[Feedback] Quest items
Old 06-01-2018, 01:02 PM   #1
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Default [Feedback] Quest items

I may be going against the grain a little here, but I don't think this is exactly balancing.
Needing excess D*D to add to a class to balance them will do nothing but further separate the top few players from the rest - and leave everyone else who wants to try those classes incapable of competing/beasting/dueling. Creating a bigger separation from the strong to the average is the exact opposite of 'balancing'.

Either way - it's the WoW equivalent of saying in vanilla a Hunter was balanced around getting Thunderfury. Sure they'll perform then, but the other 99.8% will be stuck inferior.
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Old 06-01-2018, 02:14 PM   #2
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'Every weapon, is a hunter weapon'
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Old 06-01-2018, 08:01 PM   #3
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Furthermore, these are classes that already required far more investment than others just to reach a mediocre level in comparison. Why do you want two particular classes to have to have significantly more investment to even reach a near-par on the others? Skilling and grinding are one thing, adding significant monetary road-blocks that alternative classes don't need to worry about to be top tier is, again, imbalanced.
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Old 06-01-2018, 09:14 PM   #4
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To be top tier, you need those two d*ds anyway..

Unless by top tier you mean midtier, then you have a point.
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Old 06-02-2018, 12:10 AM   #5
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Balance is not done at the entry or midtier level.
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Old 06-02-2018, 12:41 AM   #6
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Reiterating suggestion for change here so others can discuss.

Something along the lines of splitting the D*D quest items for classes to make them both more accessible and give chance for a little more balance consideration.

Split Theurg quest item so that they can get a 25k ash item giving the increased Shadow damage factor;
On the other hand still allowing a quest to "hide" two D*D on the character.

Edit: If you want to go along the lines of paper/rock/scissors have some theme of Theurg overpowering elemental magic of a caster/wizard on the ash quest item?

This in turn can allow your average players to become more effective whilst also giving an option for those more invested to have a competitive accumen Theurg.


As for Monks a similar concept:
Split so a 25k ash item could be a modifier of Monk Discipline (not sure on number, something eg. 1.1x*)
Then allow the "hide" two D*D on character and arrow bonus as the separate premium quest.

Crazy edit: Perhapsin the same vein - a PvP bonus on the ash item wherein Monks new-found affinity to arrows allows them a small (10%?) chance to catch or reflect an arrow ala counter-attack.



These give both a dueling and beasting solution to players.

Last edited by l337; 06-02-2018 at 12:53 AM..
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Old 06-02-2018, 09:51 AM   #7
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I semi feel the splitting of them is a proper move.

I do not however feel the 'return arrow' proposal. There could be something else which allowed them to close combat archers, or another class as a bonus, I'm just not keen on the idea of returning arrows.
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Old 06-18-2018, 10:44 PM   #8
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Lalalala
Any further input/suggestion? Have seen very very very few (like two?) people bother with the current state
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Old 06-19-2018, 07:59 AM   #9
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Quote:
Originally Posted by l337
Lalalala
Any further input/suggestion? Have seen very very very few (like two?) people bother with the current state
Iweve talked in pms a bit about them as well. Just nothing super work posting.
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