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

My suggestion solves that while not making modifiers more similar to enchants

I think team fights are the most fun form of pvp actually

what even was your suggestion (I’m not scrolling up to look for it too much stuff :skull:)

In theory yes, but in practice i believe it will only marginally lower the time. A 10% decrease from 70% is still 60%

“Buff rates it will solve everything!”

Idk theyre pretty boring but i wouldnt want them to be even more boring which is why i proposed the alternative of just buffing the drop rates

I like the modifiers
I like to touch them

:confused::confused::confused:

…how on earth is buffing the rates of modified items being found going to solve anything.

that just makes the common fodder stuff more likely to appear

He’s obviously not serious.

No that’s his actual argument

Lets say you have a 24% chance of getting a fodder modified item, 75% chance of getting no modified item, and a 1% chance of getting a good modified item. If the modifier chance went up by double you’d get twice as many good modified items (48% chance of fodder item, 2% chance of good item, 50% chance of unmodified item)

2% is still horrible rates :sob:

you’re trolling right

please tell me you are actually trolling

yea but the concept im describing is still the same either way

whats wrong with the suggestion

dawg.

2%

:sob:

Unless there’s some unforeseen issue with the fodder-item vs good-item ratio i dont see a problem

this is our balancing team :sleeper:

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