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  1. #1
    The Hatchery CaptainSpacePony's Avatar
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    Dec 2009
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    Default Guild Ship Elemental Resistance Fix

    In the current form, the Guild resistance shrines don't scale well and don't enhance the game as much as they could.
    30 pt fire resistance for "free" at 1st level is broken. 30 pt resistance at 20th lvl for "free" is... underwhelming.

    I recommend the shrines provide a stacking buff instead of the flat rate. Somewhere between 2-5pts/tier strikes me as the right fit (ergo the greater resist shrine would give a stacking resistance of 6-15). 1st level characters would be well equipped with a few points of resistance, and 20s would be happy with a higher aggregate resistance.

  2. #2
    Community Member
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    Aug 2011
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    Not sure I agree with this as it gives a noticeable advantage to those in higher guilds after level 11, when a lot of spell-casters gain resist 30 spells.

    Still I would be happy with a sliding scale whereby level 1-5 characters using a resist shrine gain a maximum of resist 10 only, level 6-10 characters resist 20, and level 11+ characters can gain up to resist 30.

  3. #3
    Community Member OverlordOfRats's Avatar
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    Feb 2010
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    My suggestion would be to make the spell 30pts to start and undispelable. Keep the spell length and the shrine length they way they are now.

    If you have the shire it last for an hour. If not it last for 1 minute (2 minutes if extended) per caster level.

  4. #4
    The Hatchery CaptainSpacePony's Avatar
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    Default feedback

    Quote Originally Posted by Jsbeer View Post
    Still I would be happy with a sliding scale whereby level 1-5 characters using a resist shrine gain a maximum of resist 10 only, level 6-10 characters resist 20, and level 11+ characters can gain up to resist 30.
    I have previously advocated that idea, and think it would be an improvement over the current system, but I think my current proposal in this thread is better.

    Quote Originally Posted by Jsbeer View Post
    Not sure I agree with this as it gives a noticeable advantage to those in higher guilds after level 11, when a lot of spell-casters gain resist 30 spells.
    I don't think this is a problem. I am a very active member of a low level guild on Orien (Korthos Castaways--lvl 40). It is exceedingly rare that I do any high level raid, quest, or challenge without buffs from a level 60+ ship. Currently, the high level guild advantage seems heavily weighted at lower character levels.

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