Some changes regarding the update

Some changes regarding the update
effort 4.0 3 quality 4.333333333333333 3 reasonability 4.666666666666667 3

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
2 Likes

Yeah

Not really keen on this one since it just straight up favors warriors and warlords, there’s nothing directly in it or an alternative for other builds

Maybe dragons could provide unique spells and techniques too in a future update

1 Like

It doesn’t even make sense why it’s applied BEFORE damage reduction, I see no issue in that.

Yes, no issue either.

Fully… … maybe FULLY agree.
I despise the lack of uniqueness with some gear in the game, it’s always “is X stat better than Y stat?” I want VARIETY! I want EFFECTS!

Possibly add more ways for sub-classes that can use weapons to gain some kind of benefit too? Conjurers and Warlords are left in the dust when it comes to the new dragon weaponry.

Yes, it’d give more content to blood diseases without having to affect blood diseases in themselves.


Possibly relating to their wielded magic?

Not exactly like that, think of draconic spells/techniques, meant to represent a dragon’s brutality and sheer brute force, for example a grab-based spell that summons a pair of wings to rush down a target, and if lands, pins it down to follow up with a point blank head-casted “surge”.

Yes. The amount of times a dragon has just flown off into the rain, forcing you you try and find it only to realize it threw itself off a cliff is simply painful

A synergy is cool but coughing blood only affects unstable ones, that side is completely irrelevant to people who aren’t running several.

And it shouldn’t take participating in content not really meant for us yet just to make this feature we access much much earlier useful.

Like, infused daggers are only usable at level 120, but the highest rank would require you to defeat a dragonlord, which is level 850. Over 7 times the level they’re unlocked at just to be viable is extreme. Maybe if they stacked from several rituals though then it would be fine.

Running one or two BD is extremely good if used right, as the HP loss is minimal compared to the synergy you gain with, however, running three or four BD is worthless, as you lose aroung 50% of your Base HP + you lose a considerable amount of HP periodicaly, that specific part of the buff is to make running multiple BD viable and encouraged even with the 50% HP loss.

Actualy, you can use them since early in the game, however, stacking them do require more level based on how many you are stacking. Aditionaly, the point of these rituals is to serve as a reward to players who are running BD, it grants a challange with its proper reward, however, it wouldnt be a bad thing if instead you get 10% or 20% of the bonus for each corrupted dragon you do the ritual with, no matter the tier.

Running blood diseases is not encouraged at all, and it’s only viable if your armor and magic choice is completely based around your blood disease. If anything, I’d say that’s the opposite of encouragement, and “extremely good” is an extreme exaggeration.

The synergies are halved and most magics don’t have many synergies that are even over 10% (halved to 5% when from blood diseases). Takes losing 500 health just to get the effect of a single regular status effect synergy wise, which doesn’t constitute for “extremely good” even without the downside.

Just imagine an armor piece with -333 defense, but 15 power that only applies on consecutive hits, as most only last 1-3 seconds. And if you’re choosing to run a dot, the issue of it not scaling with your damage is still there on top of losing a ton of duration.

Blood diseases aren’t even viable unless you’re running a turret mage, you shouldn’t add bonuses scaling off of a base when the base is garbage, the result will still be garbage. It’ll take max ritual just for blood diseases to be viable. Not sure if it’s intentional but this is more of a band-aid than a buff.

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