"Slydria" Wrote:Long time no see. I'm not back yet but I couldn't help myself and decided to pop on a few times (in secret) on the test server to see the changes for myself and now that I've had a chance to gather my thoughts, I want to make some comments about gripes I have. (I've split it up in sections to make it a little less TL;DR.)
Aptitude: Has yet to be seen, but people are flocking to it because it's in their comfort zone of having decent stats everywhere. This is the same reason the same people keep suggesting 4 stats per level. 4 SPL is too much.
STR/WIL: STR is fine. It's useful for BW, it's still the primary damage stat for a lot of weapons. It doesn't need HP tacked onto it. The only change WIL might need is an increase to the FP it gives for level and/or its Skill Pool increase reduced to 5 instead of 10 points. It's still useful if you want to stack status infliction, which not every mage wants to do, but that's fine. I don't think WIL needs to give all elemental ATK either, part of the goal of this change is to promote diversity. Making mages samey by making them rely on WIL heavily like they do now isn't going to help that.
VIT: You don't really elaborate on why more HP = bad or why it should be changed, so I question if this is really your opinion, but regardless, I think the amount of HP it gives is fine at the moment, so I don't know where this discussion is going to go.
GUI: Rogue characters receiving benefits from Guile is a given because it boosts all of the things Rogues like to do, such as flanking, backstabbing, etc. I also don't really understand the point of reducing the Critical Damage gain from GUI, something that requires investment, and increasing it on weapons, which you get for free.
Critical/Critical Evade: In what sense should it be tweaked? Because the only imbalance in crit VS crit evade is that SKI gives 0.5 critical more than FAI resists it. I don't understand why it should change, either, because the benefits you get from criticals now are weaker than before and thus require investment in GUI to be significantly powerful (daggers are the only ones that really get around this but they have lower Power to compensate).
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Skill Scaling: Verglas is the only example that makes sense because otherwise is was mostly the same across the board anyway. Lots of WPN Power + STR + bonus based on Rank for almost every class. Monk is one of the few that come to mind that utilized a variety of stats but they also use Elemental ATK now they still use a variety.
You didn't give any examples of which base class skills are more powerful scaling wise than the promoted class, so I don't know what to say there.
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New Profiles: Image dimensions are fine for me. I don't have trouble cropping a large variety of images. Size is appropriate for the image dimensions and necessary since images are stored on the server now. I like the portrait shifted to the upper left and thinks it looks more interesting that way, myself. It's possible I will introduce more detailed customization options to them in the future but it takes a backseat to everything being worked on to finish the system change. Also be aware that any customization options that require server space (such as uploading additional images) are probably going to be donation items.
Music: I will probably introduce a new preference setting for this, but honestly it's no different from before where profiles would autoplay music.
Equipment Tab: As a counter point, having equipment not available to be seen has some issues as well, such as clarity, or not knowing things you should be able to tell at a cursory examination that the person is simply not RPing (for example, wearing heavy plate armor, if you're using a sword or an axe or whatever). It could also be useful for catching anyone exploiting an unknown bug; for example, back when the upgrade bug exploit existed, which let you get to higher than intended upgrade amounts.
More Options: Your desire has been noted but will have to wait patiently for now. Guild information showing even when toggled off was an error. Moving the window is unlikely to happen; not sure why you would need to, either.
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Thank you for your feedback.
Eyyyy let's play the quote game.
Here's why Aptitude is the best stat in the game.
Aptitude is ridiculously good because you need points in every stat. If you're a mage who wants to dodge, have decent health, and be able to cast... you'll need WIL, CEL, VIT, LUC, and whatever else your tome might scale on. If you're a smart ducky, you'll take a wind tome for maximum efficiency. However, if you build those three stats alone you'll be lackluster in every other regard having baseline stats for your race (and maybe LEs) which provide a significant flaw in your build. A flaw in this build is that you have no DEF/RES, so if you can't dodge (aka; you're going rogue main class), you are carved apart. Also, you have a lot less skill slots than before. Which means that, by the end, you'll have not enough to properly have a good variety of spells (which is needed. But lord knows magic is dead right now). You'll also be suffering due to every item getting BW soon enough, which means that you'll need STR to carry it all, which means more points diverging from your main build...
So at this point, you'll be wanting, STR, WIL, CEL, DEF, RES, VIT, LUC... Oh lookie there, you have 7 stats that you need to survive. If you reduce all of the points you've currently invested in them by 8, and raise your aptitude by 40 ( because you have a net growth over 40 )... you come out on top and don't actually take any real penalties for taking aptitude. Ontop of this, you also got +8 in every other stat you had. (SKILL, GUI, FAI, SANC) Which means you just got a lot of goodies that, honestly, you needed anyways. (about 3-4 free skill slots from SKI/GUI... HP/FP from FAI/SANC.. resistances to magic from SANC.. etc.) So, overall, you just got a helluva lot better, and hey. Since you're a mage? You were going to probably need them anyways, because you just got bonuses to casting every other type of magic that you could possibly want. Neat. Oh, you also raised your Battleweight, so now you can hold your stuff better and not take penalties and yeahhhhh.
