Quote:
Originally Posted by Relic
Yes, your always right any everyone else is wrong no matter what.
And only your opinion matters. You also know so much more about Nodiatis than me and everyone else as well.
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I'm glad we understand each other.
Quote:
Originally Posted by Relic
Not much of a constructive reply, as you tried to make it sound.
..and you still haven't picked up the point of the suggestion.
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And I thought we were starting to get along...
I did reply to the idea saying what I thought of it and why, and what alternatives I had in mind.
That's at least mildly constructive.
Quote:
Originally Posted by Relic
Also... I think you missed something when you said this.
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Quote:
Originally Posted by Nurvus
A little on the extreme, maybe it was the first 10 fights that were too much in your favor, rather than the 11th against you.
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Quote:
Originally Posted by Relic
oh yes, i remember, that was an EXAMPLE.
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If we're speaking hypotetically, we're speaking hypotetically...
So yes, an example to debate an example.
I
too miss things and points now and then...
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I'll rephrase my thinking.
You suggest everyone to always start combat with any Aura gem they have in the 2nd pouch slot in play -
Not everyone focuses on auras. This is a plain buff to those who do, and an incentive to change for those who don't.
And at 20, 50 and 75 skill levels, 3rd, 4th and 5th pouch slots - respectively - are also included.
That's 4 auras at level 75.
That inutilizes the last 25 levels of the skill.
Furthermore, currently, everyone has randomness in drawing their "Recastable" gems, their "passive" gems, and all gems in general.
You, on the other hand, suggested a multiple sure-shot aura gem draw that will yield superior results than most if not all skills casters, ranged and melees have to work and face complete randomness all the way up.
The result is that Auras will become superior and force players to use more of them despite their choice of play.
I disagree with that, and instead think there should be an additional - weaker -
incremental chance (goes up with skill level, and peaks at skill of 100)
during combat only due to the fact that Auras are long term benefits that shouldn't force a player to have more than 1 of each in the pouch, because when you get a repeated Aura, it's useless.
Therefore I suggested a way to have increased chances to draw aura gems from the 2nd, 3rd and 4th pouch slots during combat.
At skill of 100, it makes sense to have a maximized chance to draw something so specific as Aura gems, because at that point everyone else will also have maxed their own skills and any problem at that point will be more legitimately measurable.