I would love to see a non-Twitter poll comparing this stat limit and flat stats. I do concede that percent-based damage and resist are staples, but is that a valid enough reason to choose this model? Nevertheless...
Nerf the gear already, don't overcomplicate the stats with limits. Nerfs happen in MMOs. What's worse is that nerfing the stats actually solves many of the problems. Nerf the gear and nerf the enemies.
They don't even have to do that much, really. There's a handful of gear sets that are even problematic:
- Waterworks
- some Wintertusk crafting gear
- Tartarus
- Darkmoor
- Dragoon
- Pack wands level 90+
Reduce the damage and critical by 5-15% each set and you're good to go.
Here's the kicker, though, they can actually buff the block to all this gear. Block is a heavily underrated stat. Add a little more pierce, even, since the damage and critical have dropped. It doesn't have to be even be a 'nerf', they can just reallocate stats. Then they can adjust mobs as needed (give them some more critical to counter the block, drop their health a bit, whatever). The devs should also consider modifying the gear so it consistently gives stats. One of the reasons the gear got out of control is that gear changed what stats it gave. Wands stopped giving block. Robes stopped giving critical and damage. Boots rarely ever gave critical until late-game. I get that it promotes gear stat diversity, but gear in Wizard101 is rarely competitive anyway. There's usually a specific set that's the "best" and a slightly comparable second "best." Maybe even nerf the gear just to make other gear less unappealing.
Another, simpler, approach is to
lock the damage inflection to your level:
All stats below x level stay the same (for the sake of this example we'll say level 100). Those level 100+ will have an inflection point locked to their level with a cap at say 200% damage. This way you won't have to worry about damage going extremely out of hand, it's more future-proofed, and those with 170% damage at level 140 can actually look forward to leveling because it will unlock more damage for themselves. Are they receiving a nerf right now? Yes. But they can look forward to growing in the future.
For resist, you can keep the resist cap at your level so immunity is still achievable, and it scales nicely with pierce. Or you could keep it the same. Resist is less of a problem in my eyes, as growing more powerful generally means at least dealing more damage. You can become stronger defensively with health while keeping resist the same across levels.
I think this would be the fairest and probably best compromise the Devs could take.
@Oxnhorse Celestia was also one of my favorite updates! Honestly, I very much like the Solar Surge implementation that Ratbeard came up with (though I entirely disagree that X-pip spells like tempest should always do +50). One of the things that angers me about KI is their approach to balancing PvP while ignoring that it might also be broken in PvE. I absolutely would've welcomed this change in PvE. One spell to replace the many damage enchants that I learned to get Epic! I know many people wouldn't agree, but it'd have been nice.
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