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Possible Unique Enhancement Changes


Do you find these changes to unique enhancements worthwhile?  

7 members have voted

  1. 1. Do you find these changes to unique enhancements worthwhile?

    • Yes, and I can't wait to see them implimented
      3
    • No, I find them confusing or uneeded
      2
    • I'm confused on what they are/say and am unable to say at this time.
      2


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https://docs.google.com/document/d/1FSOY2uUkoGUgNz3RwqwxM-WlWr_Qx65TbT2dIz4vA_w/edit?usp=sharing ~Direct Link

 

Sadly unique enhancements lack that certain appeal. Most of them look and feel like cutouts and carbon copies of other enhancements. So I sat down with other staff members to make all of the current unique enhancements that are found on the enhancement guide, more unique. Each effect, is proposed to have an immediate effect, and a side effect. Much like status ailments in Pokemon. Many effects have been changed, a few effects have been nerfed.

 

Firstly, since Buffs vastly outweigh De-Buffs. I propose that a few new De-Buffs to be added in.

(If you have an idea for a De-Buff, message Lowenthal at sao-rpg.com, or Lemonthal on skype)

 

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Phew, now that those are out of the way let's get to what everyone wants to see. The suggested changes to the unique enhancements! Yay!

These work the same way as other enhancements, but slightly different.

 

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Any comments, or concerns please do not hesitate to contact me. Lowenthal.

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I sense the coming of horrible things in the future.

*starts prepping merchant shop*

Anyway, lets get to analyzing everything from the debuffs that are shown:

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That's about it for the Debuffs.  Unless there are already specified durations for poison and burning, which I have looked through the guides, I would say that my only qualm for these are the duration times of burning and poison, unless it is like the other two and lasts for two turns.  Other than that, I see nothing wrong here, except more ways for the dice roller and Zero to kill us all with mobs.

In my next post, I'll talk about the actual enhancements.  For now, this is your friendly neighborhood rune scribe, Hirru.  Signing off!

Edited by Hirru
EDITED WITH SOME OPINIONS FOR EACH!!
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2) These are unique item enhancements, meaning the item has a 4th slot. These don't need to be multi-slot enhancements. A weapon with +3 damage and 1 slot of Envenom is still a better weapon. These should all be designed as single slot enhancements, and I think you'll see that in general that's the only sane way to approach them.

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No it doesn't. Unique drop can be a unique quality item or a perfect item with a unique enhancement. As well as merchants can give items unique enhancements.
Envenom also has a cap of 1, so I don't know why you used that as an example.

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3) Why on earth do these always level up to the highest possible tier? You know we've got 100 floors right? These should stay with the tier that is appropriate for the level a player on the floor should be.

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Only unique quality items scale to the highest possible tier available for the player.

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No it doesn't. Unique drop can be a unique quality item or a perfect item with a unique enhancement. As well as merchants can give items unique enhancements.
Envenom also has a cap of 1, so I don't know why you used that as an example.

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Just a minor point of order: saying that merchants can give items unique enhancements is a bit disingenuous. They have a 0.8% chance to unlock a unique enhancement, and then which enhancement you get is completely random, taking the odds that you get one that you would want down another two decimal places.

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Only unique quality items scale to the highest possible tier available for the player.

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Yes, that's what I meant to say they should NOT do. They should remain the tier they began at, as appropriate to level for which they were discovered.

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Alright.. let's get some SAO knowledge out there.

Let's say that every Last Hit item was a Unique quality item, in SAO.  Kirito's Coat of Moonlight, which he got from the first floor boss fight, doesn't stay with him till the end.  It changes as he goes on.  Does it go up in level?  No!  It isn't the same coat.  It's a new one that he gets created when the old ones upgrade slots get used up!  We know this from the novels that the coat that he wears at the end game, was player made.  This was due to a little system that allowed an item TO BECOME BASE MATERIAL FOR THE NEW ITEM!!  The new item would gain some of the old items enhancements as base stats.

In other words, unique items should stay to their tier, but with reason to use that as a building block for the next creation.

Now going into the elemental damage.  SAO didn't have magic, period.  It definitely had status effects, which were crazy important as most were things that were possible in real life.  Sure you had your 'cursed' or 'poisoned' status effects, but it also had 'stomachache' and 'dizzy'.  These weren't just "Oh you can't do things cause the system said so"; they were "You can't do things, because your mind is telling you that you can't."  Remember, this is all in a VIRTUAL REALITY MMORPG.  Everything that effects the normal body, was also effecting them.  If there was a status effect for 'burning', then your mind would be telling you "OH F*CK!!  I NEED TO PUT OUT THIS FIRE ON ME, AND F*CK EVERYTHING ELSE!!"  and the status effect would make that a reality by making you NOT FIGHT until you put out the fire, while your health slowly decreased.

TL:DR  No elemental damage.  Status effects can be killer, regardless.

Without going on a continued rant about how this entire forum is going against every canon that there is, I'm going to leave that there.

Have a good one guys,

I'm going to level my character up a bit.

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Just a minor point of order: saying that merchants can give items unique enhancements is a bit disingenuous. They have a 0.8% chance to unlock a unique enhancement, and then which enhancement you get is completely random, taking the odds that you get one that you would want down another two decimal places.

