Pilgrimage idea
Old 05-18-2013, 04:48 PM   #1
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Default Pilgrimage idea

I know part of this is going to zero support from parts of the player base but it is an idea that could be interesting however would need some balance done to it. However one or both of these would give more incentive to players to do all the pilgrimages.

Option 1
Upon starting the 5th pilgrimage the stat cap for melee/magic/defense/recovery is raised or removed (thinking more of just raised). This would allow for some more freedom with certain builds.

A complete removal would imbalance some things if someone were to actually max out a skill however that would nearly impossible due to the penalized skills and how much experience they would start to take (the 139 hell is about 44 mil the say 179 hell would most likely be around 100 mil or higher).

Option 2
Upon finishing the 5th pilgrimage the cap for regular skills is raised to 120 or 140. Skills are what make the player this would let players more easily fight in higher areas and explore the new regions that were added.

This shouldn't affect the balance of the game much since the skills are already made to be balanced adding in the extra %'s shouldn't change it.


Just some ideas came up with a little while ago.
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Old 05-18-2013, 06:10 PM   #2
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I'd stick to your day job..
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Old 05-18-2013, 06:13 PM   #3
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jada, be more like me and troll people who deserve it. nothing wrong with his idea.
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Old 05-18-2013, 09:35 PM   #4
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I like the second one, if you can figure out how to make the % work with skills that cap at 100%.
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Old 05-18-2013, 09:46 PM   #5
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Launcelot, please be chill.
U even start pilgrimage and want to raise stats skillt to 180 ?
Already start to raise one of Adventuring skill as Decumberance to 140 and without boon i want to see how soon will have 140 on decumberance.
Also u can talk immediately after when youre lvl on decumberance will be 140... without boon... and also when u will have at least youre lg BP of tier 6 armor.
Ah, i forgot to say please, so... please.
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Old 05-19-2013, 09:43 AM   #6
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With the skills that cap at 100 they could stay at that and not be raised or for example skills like deflective shield or ambush could have an extra % of something added to it for after lvl 100 (don't know how hard or possible that would be to code) such as % to not have deflect resisted or extra chance for trishot opener. Just a bit of an extra boost to help with something related to the skill. Now something like deathblow could stay the same, just continue to increase with higher levels or could have something like the others with an extra bonus.

That is my quick idea for those skills.

Yeah want expecting much support for the stat cap raise since casters and archers thought that the last raise was going to make melee to overpowered.
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Old 05-19-2013, 09:47 AM   #7
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I don't know if you people have actually played this game but there is almost no reason for stat skills to go any higher than 140..

Secondly, there is no need for regular stats to go higher than 100 either... it would be neat however.. most skills you will gain a 2% increase (blocking etc) which is fine but in terms of gear.. would there be new gear introduced?

I wasn't trolling him, I simply told him to keep his day job..
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Old 05-19-2013, 10:31 AM   #8
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I'm pretty sure the stat cap idea has been mostly shot down by now so doesn't really need any more with it.

Also there really isn't a need for most things besides for it would be neat. With gear skills they wouldn't have to introduce new gear they all add a slight bonus whether or not you have gear for the level it is at. All it does is help toons in higher zones and gives more incentive to do all pilgrimages.
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Old 05-19-2013, 11:48 AM   #9
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So then what is the purpose of Legendary gear? lol
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Old 05-19-2013, 02:19 PM   #10
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Gold sink.
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Old 05-20-2013, 10:52 AM   #11
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Option 2 is a good idea. I mean, look at the game now. How many level 85 don't already have a good chunk of level 100 skills. You just have to be careful about some skills as some classes could get a major buff with some of them raised.
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