Neeley
Good Evening,
We've been talking a lot over the last few weeks about the current balance of items in the game. With this topic I would like to be as transparent with you all as possible. Below you will find proposed changes to the item progressions in the game. Please when responding to this thread let's keep it civil, and try and provide constructive feedback. Let's not get hung up on current item values or what you've paid for an item. Think long term … these changes are big and we want the support of the community before implementation.
Armor sets
It seems that with the current sets only offering single SDM increases for each spell circle it is underwhelming for Casters to wear and unfair that melee characters all benefit from +MDM. As a compromise we are proposing the changes to the armor sets as noted in the below table:
Skill Caster Windwalker's Warlord Level Req. Familiar No Change. In addition to +5% MDM, +5% Armor Pierce. Change from +5% MDM to +10%. 1 Proficient In addition to +10% Class SDM, +5% to the remaining two. In addition to +10% MDM, +5% Armor Pierce. Change from +10% MDM to +15%. 250 Expert In addition to +15% Class SDM, +10% to the remaining two. In addition to +15% MDM, +5% Armor Pierce. Change from +15% MDM to +20%. 500 Master In addition to +20% Class SDM, +15% to the remaining two. In addition to +20% MDM, +10% Armor Pierce, +5% All SR. Change from +20% MDM to +25% and +5% all SR. 750 Grand-Master In addition to +25% Class SDM, +20% to the remaining two. In addition to +25% MDM, +15% Armor Pierce, +10% All SR. Change from +25% MDM to +30% and +10% all SR. 1000
Armor Set Individual Piece Affects
Applying stats to new armor pieces will allow for players to feel more rewarded when finding these rare set pieces. I think it's important that we capitalize on this to create an authentic thrill for the players based on the particular piece to their set.
Type Attribute Melee Helms +Attack Caster Helms +Dodge Cowl +Strength Chest Proc Lesser Shield Bracer +Dodge Legs 5% Armor Reinforcement (Crit Strike Mitigation) Boots +Dex
Class Specific Helms
Thieve's were lacking a class specific helm, and with the recent buff to Helm of Intel we now have room to adjust.
Class Name Affects Level Req. Wizard Mage's Hat +15% Thaum / Elem / Necro SDM, +10% all SR, +Dodge, +Retention, +Free Will. 425 Adventurer Helm of Intel +10% Thaum / Elem / Necro SDM, +10% MDM, +10% all SR, +Intel, +Retention, +Free Will, +Attack, +Dodge. 425 Thief Thief's Mask +5% Thaum / Elem / Necro SDM, +15% MDM, +5% Armor Pierce, +10% all SR, +Attack, +Retention, +Free Will. 425 Warrior Warrior's Helm +20% MDM, +5% Armor Pierce, +10% all SR, +Attack, +Retention, +Free Will. 425
Non-Class Specific Rare Helms
These helms were all created by NG and we're having a hard time fitting them in with our game progression model. Moving the level requirements around and evening out the affects applied to these helms will increase value and utility.
Name Purpose Affects Level Req. Helm of Khan Broad Stat Range Useability +10% MDM, +10% all SR, 95AR, +Attack, +Endurance, +Retention, Proc Greater Shield. 750 Berserker's Helm High Risk Damage Output +20% MDM, 95AR, +Strength, +Retention, +Proc Berserk. 750 Hood of Shifting Defensive Caster +5% Thaum / Elem / Necro SDM, +10% all SR, 25AR, +Dodge, +Endurance, +5% Melee Phase, Proc Shift. 750 Conquerer's Helm General Purpose Offensive Helm +10% Thaum / Elem / Necro SDM, +10% MDM, +10% all SR, 95AR, +Dodge, +Strength, +Dexterity, +Retention. 500 Fianna's Helm General Purpose Offensive Helm +10% Thaum / Elem / Necro SDM, +10% MDM, +10% all SR, 95AR, +Dodge, +Strength, +Dexterity, +Retention. 500 Helm of Defense General Purpose Defensive Helm +10% all SR, 100AR, +Dodge, +Endurance, Proc Greater Shield. 250 Nightmare Helm General Purpose DMP - DMP is essential at low levels while having low hp pool +5% Thaum / Elem / Necro SDM, +5% all SR, 85AR, DMP. 250 Helm of Predator General Purpose Basic Melee 85AR, +Attack, +Nourishment. 1 Ranger's Helm General Purpose Basic Melee 85AR, +Attack, +Nourishment. 1 Jester's Hat General Purpose Non-Melee 25AR, +Dodge, +Nourishment. 1 Courtier Hat General Purpose Non-Melee 25AR, +Dodge, +Nourishment. 1
First off I want to say thank you for your transparency and efforts to include player feedback towards further developing a Realm we all enjoy being in. Here are a few thoughts I have regarding the proposed changes.
Armor Sets
I would like to see a 4th type of armor added to the 3 available that focuses more on a hybrid playstyle a lot of us enjoy. Right now my favorite character is my 650ish adventurer and i was very excited to reach 425 just to be able to wear the Helm of Intelligence and the future changes will continue to cater towards that playstyle. I would like to see the 4th set have both MDM and SDM in lower % i.e. 5/5, 10/10, 15/15, 20/20, 25/25 etc. There would need to be some sort of toning down since 25% of each would be very powerful for a 20/20 and other hybrid chars. Perhaps introduce these sets at around level 500 (low level hybrid builds typically rely on just casting or melee and can get away with other sets) with just 10/10 and move up to 20/20 with 5% SR and good AR (otherwise you would just mix warlord and caster sets and take an AR hit). The big picture is to acknowledge and help non-pure builds become more attractive and successful - a dodge/block dex melee char that wants to cast spells in a pinch and has enough hp to survive those hits he doesn't dodge/block (7/14/14/13 elf adv?).
Change the caster sets to be just SDM and not school specific - I don't feel like differentiating between the schools ever made sense. I guess you could leave them in, increase their values, and create an additional set with a lower non-specific SDM bonus (this would also allow a non-caster to get a bigger boost in +Thaum from sacrificing 1 piece, for example).
Class specific helms
I like the class specific helms. My only problem is that it makes it hard to identify a situation that you would want to wear your set helm over your class specific helm and get a greater benefit at a lower level (the wizard can wear a Mage's Hat at 425 which offers unique affects and power roughly equal to the Master level set helm). The class helmets also offer Free Will and Retention which means you don't have to lose damage by taking off a damage based neck pieces or AoDMP for a AoFW/Retention. The only solution I can see here is creating an "Amulet of Protection" type items that provides DMP/Retention/FreeWill/SR15% so it can be worn with a Master or Grandmaster set item to out perform a Magician's Charm + Mage Hat combination (35% SDM, 30% SR, Dodge, Retention, Free Will, DMP, 1 int).
I have a lot more thoughts on itemization and the theory behind it, but I will stick to singling out 1-2 topics at a time.