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You can still get it form event/boss drop, which isn't that hard.

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  On 3/4/2016 at 6:52 PM, Macradon said:

You can still get it form event/boss drop, which isn't that hard.

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I haven't been a part of them to be able to give you anything from experience, but they used to go to most damage and most mitigated, didn't they? We automatically know who those are every fight.

If that's changing, then great, but I wouldn't exactly say it's easy to get them either. We've cleared 14 floors? Do 14 players have uniques? Do 7? How many players did we have in this floor's raid?

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I haven't been a part of them to be able to give you anything from experience, but they used to go to most damage and most mitigated, didn't they? 

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That's the case for some, but the one I was in were LD run. They aren't all just most damage and most tanked, different kinds of requirements also show up here and there.

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If that's changing, then great, but I wouldn't exactly say it's easy to get them either. We've cleared 14 floors? Do 14 players have uniques? Do 7? How many players did we have in this floor's raid?

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I believe the amount of unique equipment is actually above the count of 14 and is split around (though mostly by the Azure) different players.

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  On 3/4/2016 at 6:59 PM, Macradon said:

That's the case for some, but the one I was in were LD run. They aren't all just most damage and most tanked, different kinds of requirements also show up here and there.

I believe the amount of unique equipment is actually above the count of 14 and is split around (though mostly by the Azure) different players.

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I think you're right, I also think we're off point, so I digress.

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Stepping in for canon notes. We dont follow full canon due to preservation of system made by past staff. To go full canon using strength/agility etc. with leveling up, leveling skills via use and equipment usually buffing said stats with sometimes special effects (such as Phase with PoH's Mate Chopper) would be ideal but would require a full overhaul. A plan for another time, but will be planned for possible horizon.

Hirru is sort of right. Kirito generally kept himself a black coat crafted out of habit, though this was mostly a habit thing. As far as I know, there was no crafting new equipment based off an old one. What there is however is improving equipment, for example Elucidator from Floor 50 got upgraded to +40 considerably later by Lisbeth. As a whole, it is noted Demonic(unique) equipment is a notch above crafted, along with sometimes special effects like aforementioned Mate Chopper. The reason it scales is that from now onwards all floor bosses except benchmark and events give only a last hit reward and going with that, keeps uniques in circulation to avoid being too few around considering how players come and go.

Back to topic, i already discussed some balance stuff in the chats. im also interested to see if this is limited to these enhancements or if most of them will get a revamp, as there are plenty others. Flame Thorns damage is also incorrect, though this is later getting tweaked to 7 per tier with thorns as is in near future.

 

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I agree that some of the unique skills should be changed, but the addition of these debuffs as they currently are, may break the game.  It think that's what everyone is talking about.  I would go into finer detail, but I just woke up and I don't want to think stats right now.

Also, @Tristan Delaney 

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Edited by Hirru
Progressive 2 takes part on the third floor. Had to make that edit..
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@Hirru As of yesterday unique skills were reviewed and some changed to balance the playing field of them somewhat, so done. Enhancement changes were also made to buff DoT effects and nerf thorns including their unique enhancement counterparts. If Life didn't mention it I'll mention it today.

And that's interesting to know! I haven't read any of the Progressive series though I plan to. I'll keep that in mind and ponder on it.

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  On 3/5/2016 at 4:05 PM, Tristan Delaney said:

@Hirru As of yesterday unique skills were reviewed and some changed to balance the playing field of them somewhat, so done. Enhancement changes were also made to buff DoT effects and nerf thorns including their unique enhancement counterparts. If Life didn't mention it I'll mention it today.

And that's interesting to know! I haven't read any of the Progressive series though I plan to. I'll keep that in mind and ponder on it.

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I think about a year ago, Zel came up with a great crafting idea that allowed players to increase their items over time. If you combine this with the tier system, it would make for a great item system, and keep crafters themselves more engaged.

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  On 3/5/2016 at 4:19 PM, Baldur said:

I think about a year ago, Zel came up with a great crafting idea that allowed players to increase their items over time. If you combine this with the tier system, it would make for a great item system, and keep crafters themselves more engaged.

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I recall it, it was based off adding extra tiers which in turn added more slots. I looked at it but i realised also that "more slots" simply made weapons complex and some enhancements difficult to manage such as bleed, so opted with tiers. The adding of base attack and defence with equipment alongside that I also thought it would cause too much of a disparity in terms of power of equipment.

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  On 3/5/2016 at 9:25 PM, Tristan Delaney said:

I recall it, it was based off adding extra tiers which in turn added more slots. I looked at it but i realised also that "more slots" simply made weapons complex and some enhancements difficult to manage such as bleed, so opted with tiers. The adding of base attack and defence with equipment alongside that I also thought it would cause too much of a disparity in terms of power of equipment.

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I can understand that, but while I don't think more complexity is bad, you do have an avenue to do something similar.

If you allowed items to be upgraded to like in the lore, then you could upgrade certain items from one tier to the next. The player would still need to be able to use the tier. But say that similar to merchants appraising another item, a crafter could upgrade items from one tier to the next for a certain mat cost and a roll.

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