I haven't done much searching on the topic of Attribute scores and if we will get a chance to change them come mod 16 so forgive me if I am wrong here.
But for the love of Selune please, oh please allow us to reroll our attributes. If the attribute scores are changed and impact the character differently. For example if intelligence is more helpful to a cleric in mod 16 but when we made the character wisdom was chosen an we had intelligence as the lowest attribute then the character is no longer ideal to the new mod. So please, please, please give us attribute reroll.
Thank you,
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Cryptic has decided for you what your stats will be, and you will like it. Or else.
Actually, the default stats are pretty decent for all classes from a traditional D&D perspective, but people dislike being treated like [HAMSTERS].
Thngs get really bad, however, when you consider another change that was made, namely that the different initial ability rolls have the same effects now for all classes. Those effects are decent for some classes, like Fighters and Wizards, but other classes get completely [HAMSTERED], Clerics worst of all. They automatically get assigned WIS as the highest stat, with STR and CHA as secondary. Guess what. WIS doesn't do [HAMSTER] for Clerics and STR boosts melee damage.
If this [HAMSTER] change is allowed to go live, Clerics will want INT, CON and CHA, which makes absolutely no sense from a D&D perspective.
I really hope this gets fixed/reverted.
I just haven't been able to muster the motivation for anything else, and I'm waiting to see what this is like when it finally goes live. Our mains are warlocks and if they're not as much fun to play after spending some time adapting to the change, then I'll just craft up a bunch of crates of astral diamonds for my alliance, drop a bunch of gold in the guild bank, and assign a new guild leader. Either way, I'm not spending one red cent on this game ever again.
*Running random dungeons is not guaranteed.
I have not seen anyone that thinks that removing the choice from ability rolls (or making the damage rolls near useless to the point of +0.025% per point) is a good idea.
As much as I'd like ability rolls to be more complex, I doubt the devs will change it, seeing as they have many things on their plate to fix, such as adjusting "overbalanced" classes or fixing other odd bugs.
- Game should be smaller and faster
- Game should look/work/code similarly across platforms
- Game should remove all that old, complex code that none of us understand anyway, and use new, simpler code
- All classes should be fairly similar, with limited options, because choosing different options makes it hard for us to balance
- The game should be similarly grindy no matter where the player goes, so there are no fast rewards
- The game should be streamlined and speed the player through creation, into gameplay, into levelling, into higher content.
That way they can push people through the grinder as fast as possible, extract some money from them on the way, and get the next guys in.
I'm looking at the list, but I think I covered all the bases there. Oh, wait, I forgot something! "Game should be interesting and fun to play".
Apparently, so did they.
https://www.theholycrusaders.com/
https://www.theholycrusaders.com/
Telling us that u want to keep new player from making the wrong decision are just lame. Like all other have said, u could have just done a better description on what each ability score does to our stat. When I first started this game, there is no description saying what each of the ability score does to the stat, so I assume it must be following the D&D rule set ( Dex for crit ). When I entered the game, only to discover that the description were totally off from the D&D rule set ( Dex for damage? WIS for crit? LOL? ). That gave me an impression that this game are just another money grab. It purposely mislead us during the character creation by not giving us the proper description, only to have us buy their race reroll token to correct our mistake later. I forgave u as I know the game needs money to survive. But Now u are getting rid of this feature to prevent player from making this mistake are plain stupid. U could have just give us the proper description during the character creation.
In my opinion, removing this feature in character creation is a wrong move. The dev should return this feature to dice roll our ability score and grant each player a race reroll token for the changes they make in mod 16.
I am going to give it a go and as its getting a revamp I wont really miss the old stuff.
Guess what? We've got character class balance whether anyone actually wants it or not.
My 2¢
They have a number of stat arrays available. "Reroll" just gives us one of those.
I suggested that they give each class three arrays and let us pick, but it looks like they are going to be sticking with one right now. Again, we never truly rolled for stats, and introducing such a feature would be bad.
Too many high rolls makes characters that are just better than others. Too many low rolls makes characters that are worse.
Trying to find a balance with those extremes available is impossible.
That's why they used arrays in the first place, and why none of the lowest rolls ever end up in your primary or secondary attributes.
In any case, if you want to make your voices heard it is best to post Mod16 feedback in the appropriate section of the preview server forums.
No, the real issues with the new system are:
- The bonuses are tied to specific stats, with no regard to whether they make sense for the classes. Clerics suffer most, with high scores in STR and WIS (which makes perfect sense from a D&D point of view) However, here STR gives a bonus to physical damage, but a Cleric would want INT and CON instead. WIS is being changed to give a bonus to outgoing healing, which is fine for a Devout Cleric, but does nothing for the Arbiter.
- The bonuses are so small that they really don't matter. I mean, in D&D, raising your ability scores is a big thing ... here, getting a 0.25% boost is not exactly game-changing.
The treatment of the ability scores and the refusal to admit that this is a bad design borders on being a dealbreaker for me, and is the main reason I have been looking at other games the past couple of weeks.@nunya#5309 I know how you feel, I was doing all the invokes for all 8 of my characters per day 7 days a week. That has to be about 4 hours per day or about 30 hours a week. This week I pop on in the morning and invoked, sent some mail to friends, then thought about what to next. I literally said to myself, "This BS won't matter." and logged off. Two of my friends are off playing Black Desert right now and I am looking forward to doing weekend PvP on Guild Wars (original not GW2) with my friends from Facebook. We have a blast in Factions doing Fort Aspenwood on Saturday and Sunday. So I have something to look forward to on the weekend.
If Cryptic's intention was to refresh the user database, by getting rid of all the older players, it is working. I hope the new players find this new reimagined version good enough to stick around and spend tons of their money on it. I will be here, not as often, but playing for free.
Have Fun!
Never mind that a Cleric shouldn't need intelligence to do their job, that is what Mod16 is making happen whether we like it or not, it's just that a Cleric wanting to focus on DPS should have an option to start with more intelligence then they do.
That's is what I want to see.
I want them to look at the starting arrays for all classes, adjust them to allow for better or worse stats that matter for their roles first and foremost, and then assign the remaining stats based upon general usefulness to the class and to further differentiate classes that share roles.
A Warlock, for example, shares roles with a Cleric, so each class should have one stat array that starts with an 18 in wisdom (for healing) with the second highest number in intelligence, an 18 in intelligence (for DPS) with the second highest number in wisdom, and then a third array that rather that may have 16s in both intelligence and wisdom or a 16 and a 17.
And then when assigning the remaining numbers to these arrays, they should make sure that they give different values to different numbers in regard to general usefulness and to further differentiate classes that share roles.
The Cleric might have a higher constitution in all arrays while the Warlock has a higher charisma, for example.
But it still only matters so much.
The people posting Mod16 complaints in general discussion need to express their opinions in the appropriate preview thread(s).
At this point, neither of us have logged on since Thursday (21 Mar). It's amazing how much time I have to do other things! So much so that I find myself actively repulsed by the thought of even logging onto this game. I suppose that means the "spell" is broken and I am just "this side" of quit. heh.
@nitocris83 Be sure to congratulate the developers on a job well done insofar as it relates to driving your existing players away. My wife and I had $600 saved to spend at the Protector's Jubilee in June. You won't be getting one thin dime of that money.
The failure is in the decision to have each stat always give the same bonus, totally regardless of which base stats each class has. The worst mistake is to have INT always give a magical damage bonus. It should be INT for Wizards, WIS for Clerics and CHA for Sorcerers and Paladins. That change would have made the current system (barely) bearable.