Armor Insanity Stat Change

Armor Insanity Stat Change
effort 3.5 4 quality 3.0 4 reasonability 3.25 4

Explanation: Right now the atlantean modifier is complete and utter garbage.
Wearing atlantean armor, even a single piece makes it impossible for you to explore the 5th range of the dark sea since you’ll get insanity 5 and die on the spot.
Every additional piece cuts out another entire range.

You’d expect items found in the dark sea to be improvements and better suited for use in the dark sea, but that couldn’t be further from what actually happens.

This isn’t a buff to stats, its a buff to make it actually usable in the dark sea.


Potential solutions:
1: Insanity from armor can no longer damage or kill the player unless they’re in a situation where they’d have insanity 4 or 5 naturally.
For example: Insanity 5 from armor would give you insanity 5 hallucinations but wouldn’t actually kill you unless you went past their 5th range of the dark sea into the area where you’d naturally just keel over and die from insanity.

2: Armor insanity now functions as negative warding, reducing your total warding stat, when warding drops below 0, only then does it start boosting insanity.
4 warding - 3 insanity = 1 warding
1 warding - 2 insanity = 1 insanity
and so on.

3: Armor insanity should increase the frequency of hallucinations drastically for your natural insanity level in the dark sea and functions how it normally does outside of the dark sea.
Just giving you insanity straight up in the bronze sea but not in the dark sea.

Which Solution is Best?
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0 voters

None of these just wear a warding piece.

1 Like

You are, once again, an idiot.
Warding doesn’t do shit for insanity 4 or 5 damage.

The entire thing this suggestion is meant to accomplish is stopping the player from having restricted access to the dark sea because of their armor and making atlantean armor a genuine viable choice for dark sea exploration instead of a direct hinderance and nothing more.

4 Likes

not sure how reasonable this change is;

the purpose of Atlantean armor giving 1 tier of insanity is to always have some constant drawback in exchange for even more power. the stat buffs aren’t even too terrible, they’re essentially an extra enchant on top of whatever else you currently have

I think it was rather obvious they were intended to be used outside of the Dark Sea? I mean, warding exists for a reason. I think the cost of incurring passive insanity is very understandable

2 Likes

it should iirc didn’t the trello used to say 1 warding reduces insanity dammage by 20%
and it stacks (but level 5 insanity is still near instant death)

I use warding 4 and insanity 4 (insanity 2) still permanently completely negates my health regen.

Having a whole modifier that exists to say “nuh-uh you can’t use that here” is frankly stupid.
Especially when the “here” is where you got it.

i mean, this isn’t an uncommon practice in games to retrieve / attain corrupted gear in exchange for incurring a debuff. You obviously shouldn’t be able to slap Atlantean on everything and have little to no issues, that’s essentially just a second enchant for free. The stats will scale with time as well, I think the Insanity debuff is honestly fine.

the only thing I disagree with in general is damage from Insanity itself. It just seems like a bit of a lazy implementation to block off access to undeveloped areas (like pre-Dark Sea) which is fine for now, just hope it doesn’t remain that way

3 Likes

who the fuck goes to the 5th range with alantean armor on

2 Likes

Exactly.
Nobody.
It is impossible.
(also the answer is me because that’s how I learned that armor insanity works this way well after heavily investing into atlantean armor only to learn its completely useless.)

I agree completely.
Atlantean modifier without a debuff would be stupid.
HOWEVER that debuff shouldn’t be “nuh-uh you can’t use that here”.

I’m completely down for atlantean armor to cause severe non-damaging insanity effects or reduce the effectiveness of warding, but players who want to use atlantean equipment shouldn’t be completely locked out of X ranges of the dark sea because of their equipment.

the purpose of taking Atlantean items out of the Dark Sea is to use their power outside of the Dark Sea. I see no reason why they need to be usable in the Dark Sea, this is just a very common “dungeon looter” game design, I think it is fine. The only issue is high insanity causing instant death for artificial content lock reasons

1 Like

If they’re going to be useless inside the dark sea then I want a way to clean it off of items so I can actually make use of them instead of getting a bunch of useless trash flooding my inventory.

1 Like

arent they just gon be regular items anyway

not the items I used essence on expecting an upgrade with drawbacks instead of a strict downgrade that makes it completely useless to me.

maybe some things are just not meant to be ig

as I said earlier, when I saw atlantean essence I assumed that armor insanity already worked in one of the ways I mentioned here because there’s no way vetex would let you “”““upgrade””“” an item to be useless in the dark sea in the update centered around the dark sea, right?

Insanity armor is meant specifically for use outside of the dark sea. How about we just make warding an actually worthwhile stat instead?

1 Like

Then, like I’ve already said, I want a way to clean off my otherwise perfectly fine armor set so I can actually use it.

lmao, the vesteria grindset is real

entire postgame content is farming what are basically “enchant scrolls” and 100 duplicate armors to minmax stats (and the best scroll will just destroy your armor if you don’t farm even MORE special enchant scrolls that protect against that)

maybe the devs changed the system, haven’t played in a few years, only looked at the wiki

and the funny thing is that I’m completely fine with this!

just not

THIS
(the buffs from atlantean genuinely aren’t even that good outside of +12 power and rarely ever fit whatever build you actually want)