In the current state of the game, particularly for dps classes, we have a situation where we have an excess of statistics. With the gear currently available to us, we end up with more stats then we need for all existing (and by the looks of it on preview, future) content in the game. When I look at gear for my CW and when talking to other DpS, all we really think when looking at the new gear is...
"It has crit on it...I am at 100% crit, useless."
"It has arp on it, I have more than enough RI...useless."
"It has recovery on it, recovery is useless for my class."
We are at the point in the game where if a stat on gear is not power, a lot of the time, it is not worth anything and this is an issue. It needs addressing in some way and I see 3 potential ways to address this.
The first way is in future, instead of gear having additional stats, they have unique bonuses. For example, a piece of gear with HP and, "10% increased damage against all enemies," but not stats. Or an item that say converted 50% of your lifesteal chance to a damage multiplier and halved your lifesteal severity. This has the downside of creating a different type of power creep, but it could potentially create some new, interesting builds, which is an upside.
The second approach would be to add dampeners to stats. A simple example is how we need more armour penetration in the new module. Whilst this is a good start, it isn't really that effective due to arp's stat curve, making it quite easy to match the new requirements without penalizing our toons too much in the process. If this route was to be expanded on, I would give monsters a stat like crit resistance, which was additive to crit chance and was possessed by monsters in new dungeons. Say if monsters in T2 dungeons had 15% crit resistance, you would need to stack 115% crit chance to reach 100% and in T3 dungeons if they possessed 30%, you would need 130% crit chance to be fully capped.
The third approach is of coarse a level cap raise and new stat curves, but I get the idea that this route isn't 1 that the dev team wants to take.
@rgutscheradev,
@terramak and
@mimicking#6533 it feels really bad though, getting new gear and looking at it then going, "well, it doesn't give me more power, it isn't best in slot."
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In all seriousness, we went through the dynamic of "higher item level but no power stat means new gear worse than old gear" when Relic items debuted on preview, and Relic was re-statted into more desirable configurations. I'm not sure if this criticism was forgotten in the interim or what.
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People are going to try and decide what is BIS and farm that. If the new items aren't better than current, they will be ignored. So if the specific set bonuses aren't better, they will be seen as worthless. If they are, it forms a new layer or power creep. Remember how in mods 1 through 4 (5?) we ignored everything in favor of our HV sets? Well what if they had made HV 2.0 to entice us to farm them? It's a no win situation.
Seriously though; How cool would it be if they could figure out some way of completely resetting the server while still compensating (fairly) those that have invested real money?
> I am at the point where I am at the point of considering using +4 rings with defensive slots, even though I have the +5 rings I would want, just because it would allow me to use the newer gear and dump points into stats that will actually do something for me (which are defensive) rather than stats that are doing nothing.
You already know that I am a prime example of what you are talking about. Working on defensive stats and building HP while chasing Pallies. I switched to +4 Dod rings and HP wherever I can get it.
Instead 400 stat -> 1% they can change to 600 stat -> 1% and TADAAAAAAAAA ragequit flame
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I think they will revise the bonding mechanic sooner or later because that is the bigger gap between "low geared" chars and "high geared" ejem... 3xbonding 12 chars.
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25% crit is 25*400 = 10,000 stat points. Sure weapons provide a couple thousand between them. But a companion doesn't inherently provide a lot of stats (<1000 base crit even at legendary). So even being generous, companion + weapon should be providing 3,000 crit at most, which is only a third of what you claim.
Are you sure you don't have attribute points invested or other sources of crit (life feats?)
Back to the OP: I agree it would be better if there was some purpose to stats that are commonly over-capped.
It would be interesting if there were meaningful trade-offs for end-game builds. Because for DPS it kind of feels like there's only one option: cap everything and stack power with the rest
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