fildien
02-10-2006, 11:05 AM
I don't know how I feel about this but I guess I can understand to a degree.........somewhat........argh.........eesh.
From the most recent patch notes:
- Imbued rings no longer have a permanent stat buff effect. They are now all triggered with differing effects depending on the imbue type.
Why?? Permanent stat buff effect was one of the things you did RIGHT with the last update, please reconsider!
A little background first: Some time ago we used to do itemization more based on feel than a more strict objective point value system. Tradeskills, Quest Rewards, and in-game mob loot were all done by different people without a strong common system of reference. We had a vague value system but not as much was defined as solidly as really was needed in order to objectively make items in the system. We did not have a good way to ensure that an item of a given level and tier of quality would not be worse or better than another item of a different level and tier of quality.
This was bad and has since been corrected. The launch of Desert of Flames and the combat revamp taught us a number of things. One of them: Many of the tradeskill imbues as they currently exist are broken. They go far outside the bounds of the current itemization rules and in order for them to fall within line they are going to have to change. If we're to make itemization resemble anything of a system that makes sense the rules have to be applied across the board, not just for mob drops or quest rewards, but also for tradeskilled items.
The new effects on the imbued rings are an attempt to make them somewhat unique while also putting them back inside the allowed ranges for their quality, tier, and level. When an item can be gained with little risk by digging something out of the ground (if you're patient enough) and it winds up better than items found off the most difficult enemies in the game which can only be worn 10 levels later, something is probably wrong.
Note: These have gone to the test server to see how they work out. They are not going to revert back to the way they were before any of the changes and they are not going to remain as they are on live now. Both of those options are not within the bounds of the current itemization ruleset. Comments and feedback about the current state of the rings / imbues are welcome and helpful as to their present usage and effects. Comparing them against an older broken ruleset is not really valid. Comparing them against other existing rings in the same quality level (and level range) is going to end in better results.
Message Edited by Dymus on 02-09-200601:40 PM
From the most recent patch notes:
- Imbued rings no longer have a permanent stat buff effect. They are now all triggered with differing effects depending on the imbue type.
Why?? Permanent stat buff effect was one of the things you did RIGHT with the last update, please reconsider!
A little background first: Some time ago we used to do itemization more based on feel than a more strict objective point value system. Tradeskills, Quest Rewards, and in-game mob loot were all done by different people without a strong common system of reference. We had a vague value system but not as much was defined as solidly as really was needed in order to objectively make items in the system. We did not have a good way to ensure that an item of a given level and tier of quality would not be worse or better than another item of a different level and tier of quality.
This was bad and has since been corrected. The launch of Desert of Flames and the combat revamp taught us a number of things. One of them: Many of the tradeskill imbues as they currently exist are broken. They go far outside the bounds of the current itemization rules and in order for them to fall within line they are going to have to change. If we're to make itemization resemble anything of a system that makes sense the rules have to be applied across the board, not just for mob drops or quest rewards, but also for tradeskilled items.
The new effects on the imbued rings are an attempt to make them somewhat unique while also putting them back inside the allowed ranges for their quality, tier, and level. When an item can be gained with little risk by digging something out of the ground (if you're patient enough) and it winds up better than items found off the most difficult enemies in the game which can only be worn 10 levels later, something is probably wrong.
Note: These have gone to the test server to see how they work out. They are not going to revert back to the way they were before any of the changes and they are not going to remain as they are on live now. Both of those options are not within the bounds of the current itemization ruleset. Comments and feedback about the current state of the rings / imbues are welcome and helpful as to their present usage and effects. Comparing them against an older broken ruleset is not really valid. Comparing them against other existing rings in the same quality level (and level range) is going to end in better results.
Message Edited by Dymus on 02-09-200601:40 PM