I like the idea of having certain powers hurt you / come at a cost for a larger benefit to the team. Or something that depends on you having a negative status condition for it to function. I wouldn't mind seeing builds that need rez sickness uptime for silly synergy or something else similarly creative.
But a word of caution come to mind... I would be careful about anything that can force negative effects on others, as this has some pretty nasty trolling potential.
Of course it would be really fun if you had a nuclear bomb artifact that blew up you and everyone around, including allies. But again, too ripe for trolling...
Any of type design aspect is rough so it's cool when players try their hand at putting theorizing into a more direct-game example. I would actually love to see more players do this and then follow community discussions on the topic.
I like the idea of having certain powers hurt you / come at a cost for a larger benefit to the team. Or something that depends on you having a negative status condition for it to function. I wouldn't mind seeing builds that need rez sickness uptime for silly synergy or something else similarly creative.
But a word of caution come to mind... I would be careful about anything that can force negative effects on others, as this has some pretty nasty trolling potential.
Of course it would be really fun if you had a nuclear bomb artifact that blew up you and everyone around, including allies. But again, too ripe for trolling...
I would love some trolling item like Otto's Irresistible Dance Flask, but yeah, I can see it used on team members give some people some bad experience.
PvP players using this to remove the menacing TR CB [-_-] just depends on how much HP you get back will make it or break it.
I did not thought about it. I think the most correct is to reset as before, but what do you think? I'm not a PvP expert and making some PvP effect persist through death is a bit overkill. Because I assume that there's a lot more effect that can be removed by that (Chill stacks, debuff of all sorts, DoT...).
Any of type design aspect is rough so it's cool when players try their hand at putting theorizing into a more direct-game example. I would actually love to see more players do this and then follow community discussions on the topic.
Any of type design aspect is rough so it's cool when players try their hand at putting theorizing into a more direct-game example. I would actually love to see more players do this and then follow community discussions on the topic.
I'm no foundry geek, but I'm surprised that the dev team hasn't allowed people to use the foundry to make a quest(s) with customized gear, equips, and visuals (and to a lesser extent, "custom" characters, "custom" monsters, and "custom" attacks. I'm thinking about damafuku, which allows you to create "scripts" with custom characters and encounters.)
This way, the community could put their unique ideas, and if the item becomes popular enough and you guys wanted to implement it in game, you could put it in a rebalancing phase ala Path of Exile's Item creation system.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Note: Everyone is okay with the universal set matching conception or did it get overlooked?
I'd say it's hard to understand what you mean by that, so nobody has focused on it. Part of a set when combined with any neck and waist? But with no separate set bonus stated, maybe you mean it completes any artifact set when used with the appropriate neck and waist? That fits the theme of the item, but I'd say part of the balancing that goes into creating artifact sets involves tempering good bonuses with iffy stats and vice versa. It's interesting, and possibly likewise tempered by your scattershot approach to stats, with Recovery dominant.
Anyway, if I'm reading it correctly, I think a lot of players would use it uncomplainingly to complete nearly any set, happily dumping all the Shards and Horns they've been forced to equip. The nearly universal switch I'm imagining already says to me that it's probably unbalanced.
I'm no foundry geek, but I'm surprised that the dev team hasn't allowed people to use the foundry to make a quest(s) with customized gear, equips, and visuals (and to a lesser extent, "custom" characters, "custom" monsters, and "custom" attacks. I'm thinking about damafuku, which allows you to create "scripts" with custom characters and encounters.)
Ehm.. first they'd need to make a toolset capable of all that. The current toolset was completely broken for nearly a year. Baby steps.
Overstat'd and no real function, other than maybe to stop being the current target.
Well, it's 2k primary and 600 secondary stat, so it's pretty basic. Do you mean too many type of stat?
Yes. Generally, which artifact to use is a choice to be made. That many stats almost removes the need for a choice.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
There are a few artifacts with more than three stats, but if you add them up, they should have the same total value as artifacts with the standard three stats.
Point distribution across more stats is usually perceived as a negative because it's unfocused.
The main post has been edited, tried to stuff in all of the suggestions. It was not mentioned, but I found the stats too similar to Tiamat's Orb. Thought about more stat fusion, but feeling somehow related to instability. One nerf is idea was to make it 800 Deflect 800 ArPen/Crit 400 Movement, but it felt a little underpowered. And 800 Power +400 movement felt too similar to Orcus set too.
Any of type design aspect is rough so it's cool when players try their hand at putting theorizing into a more direct-game example. I would actually love to see more players do this and then follow community discussions on the topic.
I'm no foundry geek, but I'm surprised that the dev team hasn't allowed people to use the foundry to make a quest(s) with customized gear, equips, and visuals (and to a lesser extent, "custom" characters, "custom" monsters, and "custom" attacks. I'm thinking about damafuku, which allows you to create "scripts" with custom characters and encounters.)
This way, the community could put their unique ideas, and if the item becomes popular enough and you guys wanted to implement it in game, you could put it in a rebalancing phase ala Path of Exile's Item creation system.
Comments
But a word of caution come to mind... I would be careful about anything that can force negative effects on others, as this has some pretty nasty trolling potential.
Of course it would be really fun if you had a nuclear bomb artifact that blew up you and everyone around, including allies. But again, too ripe for trolling...
This way, the community could put their unique ideas, and if the item becomes popular enough and you guys wanted to implement it in game, you could put it in a rebalancing phase ala Path of Exile's Item creation system.
Anyway, if I'm reading it correctly, I think a lot of players would use it uncomplainingly to complete nearly any set, happily dumping all the Shards and Horns they've been forced to equip. The nearly universal switch I'm imagining already says to me that it's probably unbalanced. Ehm.. first they'd need to make a toolset capable of all that. The current toolset was completely broken for nearly a year. Baby steps.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Point distribution across more stats is usually perceived as a negative because it's unfocused.
Neverwinter Census 2017
All posts pending disapproval by Cecilia