The update is quite dividing, arcanium weapons being objectively worse than regular ones for Conjurers, dragons being a fun fight, and surprisingly balanced compared to other bosses, yet having a poor execution due the Dark Sea’s envirorment. However, i have some specific nitpick regarding the update that i feel them should be changed.
Shields and Damage Reduction
Shields has got a fair nerf in this update, having a cap of 90% blocking effectiveness, however, with the introduction armor durability, both shields and resistance stat are interacting negatively with this new feature
Even if you block a 4k damage breath, lowering it into a 400 dmg, will resoult on having at least 3 of your items being broken.
So, i want to suggest the following; Damage taken towards the armor durability SHOULD be applied AFTER damage reduction calculations (Blocking and Resistance).
Dragons Arenas
Not sure if them are proceduraly generated or pre-built islands, however, i have encountered dragon cliffs with their entry points being blocked by generation errors, which i think it could be needed to give a double look to said generation problem. Not to mention the arena itself has specific areas that if destroyed, them leaves a trench that goes to the root of the arena, which can be used to avoid attacks, but it can do also get you stuck unwillingly and cause you to take damage.
Regarding the fight, due the relentless storm of the Dark Sea, the fight itself its hard to develop due the lack of visibility by the rain, while also said rain contributes to the poor performance low and mid end devices goes through. Another issue i have went through were tornados spawning inside the arena, getting your character flung away if getting close to it.
I think dragons should have the same effect as Omens, basicaly them do clear the Dark Sea’s storm around the arena, ceasing the rain until the fight is over.
Regarding the drops
Dragon drops, considering them are end game equipment, them feels weak, T1, T2 and T3 armors being merely farmed for cosmetic propouses, while T1 and T2 weapons being inferior than early game ones, as there are little magics that would benefit from the burn over the bleed base weapons applies.
So, i had an idea, what if them had a new passive?
- T1 armors would grant 10% DMG-R, T2 armors would grant 20% DMG-R and T3 armors would grant 30% DMG-R against dragons
- T1 weapons would grant 5% DMG, T2 weapons would grant 10% DMG and T3 weapons would grant 15% DMG against dragons
This way could set a proper progression for newer and advanced players when them are hunting dragons, allowing them to farm their equipments to have a better time at dealing with stronger ones.
Regarding Dragonblood Rituals
I feel there should be an exclusive ritual for Blood Disseases, bathing into a Corrupted Dragon’s blood would grant benefits that applies to your blood disseases. As this type of “upgrade” is commonly considered as worthless and harmful for your character, and i think with this new rituals, it could be added a way to give a second chance to these disseases.
The benefits are:
- Min 10% to Max 100% resistance against coughing blood
- Min x1.1 to Max x2 Blood Disseases effectiveness/damage