saves. But that kind of variety has only rarely appeared since then. It is a useful tool to allow named items to be boosted up to a valuable level of power, while still not becoming superior to similar items which are harder to acquire.

    Making clickies useful
    Most items which actively cast a spell are non-useful. Here are some ideas that could help make them more valuable:

    1. Remember that offensive clickies are less valuable than buff/curative ones, and spells with a save or damage are weaker than irresistable flat debuffs. For example, a Heal clicky would be great, but a Disintegrate clicky is almost worthless. So it is inaccurate to treat every effect that's "X uses of a level Y spell" as the same value.

    2. Higher caster level, especially as it applies to buff duration. For example, there's no item with Protection From Evil for more than 1 minute at a time.

    2b. You don't necessarily need to stay consistent with the caster level for all aspects of the spell. It could be good to make an item with 2 minutes of Fire Resist 30 or Greater Heroism 60 seconds x3 uses.

    3. Higher DC, as if the creator had an intelligence/wisdom bonus. (In fact, the current clicky DC is less than the minimum allowed by the D&D item creation rules)

    4. Emulate the effects of Potency, Maximize, and Empower on offensive clickies.

    5. For certain items, allow the wielder to substitute his own ability score modifiers for purposes of spell DC, which is how magic staves work in the D&D rules. Optionally such items could exact a price in spellpoints too.

    6. Some could have less cooldown than the standard 6 seconds.

    7. Regenerating uses. Some clickies could recover charges over time, but only when below some certain limit.

    8. Unlimited use. For an especially weak clicky effect, such as Remove Exhaustion on Endless Toil bracers, it may as well have infinite uses. The cooldown and casting time may be enough of a penalty to pay for the spell effect.

    9. Some spells would be so attractive as clickies that the devs should be very careful about adding them, and attach huge limitations if they do, especially things like Ram's Might, Zeal, and Holy Sword (!)


    Threnal Warblade suggestion
    Make it a tiny bit like Shroud crafting. The ingredients come from end chests around Threnal and are bind on acquire. The six ingredients are used in pairs, one to determine slot and one to pick from three allowed effects. The base item on completing the Threnal warrior initiation challenge is a greatsword, longsword, or dagger with +4 Seeker2 Silver Cold Iron and Minor Arcane Lore.

    Slot 1 effects are a +4 enhancement bonus to strength, dexterity, or constitution

    Slot 2 effects:
    a. Shocking Burst, Superior Magnetism VI
    b. Acid Burst, Superior Corrosion VI
    c. Slicing, Everbright, Superior Reconstruction VI, Greater Devotion V

    Slot 3 effects:
    a. Lesser Giant Bane, Enchantment Focus
    b. Lesser Abberation Bane, Transmutation Focus
    c. Lesser Outsider Bane, Evocation Focus

    In addition, some named items from Threnal (like Theurgic Staff and Jeweled Hammer) could include one or two slots for Threnal ingredients, to give those weapons a reason to be used.

  4. #4
    Community Member die's Avatar
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    Talking

    +1 for the effort put into this thread/signed
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  5. #5
    Community Member Thrudh's Avatar
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    I only wish I could give you +1 rep on all three posts...

    The devs really do need to go back through and revamp all the named loot (and the random loot tables)...

    I really don't think it would be that hard to come up with reasonable items with a week's worth of brainstorming (maybe ask us to help). Also I'm hoping that each item is not hard-coded and references a database for it's properties... If hard-coded, implementing this change could be difficult (maybe)... if referencing a database, implementing the change would be simple.

    P.S. Be nice if they could go back and revamp the base exp for all quests too...
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    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  6. #6
    Community Member redoubt's Avatar
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    Some very good thoughts AD.

  7. #7
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    /signed

    Browsing the static loot thread more than half the items fall into the why bother category.
    “If at first you don't succeed, keep on sucking till you do succeed.”

  8. #8
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    Power Creep of Item Availability
    Another serious problem in designing named loot is the variability in generic loot a character can be expected to have at each level. If a player already has a high-level character (or has a friend who does), then he'll have +5 weapons and armor as soon as he reaches level 8 (or even earlier if they work at it). But the first character of a new player will usually be level 9-10 before looting a +4 weapon.

    As a simplification we could say that first characters (mains) tend to get items four levels later than secondary characters (alts) do. And of course, it's difficult to design named items that are attractive to both those groups. That's the cause of problems like the weapons in a new level 4 quest (Come Out and Slay) being better than those from an old level 7 quest (Trollish Scourge): a +1 frost sickle doesn't look as "cool" as it once did.

    There are some tough choices to make about how much you want to support each extreme. Players get their first impressions with the first character, but if they stick around then the majority of their low-level gameplay will be on other characters. One could decide to put most named items in between those positions: worse than twinked gear, but better than what you could have found randomly by that point.

