A proposal for reworking the most tedious feature of AO: Modifiers

A proposal for reworking the most tedious feature of AO: Modifiers
effort 4.477272727272728 44 quality 4.553191489361702 47 reasonability 4.464285714285714 56

soifon just doesn’t wanna give up that sweet sweet blasted power amulet

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but the modifiers work well enough as a buff for them, why would Vetex waste the dev time balancing low level armor (he hates balancing)? They essentially function as the bargain bin version of expensive armor.

It doesn’t need to be any more complex as that

then make modifiers provide other benefits that we haven’t discussed perhaps, incentives to run other things instead of the same 5 sets of good armor that currently exist in AO

it’d be a great way to lower the entry to PvP, and you must admit that modifiers in their current state aren’t exactly perfect.

:popcorn:
(full sentence)

Modifiers being the bargain bin version of more expensive items is a good thing, and perhaps you could buff modifiers more but then that’s just more stat bloat.

While they aren’t perfect they do serve the purpose of buffing the weaker armors to at least usable. Not being able to be as good as the boss drops is just how it is.

it’s really hard to find an exact solution

ngl I kinda just wanna remove modifiers entirely the game was so good without them :sob:

Not gonna read whatever is above me, seems like reminders discussion level yapping

I disagree with completely removing the chance of getting naturally modified items, and I disagree with letting rare items/items that can’t me modified modifiable. But I agree that essences for every modifier would be good for the game. I also agree that grinding for modifiers is not fun (probably for a few reasons) and of course I’ll agree for anything that reduces grind to a reasonable level.

They could be added as a sort of pity for treasure charts. I saw a qol in balancecord about letting you remove modifiers to get an essence of it; a true modifier pity. If not a pity, then it would be fun if there was a smal chance of getting an essence for natural modifiers when charting normally. It’s both gamblecore and benefits the player (as long as existing rates aren’t nerfed to compensate…).

I think that they’re fine the way they are now (except grinding them) as a way to people to use cheaper placeholder builds if they can’t afford Sunkens

modifiers aren’t really exclusively used as bargain bin solutions though, blasted items and other crystalline accessories and such are usually almost critically important to most meta builds, which makes grinding them ever so tedious as those good items are usually in an RNG item pool.

I haven’t PvPed in a while but I was able to get by without them, maybe they’re just used for minmaxxing? Or did something change.

As someone who doesn’t use modifiers. PvP is mostly skill based rn to be honest, despite what the covers say. Modifiers DO give you a direct advantage though

interesting idea, but they shouldn’t be able to be applied to boss/rare items (or at least actually have effect statwise and only for vanity). It’d just turn modifiers in enchantments.

Atlantean doesn’t really suffer from this because of how it works, stats changing to be what’s armor doesn’t have prevents you from just getting unholy amounts of power on smth (powerful atlantean that gives power, with power gems on a glass arcanium arcsphere :fearful:) with the downside of insanity making it harder to fight. Meanwhile if this got added we’d have modified sunkens and boss drops with it effecting stats, basically removing all niche modified items from being viable.

I do want modified sunkens and boss drops as vanity though, just have smth on the description that says “this item is too powerful for regular essentias to have an effect on its stats”

Yeah that’s what I meant by minmaxxing but as you said you can get by without them, which makes them a slight crutch and not something that should be removed

btw I thought you said I was a loser and that you weren’t going to argue with me?

That’s not arguing

This is though :shushing_face:

Man I need to write a book with my energy.

Anyway, going back to your arguments. I think we’ll first try to understand what we’re trying to achieve here, you can say it’s the end goal I guess?


The original suggestion’s goal is to solve the tediousness of modifiers because it is a requirement that players have to grind for, and some people don’t like the grind. Thus to reduce the PvP entry barrier.

The problem is that some people would oppose the idea of reducing the grind, as it could also be part of the game. Reducing the grind would also make it much more similar to enchantments, as currently, that’s the only thing that makes it different from enchantments.


The goal of my idea is to kill the requirement of modifiers directly instead of simply reducing the grind. This is done by making modifiers a unique mechanic that both benefits and penalizes, so that not engaging in the system can be an option.

This also avoids making modifiers too similar to enchantments and avoids reducing the grind as some people enjoy it.
However, it meant items may not be balanced like it is in the current system as you said.


Your goal based on what I understand is that you want weak items to be more balanced, to be more on par with stronger items that are harder to get.

So you don’t mind modifiers being a requirement, and the modifier system staying the same way. It may also partly align with the original suggestion’s goal, as it keeps the system the same.

The issue in my opinion is that this goal will not align with both my goal and the original suggestion’s goal of reducing the PvP entry barrier.


So after like 3 paragraphs explaining the end goals of each player. What I am going to convey is that there would never be a middle ground that all three players will come to.
There will always be an issue with either my idea or the original suggestion that wouldn’t be solved without forcing one’s idea on another.

I hope I don’t miss anything, if I do then feel free to call me out for it.
But I’ll be clocking out now because it’s way too late for me and I need to go to sleep lol. So don’t expect any further responses from me after this point.

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I did like 80 frostmill charts and with this method and got like 2 or 3 decent modified items. I can confirm through personal experience that the average legendary sailor’s life savings actually amounts to little more than a toothpick which froze in frostmill.

If this suggestion gets rejected I’m making another one with some very specific changes to the treasure chart loot pools to get them to favor actual treasure rather than maid skirts which turned green because they were in the dirt for too long

silver chests should give items that are at a maximum 50 levels below you
gold chests should give items that are always upgradable to your level

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