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  1. #1
    Player Amused's Avatar
    Join Date
    May 2011
    Posts
    458
    Character
    Velvet Velour
    World
    Excalibur
    Main Class
    Gladiator Lv 80
    Quote Originally Posted by saber_alter View Post
    thats...with full item level 90 gear, party buff, defiance, and thrill of battle too. (possibly food as well, and max vit allocation)

    so its not a default number, without buffs, warriors have similar hp levels to paladins. their class skills give them the big numbers.
    Well, if it were up to me, health numbers wouldn't even be four digits yet. Regardless of how situational it is, it's still disappointing to hear that we've already reached five digits and the game has only been out for a few months now. I know that some people consider ARR to be an expansion, but I prefer to look at it as a re-release and treat it as a new game.

    Oh well, it's not like there's anything I can do about it I guess. I just wish this wasn't the case.
    (0)

  2. #2
    Player
    saber_alter's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,811
    Character
    Lyrre Myste
    World
    Cactuar
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Amused View Post
    -snip-
    as long as the numbers aren't ridiculous as a certain...longer running mmo...i'm happy

    (1 million DPS is a thing? seriously?)
    (0)

  3. #3
    Player
    yukikaze_yanagi's Avatar
    Join Date
    Mar 2011
    Location
    Ul-dah
    Posts
    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Amused View Post
    That's disappointing to hear. For what purpose do the numbers need to be so large at such an early point in the game's life?
    Mostly because war's are made to take huge numbers in the face without any mitigation at all, and they need a huge hp pool to substain it. This until 2.1.
    (0)

  4. #4
    Player
    Nettle's Avatar
    Join Date
    Aug 2013
    Posts
    58
    Character
    Vinyth Arcanis
    World
    Brynhildr
    Main Class
    Conjurer Lv 50
    The only potential problem I can see in the future is new vs existing players. And it may not even be a problem depending on how they itemize it.

    Say the level cap is 70 at some future point, and the ilvl cap is like 150. If a fresh 70 comes in with ilvl 70 gear, they are up to 80 ilvls behind the existing playerbase. Currently, a new 50 is at most 40 ilvls behind the top players. When the ilvl outpaces the real level significantly, it increases the gap between new and old players, possibly intimidating people from trying to get into endgame.

    Now, this isn't a problem at all if a fresh 70 were given, say, ilvl 100 items when they capped. So like I said, it's just a case of how they itemize things.
    (0)

  5. #5
    Player
    Pooky's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    233
    Character
    Skeksis Poloma
    World
    Leviathan
    Main Class
    Archer Lv 90
    Its easier to differentiate between average item level averages when the numbers have decent gap between them. If you have 5 pieces of gear with item levels 70, 60, 60, 50 and 50, your ilv average is 56. 5 pieces of gear with 90, 90, 90, 60, 60 gives an average of 78. You can set better thresholds that way. If ilvs were just 54, 53, 51, 51, 50, the average is 51 rounded up. 5 pieces of gear with 54, 54, 54, 51, 51 gives an average of 53 rounded up. When you do the ilv checks in duty finder its better to have thresholds of ilv60+ or ilv70+ average. When significantly better gear results in just 2 points of difference on average when ilvs go up by just 1 instead of 10 it allows for much less freedom.

    In the end though, it really is just numbers. Bigger numbers actually offer more variation and room for separation. MMO players want to see improvement. And seeing a new piece of gear letting you do 10 extra points of damage per hit is way more satisfying than 1 extra point of damage per hit.
    (1)

  6. #6
    Player
    Astarica's Avatar
    Join Date
    Oct 2013
    Posts
    484
    Character
    Olan Durai
    World
    Midgardsormr
    Main Class
    Goldsmith Lv 50
    I find that rampant inflation usually comes from poorly designed encounter. Let's say level cap gets raised to level 60 tomorrow and a corresponding amount of content/gear comes out. If we take the WoW model where things in the last expansion is more or less trivial when done in current expansion gear, then what kind of gear do you need? Well for one you probably need to be able to survive an Earthen Fury on Titan HM without destroying the heart, so that means everyone needs to have 12K+ HP, since there's nothing special about Titan HM that require it to remain non-trivial. And that'd be a ton of gear inflation to satisfy this. Without debating whether new expansion should trivialize the older one, if that's the path you chosen (and almost every MMORPG is on that path now), you have to be really careful with your design. A lot of time it feels like the devs just put a very large number (like Earthen Fury without killing heart) and say 'Nobody could possibly survive that', and then next expansion comes around and now suddenly you're expected to survive that due to player's expectation of older content should be trivial.

    Of course, the solution to this is that Titan's Earthen Fury should just do 5000 damage unmitiigated by any ability, which renders it unsurviveable by anyone but tanks (so you'll still wipe), but we can easily imagine a level 60 party have say 6000 HP and just tough it out if they're unable to kill the heart for whatever reason.
    (0)
    Last edited by Astarica; 11-28-2013 at 08:37 AM.

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