  9. #9
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    Quote Originally Posted by Angelus_dead View Post
    Some miscellaneous comments and suggestions on loot rebalancing.

    Set Bonuses
    When looking for ways to improve mid-level items, set bonuses are an easy technique to keep in mind. Have a piece of Delera or Sorrowdusk loot that's not quite worth using? Toss Anger's Wrath or Nimble Grasp onto it.

    Don't make the mistake of thinking a set bonus can only apply to a specific list of items. They can function more generally as abilities that activate when you have multiple corresponding items equipped. There is a ton of flexibility to give many kinds of bonuses. And all of a set doesn't have to come from the same place.

    Penalties on Items
    The first wave of named loot in DDO often had minor penalties on it, like -1 to an ability score or -2 will saves. But that kind of variety has only rarely appeared since then. It is a useful tool to allow named items to be boosted up to a valuable level of power, while still not becoming superior to similar items which are harder to acquire.

    Making clickies useful
    Most items which actively cast a spell are non-useful. Here are some ideas that could help make them more valuable:

    1. Remember that offensive clickies are less valuable than buff/curative ones, and spells with a save or damage are weaker than irresistable flat debuffs. For example, a Heal clicky would be great, but a Disintegrate clicky is almost worthless. So it is inaccurate to treat every effect that's "X uses of a level Y spell" as the same value.

    2. Higher caster level, especially as it applies to buff duration. For example, there's no item with Protection From Evil for more than 1 minute at a time.

    2b. You don't necessarily need to stay consistent with the caster level for all aspects of the spell. It could be good to make an item with 2 minutes of Fire Resist 30 or Greater Heroism 60 seconds x3 uses.

    3. Higher DC, as if the creator had an intelligence/wisdom bonus. (In fact, the current clicky DC is less than the minimum allowed by the D&D item creation rules)

    4. Emulate the effects of Potency, Maximize, and Empower on offensive clickies.

    5. For certain items, allow the wielder to substitute his own ability score modifiers for purposes of spell DC, which is how magic staves work in the D&D rules. Optionally such items could exact a price in spellpoints too.

    6. Some could have less cooldown than the standard 6 seconds.

    7. Regenerating uses. Some clickies could recover charges over time, but only when below some certain limit.

    8. Unlimited use. For an especially weak clicky effect, such as Remove Exhaustion on Endless Toil bracers, it may as well have infinite uses. The cooldown and casting time may be enough of a penalty to pay for the spell effect.

    9. Some spells would be so attractive as clickies that the devs should be very careful about adding them, and attach huge limitations if they do, especially things like Ram's Might, Zeal, and Holy Sword (!)


    Threnal Warblade suggestion
    Make it a tiny bit like Shroud crafting. The ingredients come from end chests around Threnal and are bind on acquire. The six ingredients are used in pairs, one to determine slot and one to pick from three allowed effects. The base item on completing the Threnal warrior initiation challenge is a greatsword, longsword, or dagger with +4 Seeker2 Silver Cold Iron and Minor Arcane Lore.

    Slot 1 effects are a +4 enhancement bonus to strength, dexterity, or constitution

    Slot 2 effects:
    a. Shocking Burst, Superior Magnetism VI
    b. Acid Burst, Superior Corrosion VI
    c. Slicing, Everbright, Superior Reconstruction VI, Greater Devotion V

    Slot 3 effects:
    a. Lesser Giant Bane, Enchantment Focus
    b. Lesser Abberation Bane, Transmutation Focus
    c. Lesser Outsider Bane, Evocation Focus

    In addition, some named items from Threnal (like Theurgic Staff and Jeweled Hammer) could include one or two slots for Threnal ingredients, to give those weapons a reason to be used.
    I tend to agree with most of your upgrades for Threanalian WarBlade, but would be better to make the slot 3 effects regular banes rather than lesser. After all, you can get greater banes on level 8 weapons(6 for rr) So regular banes wouldn't make these too overpowered

    Saal
    "Fools said I, you do not know. Silence like a cancer grows, hear my words that I might teach you, take my hand that I might reach you, but my words like silent raindrops fell...."-Paul Simon "Day after day, we caught no breath or motion. As idle as a painted ship upon a painted ocean."--Coleridge

  10. #10
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    Quote Originally Posted by Saaluta View Post
    I tend to agree with most of your upgrades for Threanalian WarBlade, but would be better to make the slot 3 effects regular banes rather than lesser. After all, you can get greater banes on level 6 weapons(4 for rr) So regular banes wouldn't make these too overpowered

    Saal
    Fixed.

