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Vesperre

Unchangeable Major Discs- > BAD IDEA

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Posted (edited)
23 hours ago, DocHollidaze said:

People should start getting use to playing their classes without major disciplines, like right now.

Take the discs out of your vessel and try playing it.

The days of optimizing your disc for your playstyle whenever and however you want are just about over.

Whether that is good or bad for the game remains to be seen, but I'm skeptical they are going to reverse course on this one.

You think there is a division in the haves and have nots in gear just wait till people have a finished build and gear advantage.  If guild A has finished healers, finished dps, finished tanks and min max gear and guild B doesn't also have all of those they are going to get smashed. 

It's all rather confusing for me.  The devs go we should avoid uncle bob, then add more uncle bob fires for them to have to stamp out. 

Edited by mandalore

40 minutes ago, Andius said:

W/HoA were held up as like these mystical forces of highly skilled players with legendary theorycrafters chained to a desk in some deep dungeon holding all the arcane secrets we could use to win if only we knew them.

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Posted (edited)
2 hours ago, mandalore said:

You think there is a division in the haves and have nots in gear just wait till people have a finished build and gear advantage.  If guild A has finished healers, finished dps, finished tanks and min max gear and guild B doesn't also have all of those they are going to get smashed. 

It's all rather confusing for me.  The devs go we should avoid uncle bob, then add more uncle bob fires for them to have to stamp out. 

This division is more pronounced when high rank harvesting nodes are too plentiful...   the gear progression needs to be non-linear and that is best controlled by the actual map resources we get, not by a direct limit imposed on the campaign world choice.   Also having the nodes be predictable because they are always the same rank in the same spot for an entire campaign lets a continuous harvest of high rank mats happen at such a rapid pace.   Since it is unlikely that we can get a full randomization of material locations across a campaign map, I tend more and more toward the idea of these fixed position material nodes ranking up over time and down each time they are harvested.   Engineering a rank up and down mechanic should not be too difficult and it would address some of the uncle bob issues.

We all have seen those R2 nodes way out some spiral arm of a map and they are nearly worthless to the game.  If all nodes ranked up over time those nodes would always be worth running out to check on.  If you found a series of R8 nodes and your combat main is in green gear  you could run a circuit out there for blue mats for an hour or so and those nodes would get pushed back down to R5 after 3 circuits.   It could be like 4 hours again before they ranked back up to R8...   the harvesting player would have short term knowledge of the timing of those node ranks and be able to perhaps grab several harvest runs at optimal rank or someone else looking for green mats would run the circuit more and push the ranks back down to R3 making it an 8 hour timing before they would get back to R8.   Finding an unharvest R9 material node set would be more like Christmas, guilds geared out in blue would actually have to stake out the node and protect it as it ranks to 10 to get any epics.   This also would allow a scout disc that can track node type and rank to easier find the higher rank nodes more efficiently.   This mechanic would make the resource quality available non-linear.   Epic and Legendary gear should be extremely rare but in a fashion controlled by the players harvesting strategies.

WE want the gear progression to be meaningful at all stages and not a short sprint to legendary.   At each progression stage, most of the population must be in essentially similar ranked gear with just a small percentage ahead of the curve. 

Yes, off topic for this thread...   I am for locked majors, play with what you built or build another toon.   Just provide plenty of ways to gain exp besides grinding dumb mobs.
 

Edited by Frykka

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                                                        Sugoi - Senpai

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4 minutes ago, Frykka said:

We all have seen those R2 nodes way out some spiral arm of a map and they are nearly worthless to the game.  If all nodes ranked up over time those nodes would always be worth running out to check on.  
 

This would be neat if it was tied to the day/night cycle. 

Every night (game cycle night) a random parcel enters a "week" long cycle of ranking up every night, until it hits a cap, and resets back to default, with a new parcel being selected to start the rankup.

Would add exploration, and once discovered, add contestation for that parcel.  It would be unpredictable, and be I think a rather interesting way to handle T5+ nodes. All nodes start at T5, and then rank up for a "week" of game cycles, and then reset back.

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Locked majors are fine if the drop rate is consistent and random. Especially since hard counters, siege capabilities, and crafting are tied to major discs. 

What would be really great is to remove the hard counters or tweak to softies....

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