May 10, 2007, 03:57 PM // 15:57
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#1
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Get Rid of Mods Randomness
Hi.
I start this topic that, I hope, won’t be too highly controversial.
I didn’t find any topic of this kind in Guru’s suggestions checklist thread (Index of Ideas).
I apologize for any English mistake in my post, English is not my mothertongue.
Okay I kindly ask here to Anet to get rid of randomness on mods.
It is really awful how you can’t control some effects on your mods. This lack of control leads naturally, for the player, to a complete abandon of these mods.
For example the cast time boost. You have 20% chance your casting time will be halved. Most of the time it happens where you don’t need it, and rarely when you need it, and some time it even occurs when you don’t want it to happen (like in a spike!)
So I’m tired of this and I want this randomness to be removed from the game.
Example:
For the casting skill boost, you have 20% chance that your next spell will have a 50% increased cast time right?
So in a non random mode it would give 0.2*0.5= 0.1= 10% cast time improvement ALWAYS.
This way every of your spells will benefit of a small, but constant cast time boost.
And I would want this for every “random” mod in the game!
So 20% - 50% recharge becomes 10% recharge always.
10% / 50% recharge for every spells becomes 5% recharge always for every spell.
For weapons:
Perfect furious becomes +10% Adrenalin ALWAYS
Perfect sundering becomes 0.2*0.2=+4% Armor penetration always (ridiculous isn’t it, should be at least 5% to compete with vampiric)
Etc…..
So what do you think?
PS: Correct me if I’m wrong on the maths.
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May 10, 2007, 04:04 PM // 16:04
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#2
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Academy Page
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honestly...i dun see wat u expect..its an rpg n its not meant to make u god..u wan 100% casting n recharge mods?
wouldnt that be over powering?do consider game design and balance b4 posting
if ur request is being implemented..could u imagine how the game would be?pve n pvp wise
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May 10, 2007, 04:04 PM // 16:04
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#3
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Wilds Pathfinder
Join Date: Aug 2006
Location: Nodnol
Guild: Meeting of Lost Minds
Profession: E/Mo
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I quite like this but I feel that this should be in addition to the current mods instead of replacing them.
/signed
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May 10, 2007, 04:11 PM // 16:11
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#4
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by tytons
honestly...i dun see wat u expect..its an rpg n its not meant to make u god..u wan 100% casting n recharge mods?
wouldnt that be over powering?do consider game design and balance b4 posting
if ur request is being implemented..could u imagine how the game would be?pve n pvp wise
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Well erh... No I won't flame. Please read again my post.
20% chance that the recharge of a spell is halved (so reduced by 50%), repeated a great number of times, is strictly equivalent to general recharge reduction of 10% on that spell.
Last edited by glountz; May 10, 2007 at 04:16 PM // 16:16..
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May 10, 2007, 04:27 PM // 16:27
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#5
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Frost Gate Guardian
Join Date: Feb 2007
Guild: Sons of Metal
Profession: N/
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The OP is saying that:
With the current mods, you have a 20% chance to cut the cast time in half. If you normalize that, over many spell casts, it has the effect in battle that you always have a 10% decrease in spell casting.
Apply this to sundering upgrade (20% penetration 20% of the time) for a permanant 4% penetration with all hits.
The shield upgrade -5 Physical Damage 20% of the time would be converted to -1 physical damage at all times.
The list goes on an on, since most upgrades in GW are based on 20% chance for some effect.
I personally do not care either way, but this suggestion has some pro's and cons:
pros:
1) You always know the effect that is going to occur.
2) You can calculate ahead of time what is best every time.
cons:
1) In some situations the "constant" bonus would be trivial and not worth it (from a math perspective). For example if the 20% chance for half cast time was converted to a 10% cast time reduction at all times, due to rounding the value of this upgrade may actually never have an effect. If you left it as is, you have a nice bonus that triggers roughly every 5 spells.
2) Some of the current upgrades allow for the potential effect that would be beyond the possiblilities of the proposed system. If you got lucky and had 2 items each with a 20% reduction in cast time you could potentially cast a 1 second spell in 1/4 of a second, not possible with the suggestion.
Im on the fence for what I would prefer. I sorta like the possible scope of the random, but always knowing what will happen is also very nice.
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May 10, 2007, 06:12 PM // 18:12
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#6
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Krytan Explorer
Join Date: Jun 2006
Location: Netherlands
Guild: [OBEY]
Profession: N/R
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I love it when playing an MM on golden egg's I occasionally summon a lvl 29 flesh golem or lvl 20 fiends.