STRENGTH
STR is nigh useless right now because most people only take it for Battle weight/Encumberance. That's all its there for. If your weapon scales off of strength? Fantastic, you get a bonus for having it. Otherwise? You're kind of SoL. Hell, a fair amount of weapons (See: Mostly all of them) that once scaled off of STR now scale off of marginally less strength than they used to. Now going into territory where they're worth about 30-70% STR and the rest in other stats (Like that immobilize bow. STR/DEF/SKI). It needs to give SOMETHING besides just... well. FIRE ATK + BW.
WIL
WIL is kind of a.. meh stat. 5 FP per WIL, 1 skill slot per 10 WIL. That's all that WIL gives. Know what's basically WIL, but better? SKI and GUI give 1 skill slot every 5 (for whatever reason) and WIL is just sitting there, not providing nearly as much of a bonus as those two, and giving 1 every 10. Not to mention that the 5 FP is 'useful', but can easily be subjugated by having FAI.. or even SANC (which most races will end up taking because their racial skills are really fucking good). Hell, WIL is suffering the exact same thing as STR wherein tomes used to scale 100% off of WIL, but now its usually 30-70% WIL, with the rest in another stat (or stats). This is extremely evident right off the bat after the first basic tomes .. where if memory serves, it goes from 60/60 scaling to something like 30 WIL and 70 of the stat tied to the tome. It only really goes downhill from there. (Mugendai, for instance, is 30 WIL 70 sanctity. This tome deals light damage.)
How do you fix WIL? Well, simple. You nerf SKI and GUI (since most people who want those stats will TAKE both anyways) to give 1 skill slot every 10. Then you raise WIL to giving 1 skill slot every 5. This will deal with a MAJOR issue that it has right now. Just see where that puts it in the next wave of testing.
VIT
Vitality is uh.. okay? Let's lower it down to 8 HP per (to make an even 10 HP if you have sanctity too) We have people with HP in the 800s... and even more people with HP in the 1.1k+s. Not that it matters too much whenever people can literally do 300+ damage per hit against your 40 defense but hey. Whatever floats your boat. The main reason I say this is because I casted a friggin CM windslasher with Dualwield Desert Winds and the best scaling I could get for my stats (60/60/60) with them.. and the best I could dish out was about 500 damage against someone with minimal RES. This person then proceeded to dish out 900 damage, Knock me down, and lower my defense by 20. So, clearly, somethings gotta change.
GUI
Where to begin with this stat. Aside from it's overbearing importance to daggers (which I'm fine with), a lot of daggers actually seem to just scale 100% with GUI, or have it as their major stat. Having a dagger with 'low power' doesn't really matter either, whenever you get to critical hit someone with it and deal upwards of 200-300 damage with it, and can attack quite a few times in one round (generally resulting in a ONE ROUND KO).
How do we fix it? Reduce critical damage on daggers. That's.. literally it. They're critting for more damage than they were before. [The worst offender I've seen so far was 130% crit damage on its own.. and it only got better with GUI and Deadly Arms (40 GUI made it into 2.2x critical damage).] Since daggers already have the dagger wielder scaling off of guile.. they shouldn't be getting a triple wammy for just existing with a knife. Just reducing knives down to 110% or 115% critical hit should bring them back more in line with how they were. (Not that before they didn't utterly annhilate people but hey. It's better than it is now.)
But there are a ton of just.. innate things that give +CRIT chance. FAITH and LUC isn't going to be an inherent thing for everyone to have/want. However SKILL is a stat that pretty much everyone needs. So much so that not having it generally puts you on the road to downfall. Even mages need it (or guile) to an extent to have a decent amount of skill slots. Things that can upgrade CRIT.
Upgrades to Weapons, Enchantments, Weapon Parts (major issue here), Classes (Rogue gives +30 for quite a few rounds, VA can give +60 if they build up, Ghosts get +20 hit/crit just for having a light weapon, Kensei just get to negate 15 crit) and the list goes on.. and on.. and on... I have a bow right now that has 35% critical hit baseline, then I get like an extra +30 crit just from using a bow. That can get made even worse if I'm a rogue, etc.
What raises Critical evade outside of stats? Uh.. Black Knights get +50???? Boneheart is +25??? Hey, doesn't Seiryuu give +10 or 15 if you have him installed?????
Yeah. This isn't a good thing. Lower Critical hit overall since it has more things giving bonuses to it outside of stats or raise the stat efficiency of critical evade (not that it will change much since not everyone will build FAI and LUC).
Skill Scaling
Witty retort about Shinken getting 150% weapon scaling ontop of being able to get your stat scaling on your weapon (*1.5 because reasons). This is exactly the sort of shit as to what people mean whenever "Why do base class skills hurt for more than the actual promotion class stuff?" I don't feel the need to list every example of this, but soldier, Archer, and other classes need to be re-evaluated.. and Mages need to get their damage scaling fucktupled to actually be able to deal with the massive amount of nerfs they got with the stat update.