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  1. #1
    Player
    Teykos's Avatar
    Join Date
    Mar 2013
    Posts
    102
    Character
    Somna Sleepwalker
    World
    Excalibur
    Main Class
    Astrologian Lv 70
    Quote Originally Posted by Vortok View Post
    [...]
    One of my current complaints is that HQing the highest level crafts is currently too easy (can use all NQ mats while still being a fair bit off of capping stats, nevermind how easy it is with capped stats and HQ mats).
    [...]
    All they really need to do to cause a little havoc on that is is reduce the success rate on Steady Hand and Steady Hand II by -10% each to 10% and 20%.
    (0)

  2. #2
    Player
    Feilina's Avatar
    Join Date
    Oct 2011
    Posts
    573
    Character
    Felgo Donnerherz
    World
    Shiva
    Main Class
    Alchemist Lv 50
    Do you think that it would have a countable result?
    We should consider to cut one to three cross skills or up the needed quality.
    (0)
    I like Random-Number-Generator
    'cause I'm able to accept that
    a dice normally has six sides
    a pyramid has 5 sides
    a toast has 2 sides
    AND I CAN'T PREDICT WHICH SIDES IT FALLS TO.

  3. #3
    Player
    Vortok's Avatar
    Join Date
    Oct 2013
    Posts
    189
    Character
    Vortok Mercadia
    World
    Exodus
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by Teykos View Post
    All they really need to do to cause a little havoc on that is is reduce the success rate on Steady Hand and Steady Hand II by -10% each to 10% and 20%.
    That makes pretty much any worthwhile craft heavily RNG based, at which point everyone reverts to Hasty Touch spam since there's a chance of failing without using it anyway.

    At least with the current system (when not using Hasty) RNG is mostly just a good thing. You know how well you'll be able to do, and more RNG from getting Good/Excellent procs just increases how well you do. There is the chance of getting Excellent on a Buff leaving you with Poor on a Touch action, but that can be dealt with via a different 'rotation' and/or planning ahead properly.

    Random chance to suck is not all that fun. Random chance to do better than expected though, is a bit more pleasant. It's why Criticals are popular, and very few games have a 'negative crit' system. Closest I can think of offhand is Monster Hunter with weapon affinity. A negative affinity meant a chance to 'crit' for weaker damage, but the base damage was higher to compensate and people knew up front how the weapon would work (and they could get gear to negate the penalty).
    (0)