Makes me go: Whoohoo, go get 'm boys!!! :P
or when I make an instant summon because of the randomness.
It works and I'm gratefull
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May 10, 2007, 06:28 PM // 18:28
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#7
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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yea no... maybe in addition add these but i like the random BOOM cast.
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May 10, 2007, 06:30 PM // 18:30
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#8
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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I like the randomness as chance is a part of a game, however if anet added a new set of mods that did what the OP suggested, I wouldn't complain.
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May 10, 2007, 07:07 PM // 19:07
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#9
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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/Signed
this is the reason every caster runs around with a sword instead of a wand +5 energy and 30hp/20enchant is a whole lot better than a chance to half casting time and rechage
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May 10, 2007, 07:18 PM // 19:18
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#10
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Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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/signed - sounds good to me, the chances as they are now are so slim you never really notice them.
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May 10, 2007, 09:19 PM // 21:19
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#11
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Those are the 'random' oint that can turn tides in some battles.
Even the best players can lose if they get crappy hits and the enemy get some lucky speed increases.
Een the best ones can lose. That makes it possible.
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May 10, 2007, 09:58 PM // 21:58
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#12
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Mmm, add these mods in addition to the current mods, don't take those away. 10% faster casting just wouldn't make a difference for most spells, whereas 1/2 cast time every fifth spell is really noticeable. Likewise, 10% faster recharge would be rather negligible as well. Take a second off all your 10 second recharge spells, 2 seconds off of your 20 seconds recharge spells, 6 seconds off meteor shower. Is that really worth a mod slot? I'd rather have a chance to knock off half the recharge time.
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May 10, 2007, 10:15 PM // 22:15
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#13
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Banned
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I think I like this idea. Makes sense.
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May 11, 2007, 02:26 AM // 02:26
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#14
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Krytan Explorer
Join Date: Jan 2007
Location: Ivalice
Profession: D/P
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If spikes were so important then you shouldent be using such mods. I understand what your trying to say it just sounds impractical to me.
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May 11, 2007, 02:44 AM // 02:44
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#15
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Forge Runner
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The idea makes sense.
But I don't like it.
I'd rather have a 20% chance of a half casting time than 10% less casting.
But that's just me.
And also I like having a game of "chance", without some kind of "risk" or "chance" the game becomes in a way... dull.
Without something that can unpredictably happen, then why make games?
Games have the philosophy of you cannot, or will have a difficult time of thinking of what's going to happen next.
That's what makes gaming exciting, what's going to be around the corner?
In this case it'd be a half skill recharge time, or half skill casting, it can go to all of your benefit or it can hurt your tactics.
It's like with the blocking techniques (I wish they didn't take out evading...), they have a 75% chance to block, that brings in the fun part. What if the next attack hits? Will it be fatal, or what?
That also works in Random Arenas as well here. Will you get a good team, or will you get a bad one? Chance is the game here. If you don't have it, then what's the "fun" all about?
/notsigned
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May 11, 2007, 07:53 AM // 07:53
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#16
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Krytan Explorer
Join Date: Sep 2006
Location: Dead Isle
Guild: Farmers Of Woe [FoW]
Profession: W/
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Edit by Faer: Whether or not you care about PvP, we will not tolerate users instigating PvE vs. PvP rants and flamefests in this forum. The content related to such has been removed from this post.
Anyway 10% always is like bloodstained insigs. 25% exploits. Yea that's quite acceptable. If I could make my skills recharge 10% faster no matter what...That mod would have to be availible in golds only I'm afraid and I'm not going to be even pushing to try and farm one because currently Anet's banning left, right and center. Everyone's a critic.
anyway
/signed. Mate you've earnt it.
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May 11, 2007, 08:03 AM // 08:03
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#17
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Quote:
Originally Posted by gameshoes3003
In this case it'd be a half skill recharge time, or half skill casting, it can go to all of your benefit or it can hurt your tactics.
It's like with the blocking techniques (I wish they didn't take out evading...), they have a 75% chance to block, that brings in the fun part. What if the next attack hits? Will it be fatal, or what?
/notsigned
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The issue is that you control the evade rating, this a bonus.
Here this mod, who should be a bonus; can effectively be not only inefficient, but counter-productive for a caster.
So most people are just not using it. They use a stave with +Hp/Energy.
Or worst, they use swords, spears or axes to get the most our of mod piling (+energy, +% enchant etc...)!
You see what I mean?
To avoid flames, I vouluntarily made a strict conversion from "random" to "constant".
However when you see some results (4% AP for sundering, just ridiculous), I wouldn't be against a slight boost in non random modes.
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