#Removal of Combat/Defense Power

32 messages · Page 1 of 1 (latest)

spice dune
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It's not just titles ... Your just punished in general for it

neat remnant
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It always has been worse than item level.

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With item level you only needed to upgrade a weapon, but with combat power you need to pay a lot for everything and not just once...

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It made mandatory to own the most broken IB and upgrade the armor as well.

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It also have nothing to deal with damage.

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But you still need it to to play.

zinc pawn
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probably an 8pm kind of thing

plush mantle
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So there is just no use to get rid of the combat power system. it is actually the best system for this game by far for now. (im serious it help just as much as it sucks)

I have actually Suggested this a long time ago but people just ignore it.

-Titles and customization effects do not count towards CP(yes they can do this just like they made henir armor heroic effect not count) they are now just for pure raw stats. which titles in any other game count as.

-Decrease CP entry of dungeons past varnimyr by 50-100k (50k for rigomor and 100k for pruinaum) 150k for outskirts.

spice dune
spice dune
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agree but sadge

plush mantle
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@spice dune i think there is a misunderstanding. if you decrease the cp requirements at the same time as removing CP from titles and customization items like skill cut ins etc. then absolutely nothing will change. you wont get weaker or anything.

you cant remove CP without another system in place thats how mmos work. rather its more beneficial just to remove things from counting towards your CP and lower the entry to dungeons.

without both then the first is useless as its unnecessary CP drop and it makes it harder to get CP.

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onto characters. I do think the passives themselves should not count towards CP as it gives an unfair advantage. rather what we want is more raw stats. if we remove the CP connection then its better for the game.

Ideally CP should only account for Gear/Artifacts/accessories/costumes/ERP. nothing else should account for CP.

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CP itself is good, the scaling is not.

zinc pawn
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gonna say no for 2 reasons

first being its likely impossible without reworking the whole system just because of how stats affect combat power and 99% of titles directly affecting stats. oath turns your crit stat to 0 completely, so its going to knock down cp for you. this is different from certain affects which only activate when in gameplay

second, even with trinity's idea to reduce cp entry for dungeons, removing cp mechanics from titles is going to hurt people altogether. sotc is not the hardest title to get and is a shared one. even with just 1m cp, that's 100k cp you're losing out of. but the thing is with titles that scale on certain stats that can keep going up (like attack), those numbers get higher as you improve your stats and gear. on most of my characters, i can get 150k+ on just that title alone

plush mantle
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actually removing titles from being connected to cp is possible. Before henir gear was heroic socketed with a henir effect and that didn't give any CP until they just flipped a switch turning it on.

The ONLY reason you need CP is to enter a dungeon. as long as you keep CP entry requirements in line with the common factors then removing the CP from titles will not cause problems.

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even when cp was introduced titles had no effect on CP until they turned it on. yes there was in fact a time titles did not give CP.

zinc pawn
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now for these, some of them did give stats because stats for them existed in your stat window, like mp cost, like damage dealt to boss monsters, and, at the time, recovery item effect

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some of them however didn't give any cp still because, again, not in the stat window

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heroic rank also affected the base stats of the equipment, which, you guessed it, affects your stats in the stat window, which affects your hp

zinc pawn
rain gust
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How about a all acess cp item in the cash shop boosts your cp 50000000 but does nothing else

silk lark
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I always felt the problem with combat power was the weird jumps it started doing, like you can go from ruben to elrianode just fine but then you got to varnymir and saw the first big jumps in combat.
Back when the system was introduced i didn't tough much of it as the new set and weapon where added, i though of it as a sort of wall to divide point A from point B after all we where doing this Demon realm thing... But then the jumps started getting weirder and incosistent, the raids had very high requisites just to go back down in Agate again and it kept doing that for rigomor where combat power just started jumping really high and then going down again, but to be sincere i wouldn't really mind the combat power requisites now if only they where more accurate and less RNG was involved into getting it up, and then in the other hand the part that makes me angry...

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The game punishing players from using certain classes with the skills that scale with combat power, i wouldn't mind as much if it wasn't because there are exeptions to the rule.
Radiant soul and Bluhen Emotion for example they have to start with really low healing and mp recovery and yeah they can heal amazing amounts but they would need equally amazing amounts of combat power just to go back their former glory, in the other hand we have characters like Demersio and Mad Paradox, that can heal to max pretty easily with no problems what so ever, and there is also a few hybrids that got the chance to heal a good amount of HP/MP and also heal an extra amount based on combat power like Overmind and Nyx Pyeta

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Sorry the comment ended up that long but i wanted to address my concerns, the amount of execuses i have heard to defend or to justify the why's is incontable but the more i look into them the less sense i can make of it, not sure how it could be fixed more than a intensive rework in the dungeons, like what we got years ago balancing the passing of the game by removing,moving and modifying dungeons all across ruben to elrianode, but this time with everything post elrianode and to keep balancing characters, as atleast for myself i dont think it feels right for a Bravery skill to barely heal with luck a 3% of HP and like 60 mp

silk lark
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Regarding titles, as for right now sadly the use of titles like survival of the cold are absolutely necesary to achieve the amount necesary to enter some dungeons, not obligatory, but is that or going against RNG to upgrade more stats

neat remnant
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Maybe it would be better to just removing any kind of restriction...

silk lark
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There is something that got removed along with item level that i miss and it was the ability to try a dungeon regardless of your item level by going alone or with a premaded party. It was up to the player if they wanted to taste absolute pain

neat remnant
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They removed it because people can get carried by their friends instead of paying for a +13.

silk lark
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oh right i forgot that posibility as someone that mostly plays alone or with people in the same level

worldly grove
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removing it may be better than keeping it, cp system is hard to fix and can't reflect your real damage, it tend to ignore buffs and it is locked behind rng and other factors like your k-ching, if you can get carried to progress, if you had saved some ed in the past and if you can compensate the rng with ed or real money
a partial solution can be fixing the enhancement
or improving the enhancement events if kog refuse to permanently add a conventient system (convenient for f2p)
i admit that defense is a problem when the game become in essence "kill before get touched" and "ignore any mechanics thanks to damage"
i can't consider funny to press a key every time without dodge the attacks, with no interaction with my enemies because they die in one second or i die in their place

spice dune
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everyones a glass cannon oof and most of the time building defense comes at the cost of losing offense and doesnt pay off proportionally so your just better off killing faster