  11. #11
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    Angelus_Dead I am getting tired of the lets go back and eek out what we can of old content mentality that epic has reinforced. Seriously can not they put in new content that has properly balanced items? Does "precious dev time" have to be wasted on this old content when it should perhaps be put on making new items and new dungeons now. It has only been 8 months since we last had a new raid which is totally lame.
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  12. #12

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    Quote Originally Posted by Angelus_dead View Post


    Vault of Night
    Problems with epic Sword of Shadows were well discussed back when it was first leaked. It's too late to nerf it now, so instead it can be used as a guide for the top end of what epic weapons are balanced against.
    I'm really confused now. Your entire thread is about re-balancing items which are out of balance which always results in nerfs of the powerful and buffs of the weak, yet then you go and say its to late to "re-balance" the most out of balance item currently in the game. If its too late to re-rebalance one of the newest items in the game how is it not too late to re-balance the rest. Pretty much 90% of the re-balancing will be nerfs, its always is. All this is going to do is **** everyone off when about 1 of their items per week gets nerfed.
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
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    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  13. #13

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    Quote Originally Posted by FluffyCalico View Post
    Pretty much 90% of the re-balancing will be nerfs, its always is.
    Rebalancing items is different, though. Items are a touchy subject. Balancing characters can easily be shrugged off as "just respec" or "adapt." However, nerfing an item means that the work that has been put into acquiring the items is now wasted. Before nerfing an item, you have to be sure it is really worthwhile. And, in the case of most items, it really isn't. Generally speaking, the problem is not that some items are too powerful but rather that the rest is too weak and does not compare to the other.

    Mind you, there are a few exceptions but that us generally the case anyhow.

    PS: I disagree with A_D and I think there is value in nerfing the ESoS but his position is defensible
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  14. #14
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    Quote Originally Posted by FluffyCalico View Post
    I'm really confused now. Your entire thread is about re-balancing items which are out of balance which always results in nerfs of the powerful
    ...
    Pretty much 90% of the re-balancing will be nerfs, its always is.
    Those statements are not true, so your conclusions derived from them are also false.

    Quote Originally Posted by FluffyCalico View Post
    Again please show me where balanced means buff the weak?
    That is an invalid compound question. The person to whom I was replying didn't want any balance changes made to old items, either nerfs or buffs. He wanted the developers to leave it alone and work on new content.

    Whether balance changes might turn out as buffs or nerfs was not pertinent to his concern.
    Last edited by Angelus_dead; 04-23-2010 at 02:31 AM.

  15. #15

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    not true
    Last edited by FluffyCalico; 04-25-2010 at 10:14 PM.
    Quote Originally Posted by Tolero View Post
    *pokes the patch with a stick* get out there you,
    Quote Originally Posted by Tolero View Post
    We were pretty up front that the twf update was going to be a nerf regardless of lag or not.
    Quote Originally Posted by MadFloyd View Post
    Um, I'm almost afraid to ask, but exactly just what is 'sneak humping'?

  16. #16
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    Quote Originally Posted by FluffyCalico View Post
    I am aware when you have no point that you like to play word games. All it does is prove you don't have a valid responce.
    Umm, maybe its becaue im no native speaker, but for me his first post sounded as if he would prefer buffing weak items before nerfing too strong items.

    Note that to minimize player dissatisfaction, the emphasis on adjusting items should be to improve bad ones rather than weaken those that might be too good. It just feels worse to look at something in your inventory and see something that's lost specific features it once had.
    Yup, sounds that way...

    So, who exactly is here playing wordgames?
    I am no native english speaker


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  17. #17
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    Quote Originally Posted by FluffyCalico View Post
    I am aware when you have no point that you like to play word games. All it does is prove you don't have a valid responce.
    That is blatantly untrue, and also a violation of the forum rules.

  18. #18
    Community Member Phidius's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    ...
    Note that to minimize player dissatisfaction, the emphasis on adjusting items should be to improve bad ones rather than weaken those that might be too good. It just feels worse to look at something in your inventory and see something that's lost specific features it once had.
    ...
    Quoted for emphasis... I'm just pessimistic enough to think that the folks at Turbine who might read this thread will latch on to the idea of updating named items by nerfing the things that are actually worth an item slot.

    It's easier to nerf the one or two things that everyone is using than to boost the stuff that never sees the light of day... simply because there are far MORE worthless pieces of cr@p than there are tasty items. IMHO.
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  19. #19
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    Agreed. I think every game has gone through this as they've matured, and it's long overdue. The equipment situation is totally jacked up in DDO.

  20. #20
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    Quote Originally Posted by Angelus_dead View Post
    Note that to minimize player dissatisfaction, the emphasis on adjusting items should be to improve bad ones rather than weaken those that might be too good. It just feels worse to look at something in your inventory and see something that's lost specific features it once had.
    Definitely one of the most important things to remember--nerfing existing loot is a good way to drive players away (look how many people left over the WoP nerf!). Balancing doesn't necessitate nerfing (at least not direct nerfing). Even if something is too powerful, players are far more receptive to environmental nerfs (i.e. making monsters more resistant to an effect or some other change that makes the item worse without actually changing the item itself) than they are to direct nerfs, especially to items they've had and used for a long time.
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