Greetings, everyone!
I'm here to bring a bit of a teaser your way, as a consideration for the effort we've seen in the Great Hunt so far. Hopefully everyone is enjoying their holiday break while earning themselves a few credits. I hope that's the case, because at the end of this Great Hunt, we are happy to announce that we will be implementing a long needed and much awaited revamp: Statpacks!
Shortly after the Great Hunt has concluded, we will be releasing a sweeping change to our current statpack system. We are refining the final details for this release, so I will not be sharing the exact numbers or statpacks involved. However, there are several important details you may be keen to know:
- All statpacks have been retooled and balanced against one another using a weighted formula. This means some of the outlier statpacks that were a bit too strong have been reined in, while the unlikely choices have received a few bonuses to make them worthwhile.
- Endgame statpacks have been merged into the pre-endgame statpacks. The jump in strength and general tankiness from levels 98 to 99 presented a goal that became an unwritten requirement for PK and a large amount of content as a whole. We would prefer a slope towards this goal, with a gradual increase in benefits rather than a sudden jump. This does mean that, on average, statpacks will be slightly stronger. To that end:
- Instead of endgame statpacks, beginning at level 80, players will be able to customize their statpacks with the use of 'enhancements'. Each enhancement may be used to increase a base stat, add a level of resistance, or even increase balance or equilibrium speed. You may only take a specific enhancement once, and each enhancement falls into a group of enhancements that may have further restrictions (for instance, you are unable to enhance your equilibrium speed if you have already chosen balance). You will generate your first enhancement point at level 80, with additional points being earned periodically up until 100.
- Because of this enhancement system, I'm pleased to announce that we will finally be offering post-100 cumulative enhancements! Every ten levels beyond 100, you will be able to further bolster your character's statistics with a different set of enhancements. While much more minor in comparison, these enhancements also include some unique choices unavailable to pre-endgame. Skill points will still be generated separately.
- When you reincarnate, you will be able to specify your enhancements anew. We will also allow for the storage of enhancement sets, to allow for ease of setting when swapping between statpacks.
- Finally, and this is important: we have removed statpack modifiers for balance and equilibrium. This means you will only be able to bolster your balance and equilibrium by a single level, and only with enhancements. We will be slowing all curative balances proportionally to account for this, resulting in combat speed being slowed by roughly 7%. We will be carefully watching the changes and implications from this, and further adjusting combat speed at a later date. Of course, things such as passive attacks and entities will need specific attention, so expect further tweaks to come.
Details and specifics will be forthcoming very soon, so keep an eye out - and give our current statpack system a last hurrah by hunting!
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Comments
Questions:
I think that's all for now.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
You will not be able to convert haven points to enhancements at this point. We have other considerations for haven points in the future.
It's very likely that there will be a grace period for trying out statpacks. We'll have more details on that when the release happens.
We'll be looking at all passive cures and cooldowns and adjusting as necessary. Liaisons have been testing some of these changes for awhile.
Won't people end up dumping the useless stats (dex for all classes, str for casters/syssin) in favour of stacking other power enhancements instead? Dexterity in particular seems like the least useful stat (+1% avoidance chance per point), so it would be awesome if the dexterity stat had some secondary useful property that people would benefit from immediately and in a tangible way - base crit chance, base movement speed (high dex statpack would include a 'celerity' type of effect), or just adding more attacks that scales with dexterity instead of strength.
Oh. Is there any point in offering suggestions at all or is the system set in stone? There's some other things related to stats I've been thinking about. Like, do we -really- need willpower and endurance pools?
Will we be getting more races/endgame races?
Without a balance bonus, there would need to be a particularly good reason to choose a dexterity statpack instead of a strength one. There are a handful of abilities in the game that scale to dex, but perhaps not enough to keep these packs popular?
I might have overlooked something and my knowledge of those particular classes aren't all that extensive anyway.
In addition, endgame statpacks' weighted totals under our equations were obviously much higher than the others, so they have lost quite a bit of their 'all-around' high stats. No stat drops below 11 in our current setup, but those statpacks with 15-16 in one stat will have significantly lower scores to their other stats. This effectively means you'll notice quite a bit of a variation in dodge amounts, because the penalty below 13 dexterity is double the benefit above it.
It's also worth noting that the statpacks that have dexterity as the 'primary' stat do not possess any significant resistance maluses, which other statpacks that emphasize a single stat may.
So overall there's going to be a massive reduction in the total stat pool of the classes?
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
There will be an overall reduction in total stats, yes. A lot of this comes from instances where the non-'primary' stats in a statpack are lower than you would find versus a current endgame statpack: if a statpack is designed to maximize intelligence, for instance, strength will likely be significantly lower. There are some statpacks designed to be 'all-around' choices, and their base stats are more evenly spread as a result.
Done.
Nothing is going to get better. It's not.”
― Dr. Seuss, The Lorax
Agreed, as nice as it was to gain bound credits back I am somewhat confused also as to why it was removed?
On a side note, love the stat changes.
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."
So I guess rather than disallowing it for certain circumstances, it was smarter to just outright remove it.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Abhorash says, "Ve'kahi has proved that even bastards can earn their place."