#exchange dmg on miniboss for boss raid
17 messages · Page 1 of 1 (latest)
They should rework a lot of shell options and make some equip specific because If I bet one more double crit staff...
Hello, would be possible to develop this a bit more? What's the issue?
Equipment specific effects
- like Magic interruption only on staff's / crit not available on staff
Maybe a rework of all the old dbuffs and make new ones like "Cold" on higher leveled gear
- i feel like bleed does like nothing in modern nostale?
- S-Map boss -> Raid boss (either change or let ic ount on raid bosses as well)
cold in this case is just an example and would def. be overpowered xD
They want to change the option "S-map boss %" from shells si instead of working exclusively on map bosses outside of raids, it does also inside of them, or change it directly to "S-raid boss%"
Now S-Map boss work into LoL aswell for dragons (MB it doesn't work), for me it's too much to let work S-Map Boss for Raid bosses, it will force people to do double set (one for pre-room and another only for boss-room), bleed is useful against mobs in raids with %dmg like melonoth right now (clearly is useless rn but there's a lot of effects that are like that, you cannot cut off something only bcause you don't like it).
I don't understand what you mean with new dbuff like cold.
Equipment specific effects it's too much, let really easy obtain good stats(how do you consider a gun? it does crit but if you use as support gun it's useful to have magic interruption on). As a player i hope something like that but it's a bit unrealistic.
EDIT:
You're right, i thought that was for them also and never check again.
as far as i know they said that S-Map specifically IS NOT WORKING on dragons on LoL
they just gave them green dots on minimap
But even if it were, it's more useful this way with boss damage than it is now with boss damage on the map that's literally useless, and no one asks you to change gear if you have your set with s%dmg.
The only useful thing about this upgrade would be that those who are satisfied can still do raids and that there's a market for these effect, which are really worth throwing away otherwise.
my post was referring to the damage effect against the bosses of the map, the idea of excluding certain effects for weapons would be great because seeing a dagger/sword/bow etc. with anti-disturbance or a wand with crit doesn't make much sense, I understand that it's a lot of work but at least this way it would make more sense
to be honest even if it would work on boss of raid , if i'm opening mara and a guy show me his eq and i see DMG on map i would prefer another guy with even s%dmg low, because with s%boss map in pre room it's nearly useless (because S%dmg on boss cannot work also on miniboss...) , for other things i don't know, i agree with you with the fact that some effects need some adjustments and blocking useless effects on weapon would be a great thing, but basically everything deals with chances in this game, if you cut 1/2 effects from the possible effects you can obtain on a weapon, the value of them will drop a lot, that's for sure is not a bad thing but there will be a sort of unbalancing. The most important problem that i see here is, what will happen to equip that has useless effect? Crit on staff or magic block on bow/sword? they will got random effects on the unwanted effect? Will remain the same? There's a lot to talk about it
here you can't generalize because one player can have S dmg 9% and another have 13% carving + s% dmg boss
I understand your point, especially for the useless effects on equipment that may or may not remain or at least the same effect is given, such as anti-disturbance which is only for mages and an increase in precision for the other classes (?)
obviously it's an example
although in my opinion I would prefer to avoid effects that are exclusive to a class type XD
that's not totally a generalization, i'm saying that for most of the cases, not every case, i would prefer someone with s%dmg 9 but good side effects than a player who aim only to do damage in bossroom (clearly there's are a lot of different cases, im relaxing the problem to a simple case, but still there's a lot of take account of, carving, fairy, sp etc.., i can generalize saying that if i have to choose between two identical equips that differs only on S effect, i would prefer S%dmg) , if you build your equipment based only on bossroom could become a way to think something like "in pre-room im useless, then i will make effort only in bossroom" or something like that. Indeed, i said before that a double equipment in that case could be good, but maybe too expensive to be competitive.
which then to be fair would be more comfortable against bosses and minibosses in raids, but returning to the discussion I would be more inclined to have a player with an effect of this kind that can actually help in raids than a 9% general increase
another example could be the increased damage you have kovolt in a little while we will be in act 10 and effects like damage against robots or against dragons on weapons do not exist, it would need to be reviewed go, staying on topic if we could transform the damage you have bosses on the map into damage you have bosses and minibosses of the raids it would be fabulous XD
Thanks for the explanations