Why Is Luck Not A Neutral Effect?

Ok so positive status effects are limited to two considering most are super useful in regards to PvP. Examples on why they’re limited would be:

  • Agility for self-explanatory reasons
  • Shark repel since players can spawn sharks
  • Water breathing since they’re useful when you fight underwater
  • Clearsight since it allows you to look for players clearly at night and underwater
  • Energy recharge for self-explanatory reasons once again
  • Invisibility for self-explanatory reasons again
  • Ironskin is self-explanatory as well
  • Power self-explanatory 2.0
  • Revealing makes it easier to find players in combat

Therein lies the luck status effect, which only affects drop rates and jewel substat rates. Absolutely has no factor in any combat at all, it doesn’t help in any fight nor even be used as a way to debuff your opponent so why the hell is it also considered in the two positive effect limitation?

This makes no sense at all considering luck right now is no longer that powerful and has very few uses. Even if they were used, one out of three usage options would you not need any other positive status effects alongside it. Like literally, why is it not a neutral effect for balancing reasons. It’s the only good buff you could give to it…

Because it helps you
Not in combat, but to save time
That’s a positive effect

3 Likes

I don’t think that’s the argument being made.
It is a positive effect, however, unlike all the other examples, it doesn’t directly boost your ability in any way.

Yeah, what Theoretical said. Yeah it is a positive effect but it has legit very few uses now compared to other positive effects because of the rework Vetex made. The point is that it needs a buff that doesn’t ruin the rework Vetex made, an example would be making it a neutral effect for balancing reasons.

I have legit never seen anyone use it aside from fishing, opening chests/sealed chests, and npc drop rates but here’s the twist. Using them for either fishing or for boosting npc drop rates is quite useless since it gives you the same drop rates either way when you test them with or without T5 luck after the nerf, basically a placebo effect. Meaning to say, its only real use is just for opening chests and sealed chests :sob: .

NPC drop rates were really inflated with luck, like nobody expected vetex to take that specific route when he said it increases drop rate

Fishing now only affects items
That’s why

let’s give luck random crits in combat so it makes sense as a positive effect

3 Likes

Fishing only affects sunken chance, and even then it’s still a flat 1/3000 rate. Absolutely does nothing to items in fishing, if you want to test it out, you almost never get more than one sunken in multiple sessions of fishing with T5 luck after the nerf. As you are aware, it’s also useless to npc drop rates.

Luck is useless to anything outside opening chests/sealed chests. It needs a small buff fr.

random crits are fair and balanced!!1

this is so wrong on so many levels
1, fishing in of itself doesnt affect sunken chance (sorry for being nitpicky), its the items you get from fishing that has a CHANCE to get sunken
2, its 1 in 2000, i dont know where you got it from but it was always 1 in 2k
3, it does, it affects how much times it rerolls for a 2nd or even 3rd reward

this, i agree
but as i said, rng in general was massively inflated pre-luck rework because vetex coded it ‘his’ way

it? isnt?? luck 5 just rerolls the chance of getting a drop twice?? (BUT if you have an item before the rerolls, it just rerolls again so you can get 3 items with 1 boss kill with luck5)

thats the entire point of luck??
why would you even bring luck into pvp when its a pve effect??

Because it benefits the player.

1 Like

Ah yes time to make a patchwork martial headband diamond ring sharktooth necklace warrior emblem royal antenna draining stake crit build in AO

This topic was automatically closed 182 days after the last reply. New replies are no longer allowed.