#Create an option to sacrifice amulets but change mechanics or behaviour

2 messages · Page 1 of 1 (latest)

eager flume
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I feel like many amulets scavenged through mats are absolutely useless.

Some amulets, give "increased resistance" across some stats. PROBLEMS: Increased "Resistance" against stats does not even give a clear indication of "immunity" against a specific kind of damage, type, or status effect. Because, let's say, for instance, you have a 10% natural chance of resist of any sort of status effect.

If you have 10% chance to resist a status effect, you probabily will be hit by the effect. Correct?

But and if you add a 20% status resist bonus on top of that.

You will eventually get a bigger resist, correct?

Problem: This "math" up increased value does NOT increases your stats: It could just be rolled on on attempting the same fight over and over again in order to achieve the same effect (avoid status effect from about 2 skills of a boss, let's say)

Anyway, there is another problem with status effects:

Let's say, you have a charm, who says about

"Grants you 20% extra "Chance of defense" from "Burn" effect.

That doesn't seem bad.

IF...

You can store COUNTLESS types of gears- and have about ONE GEAR for about EVERY SINGLE Status effect there is in game with the same amount of correct and determined power/state/rarity

Example:

If I have a charm who is intended to work with about, 50% extra proc resist from poison, corrosion, burn, etc...

Tell me: Why would I have a gear system focused in "narrowind down" armor and gear towards unique and mytholgoical refined gear, when we are creating another entirely paralel system that focuses on spreading it?

If I have a charm for50% increase resist CHANCE (which means basically nothing, to be honest for me, you can just try and try again the same level many times and you will get the proc, whoever you like ) I mean, if ou have a charm of 50% increase CHANCE... to a specific kind of stat,...

Why would we even have this kind of stat, or strat, if:

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  • We need many different sorts of gear in order to fully have different sets of stat resists and defense operational (currentily, we need to "narrow down gear" into single unique, epic, legendary, and then mythological grades , or else.

  • Many different heroes, like some who have ability to "take out status effects", basically make the role of improvement heroes: They not only "resist" the effect, but clear it altogther with mostly (or completely) with 100% chance.

  • Plus: For what kind of specific reason, would I prefer one current amulet instead of another? I mean, take it for example: 20% extra armor on armor, and an ability which increases damage to a enemy who have been APPLIED A STATUS EFFECT ((of a very, very specific kind, you may only, and eventually use from time to time - AND NOT AS A MAIN "ABILITY, FEATURE OR CHARACTER)) So, we are technically here talking about two very different sorts of situations: One, a "Main/General power increase in attribute", and , another: "A Secondary, "eventual use/possibility upgrade" which you can choose to upgrade your weapon to, at the cost of improving your own gear. What do you choose? Dismantle gear and have a weaker total setup? Or... Search up and hook for charms as much as you ever can, because "good charms are scarce" and all the rest of the stuff you find is trash?

I believe we need a real charm update, really.