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Author Topic: Crafted item "nerf"  (Read 723 times)

Loxx

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Crafted item "nerf"
« on: Jul 24, 2014, 10:58 AM »
https://forums.wildstar-online.com/forums/index.php?/topic/100786-itemization-and-stats-in-wildstar-whats-being-done-about-it/#entry1035472

Quote
J-Tal

Carbine Studios Staff
Posted Yesterday, 02:39 PM

Alright, let's do this:
 
Assault Power/Support Power:
We're looking at adjusting the way AP/SP scales per budget point, scales from Primary Stat, and is gained from Runes and Imbuements. The most generalized summary of this will be that AP/SP from Primary Stat will go up for some classes and pure AP/SP per budget point and from runes will likely go down, such that Primary Stat will be more valuable in some circumstances and pure AP/SP will be more valuable in other circumstances. We will have more information on this when it is closer to being released (and tested on PTR).
 
Runes and Runecrafting:
I'm not gonna lie. This system needs a lot of rework. We'll be looking into in the next couple of weeks focusing mostly on the following major issues.
1) Random Rune Counts suck. This directly affects the items actual power level. And generally is just a very bad thing balance-wise. We're looking at reeling this in heavily.
2) Random Rune Colors also suck, but less so. We'll probably keep a lot of the random variance in rune colors but are looking at ways to mitigate this as much as possible. We're considering potentially adding ways to reroll colors and/or adding new runes to fill in gaps where certain colors are either extremely valuable or woefully unwanted to some players.
3) Runes are fairly expensive and replaced too quickly in the leveling experience to be worthwhile. One of the ideas we're tossing around is potentially adding a "weakened" version of the basic runes to a vendor. These would add less bonus and be much cheaper, basically be throw-away runes, and would be more of an incentive to participate in the rune system and actually rune your items as you level up. Definitely not a final plan, just letting you know we're actively thinking about it.
4) Rune Sets (and Item Specials, and also Gadgets) can vary from basically the best thing since individually wrapped cheese slices to something closer to a wet paper towel. We're looking at balancing a lot of these out in the next few patches and adding new ones where we feel we are lacking options for certain playstyles.
 
AMP/Ability Points and Trigger Fingers
So, this one I will actually apologize for, again. Yeah, it was a bug and bugs happen. But, it was a pretty impactful bug to a lot of people. I'm sorry it took us as long as it did to find and fix those two.
 
Hmm, what else? There's a lot of other things. We're taking a few weeks now, after we've gotten ahead on new content implementation for future patches, to work exclusively on exactly these types of issues - fixing bugs, auditing our systems, and making QoL improvements. It's ... a very long list.
 
Please continue to give us feedback, with slightly less flames. Unless it's directed at me. Because I can take it. Because I'm not a hero. Because I'm the Itemization Lead Wildstar deserves.
 
I'm Batman.


https://forums.wildstar-online.com/forums/index.php?/topic/100786-itemization-and-stats-in-wildstar-whats-being-done-about-it/page-3#entry1036267

Quote
J-Tal

Carbine Studios Staff
Posted Yesterday, 06:15 PM
TehAcidBaron, on 23 Jul 2014 - 7:38 PM, said:
What about adventus crafted items being BiS until almost datascape gear, is that working as intended?

It is not. Our goal with crafting is that it should be very good, potentially (with overcharge) the BIS for that tier and that tier only. It should not be better than items a tier above it. There are two issues causing this that we are looking to address.
 
First is that crafted items have no minimum threshold for turning down stats you don't want so you can turn up stats you do. Non-crafted items do have a threshold. It's about 10% of the total budget (usually between 12-20%). So you can dump a ton of budget into the 'better' stats and make the crafted item better than intended.
 
Second is that crafted items are currently rolling way more Runes than intended. We are looking at adjusting these to something closer to:
Greens: 0-1
Blues: 2
Purples: 3
Legendary: 4-5
Artifact: 6
 
This is not definite, yet. But you will notice two big things:
1) There is almost no variance in Rune Count. (Rune elements are still mostly random, but each item's total power is static)
2) There is no overlap between quality tiers. (A purple is always better than blue is always better than green)
 
The bad news is, this actually nerfs quite a bit of items IF we go forward with it (it won't actually affect your existing items; so if you have, say, a blue item with 4 Runes, congrats, your item is OP!). The good news is, itemization balance will be much cleaner and there will be much less RNG and many more meaningful options and choice. We're still working out the details on exactly what changes are coming to Runecrafting and I'll be sure to have a thorough write up and explanation when we lock everything down.
« Last Edit: Jul 24, 2014, 11:00 AM by Loxx »



Ratio

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Re: Crafted item "nerf"
« Reply #1 on: Jul 30, 2014, 03:25 AM »
Happiness is when you play a game so well that people call you a hacker.

There are two types of people in the world, those who can extrapolate from incomplete information.

Ratio

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Re: Crafted item "nerf"
« Reply #2 on: Jul 30, 2014, 03:10 PM »
Quote from: JTal
I would like to emphasize that those numbers for Rune Counts were an example. There seems to be a lot of focus on exactly how those specific numbers will play out. But it's very likely those are not exactly what we will be going with.
Happiness is when you play a game so well that people call you a hacker.

There are two types of people in the world, those who can extrapolate from incomplete information.

 

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