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itemlevel needs a rework

hastati96hastati96 Member Posts: 499 Arc User
The current itemlevel is no indicator for how good/bad a player is. I just want to say that the itemlevel needs a rework.
Here the main topics that I think that are wrong at the moment:

1. Companions are not counted in the ilvl but contribute a very huge part to the player, especially companions with bondings that give tenthousands of stats. Companions can't be simply ignored in the ilvl calculation.
In my opinion every enchant equiped on your summoned companion should give you also the itemlvl of the enchantment.
A Bonding R12 should give you around 300-400 ilvl so a BiS companion can give you around 2k ilvl which is acceptable for the amount of stats a companion is able to give the player.
I would even say that active companions should also count into the ilvl but not more then 100-150 for an epic companion.

2. Boons are also not counted in the ilvl. If you count all boons together then you also have some thousands of stats and some very strong abilitys.

3. Utility slots give too much ilvl. The amount of ilvl a R12 in a utility slot gives can't justified. A utility slot contributes nothing to a strength of a player. It is no damage increase nor a damage reduction for the player.
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Comments

  • sobacsobac Member, NW M9 Playtest Posts: 452 Arc User
    Agreed. But, IMO, ilvl should be redone from scratch. i.e. epic main hand, ilvl 135 (or whatever), legend main hand that gives you 1000+ stats = 140 ilvl. The HAMSTER? Why not give 1 point for every, lets say, 10 main stats, i.e. power, crit, ArP, def, defl, Then 1 point for every 20 other stats, like movement, etc. Same for stat boons. Then, other boons not stat based, add X points. Of course add companion stats. And put all this as "Approx. in-combat ilvl", with companion stats, stats from bondings, etc. Or even better: two ilvls, one for offensive, and another for defensive stats.
  • blur#5900 blur Member Posts: 490 Arc User
    About the 1. You could also make companions have Item level number themselves to show all what they have equipped instead of adding it to the player.
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  • firdraingfirdraing Member, NW M9 Playtest Posts: 58 Arc User
    1 point for every 10 main stats... stats are shifty. Buffs increase and decrease the bases, and let's say. take a weapon:
    power - already 700+ stats. recovery, crit or armpen - another few hundreds, and then base damage? Give like 2k? The reason why we went from gear score to item level was because we would be dealing not with 4k TiL but with 80k gear score.
    Item level does need to include companions, boons AND mounts with insgnias. BUT utility slots help newbies get into harder dungeons, since we already have a small new playerbase income, let's not decimate it even more, shall we?
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  • sobacsobac Member, NW M9 Playtest Posts: 452 Arc User
    firdraing said:

    1 point for every 10 main stats... stats are shifty. Buffs increase and decrease the bases, and let's say. take a weapon:
    power - already 700+ stats. recovery, crit or armpen - another few hundreds, and then base damage? Give like 2k? The reason why we went from gear score to item level was because we would be dealing not with 4k TiL but with 80k gear score.
    Item level does need to include companions, boons AND mounts with insgnias. BUT utility slots help newbies get into harder dungeons, since we already have a small new playerbase income, let's not decimate it even more, shall we?

    And where's the prob ilvl being 80k GS? Not enough space for 2 more numbers in char sheet? IMO, todays systems, when you upgrade your artifact item from epic to legend gives you less points than when you upgrade your R7 enchant to R8 and gain 50 stats more, is worse than those 80k GS.
    Don't like this approach? Ok, lets just revise todays ilvl system and give each item ilvl accordingly to stats this item has. So if an actual item has, lets say, 1000 power and 145 ilvl, don't give a same type of item with 1500 power a 150 ilvl number, give 50% more ilvl points accordingly to stats.
  • asterotgasterotg Member Posts: 1,742 Arc User
    As I said in another thread. It is a problem of power creep an perception.

    An average new player, with a guild, has an IL of ca. 2k, when he hits lvl 70. With some guidance and help 2.5k can be reached quite easily. Ppl look at the other players and thing 3k, almost there and 4.3k wow, thats something, but obtainable.

    If you add everything, that contributes to your stats, the numbers are different. The new player would still start at 2k, reach 3k quicker, but he would see these decked out BIS players with something like +8k IL, 9 more R12 enchants on their active companion, 1 legendary and 4 epic companions, legendary mount, 4 other mounts for the insignia boni and 14-15 epic insignias. Add all the campaign boons, SH boons etc. They would despair and give up, before they have invested enough time or money, to keep on playing.

    BTW it would be difficult to choose an IL contribution for epic companions. Most are useless. Some boost your dmg for ~5%. That being said, would you stick with the lowest common denominator, like 150 IL, or give archons etc. an IL, that matches their effect?
    Chars: CW, DC, GF, GWF, HR and TR.
  • plasticbatplasticbat Member, NW M9 Playtest Posts: 12,482 Arc User
    edited March 2017
    Item level was not designed for how good or bad a player is.
    Its original goal was for comparing 2 piece of equipment.
    Somehow, they got rid of Gear Score and created item level.
    Then, use item level as it is Gear Score which itself had its own problem but using item level as gear score made it worse. Well, a lot worse.
    *** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
    "If if that was the case, if it was something then I probably was chasing. I would have never gotten it. That was the whole point, if you chase something, then sometimes you never get it. uh huh if you put forth to work and all the attitude, next you know it's bestowed upon you." -- Michael Jordan
  • asterotgasterotg Member Posts: 1,742 Arc User

    Item level was not designed for how good or bad a player is.
    Its original goal was for comparing 2 piece of equipment.
    Somehow, they got rid of Gear Score and created item level.
    Then, use item level as it is Gear Score which itself had its own problem but using item level as gear score made it worse. Well, a lot worse.

    Neither IL or GS can rank a player, they rank his gear. While GS added your stats IL adds random numbers assigned by the Devs to certain items, but you are right, IL does say less about a players gear, then GS did.

    Chars: CW, DC, GF, GWF, HR and TR.
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