I believe pvp would be more interesting with battles based on skill combination rather than the rock/paper/scissors view of combat and whether someone lacks a shield. It's just saddening that while archeage gives players the ability to create various different classes, the end game gear only promotes the 4 distinct roles of Fighter, Archer, Healer and Mage. May not be the best idea but its one nonetheless. Like having mages crit healing with absorb life or Vitalism spells crit for extra damage. On the surface i'm sure many of you would see this as crippling but it would open up new possibilities for various mixed classes. So if you had 968 magic attack, with the scepter you would have 434 magic attack and 434 healing power. For all those wondering how this would go, basically it takes half of your magic attack and turns it into healing power and vice versa. So lets say Tier 7 obsidian dagger and scepter have 50% conversion rate, giving people the ability to be a mage/healer hybrid but they won't have the full capacity of a pure focused role. This would give support to those weapons with odd stats. For example the Sleeper's point now converts 20% of your healing power into Magic attack while Diviner's dream converts 20% magic attack into healing power. Lets say instead giving Magic attack or healing power, it converts a certain portion of your stats to the other type. I'm wondering why they didn't go further with this. Its more of a companion weapon for your other hand. Each one gives a tiny portion of magic attack or healing power for an exclusively left hand weapon. I'm referring to the V2 versions of the obsidian dagger and obsidian scepter. What boggles my mind is that they had a chance to support those odd stats with obsidian gear. They eventually got things right with Hiram gear but it came at the cost of making everything else in the game obsolete or unfavorable. This is just a symptom of the class system as a whole where we have dozens of classes but no end game gear to support it. So what we have are versions of mage weapons with stats that have no benefit for the role the player wants to fulfill and they continue to remain there unchanged. Why do we still have meadow and life version of crafted scepters and staffs? Spirit gives a bit of magic defense but healing power doesn't benefit them at all and health/mana regen doesn't work in combat while we have consumables to handle that out of combat. The problem is they didn't change around the items used with the old system. Of course there were obvious balance problems with such things thus they introduced healing power and turned spirit into it's dedicated stat. You see there was a time where mages doubled as healers. The housing aspect is what kept me playing for years but the shortcomings of the class design discouraged me from digging into pvp. It's open world housing and class diversion. Back when Archeage was released there were two things about it that appealed to me.
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