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Useful out of Combat Talents overhaul
#1
Many talents in the gathering niche are literally not doing anything in Korvara, or do so little that you do not even notice the difference. So I propose a change on how many of these Talents work, and maybe suggest a few additional ones.

Alchemy
Gatherer:  Currently increases chance to gather herbs by 20% per rank. Alas, you already have a 100% chance to get a herb from a node. So this is 100% useless talent in Korvara.

Proposed change: flat +20% chance to obtain an additional herb/mushroom (Wood?) from a node. 
OR: if chance is over 100% you get the additional %chance of a reroll. (technically the same as above just future proving if there is ever nodes that do not give 100% of the time)

Breakdown specialist (new) 5 ranks: Increase the chance to succesfully retrive materials and catalysts from items you break down by 10% per rank. Also increases the minimum material you get from breaking down (Aka: 0-2 cotton for example is more likey to do 1-2 cotton instead as an Example)

Cooking
Butcher: Currently increases 20% chance of finding an item while using the bonesaw on a harvest.
I am 99% sure this is bugged, to be honest. I have tested 50 times with and without the talent if I get any additional remains with it. and the difference was minimal, I still got roughly 1 remains per corpse on average, it might be that it just increases the base chance by not flat 20% but by 20% of that value which is fairly low already and that's why I probably barely notice a difference.

Proposed change: increase the chance of finding a remain item by flat +20% per rank, if its over 100% chance roll for a second.

Harvesting
Miner: Same as above really, with the exception that it DOES work on those "once a day" nodes...Which is usually only 1 Iron most of the time. So basically the worse version of normal nodes. Normal nodes feel like they give something everytime anyway

proposed change: increase chance of succesfully gathering by flat +20%, if above 100% chance, chance to reroll for an additional drop

Scavenger: Same as above, I would like to include the Junk piles into this though, if they are not already. 

Experienced: Hard to tell if its working or not, from a feeling I say no, cause I seem to get a pulled back/shoulder whatever just as much as before (might just be unlucky though, as its not a 100% resist at maximum and I didn't actually test it enough to get the data.)

proposed change: +20% per rank, so we get a full immunity when maxed, cause fuck losing movement speed from a pulled back! Additionally cause I think that's barely worth the skill points otherwise +20% chance to get an additional log or harvest item from a field.


I think thats all. Some of those changes are made specifically to make active farming more rewarding, versus the passive farming of fields as I personally feel that active methods should ALWAYS be better than passive (well mostly) methods, or at the very least equal. Thanks to taxes/craftig costs, thats not really the case though.

I wanted to add a Talent that reduces murai costs by 10% per rank, for crafts, but wasn't sure where to fit it. Anyway, I'd personally be happy with atleast some of the not-useful ones actually doing something in Korvara.
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  • firehawk11
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#2
Honestly is the gather rate is 100% then increasing it is pointless. On the other side the mining talent makes it so you get more from less for same stamina cost and don't need to search out more nodes. However welcome to my favorite (Unfavorite) talent Butcher, it isn't 100% chance it's more like 25-75% chance of gathering remains. Honestly the only. There been times on Sigrogana where I had tank 5 Butcher and wasted 5 stamina for 1 Fireblood Remain.
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#3
I'd like the Chances, if it's above 100%, to give a chance to produce extras. Like how Smithing works. I love to see my overleveled Blacksmith being jesus with the ingots, and believe it'd be fine if it happened on other crafts.

Except gear, ofc.
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#4
But yeah, bonus materials would be very nice.
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