The update notes are here: https://forum.projectgorgon.com/show...ctober-18-2018
Discussion in this thread! (But please remember to report any bugs through the in-game reporting system as well!)
The update notes are here: https://forum.projectgorgon.com/show...ctober-18-2018
Discussion in this thread! (But please remember to report any bugs through the in-game reporting system as well!)
The Halloween update stuff is cool, but I'm really upset at dangerous enchantments coming back. I take the fact that the break chance is higher as a personal insult, especially after I tried to explicitly state why it's not a good system for the game and simply not fun.
At the very least, if dangerous upgrades MUST stay in the game for whatever reason (And they really shouldn't), it needs to be available to all classes. An additional 300 to 600 damage on every attack is just asking for balance issues, and even then it would still cause more issues since some skills can take advantage of it a lot better than others.
Dangerous enchantments are basically like an end-game upgrade system, except only 3 weapons actually have access to it, it's incredibly boring since all it does is add a few points of damage at a time, and it's made in an incredibly frustrating way where you risk all your hard earned loot on a slot machine in the hopes you get something back. I think a lot of people would love a great end-game crafting/upgrade system, but dangerous enchantments are certainly not the way to go.
I heavily agree on the dangerous recipes for 3 item types only is bad. Even after the nerfs to the recipe and nerfs to multipliers(which affects hammer greatly) I still literally only use hammer abilities to kill things. I have gear that is fully modded for battle chemistry and hammer but using bombs for damage is a waste of time when I can be using literally any hammer ability.
The gap between the 2 skills might be lower if I was using say sword/archery instead but still I imagine +300 damage is going to create a huge gap from any other ability.
I do quite like the dangerous recipes and disagree with Yaffy on the 'losing everything' part, there doesn't seem to be much reward in farming in gorgon since there are no rare drops or expensive things to use your money on(once you've uncapped and unlocked all your skills)
I don't want to speak for you, but it sounds like the reason why you like the Dangerous enchantments isn't because of the RNG breaking part, but because it's an end game upgrade system you can dump a lot of time/resources into and you simply don't mind the RNG part. My question is why we couldn't just have an upgrade system that requires a lot of time/effort that DOESN'T revolve entirely around getting lucky?
Even if you like the grind, someone could just simply stumble on a +300 weapon on their first try and circumvent all the grind (Which is quite likely currently), or someone could try for ages and never get it. If the developers want to add an end game grind, at least make it more consistent. Not only that, but once again, it could be so much better. +2 damage per upgrade is lame and seems like such a cop out for an end game upgrade system. There's no customization, no choices, and the upgrade itself isn't interesting. It's simply +2 damage.
I think the issue here is that the devs probably didn't think dangerous enchantments would actually be a big thing. It makes sense considering why it's only available for 3 weapons and presented so casually as some side prize at a casino. The issue here is that not only is the potential benefit good, but there's no reason why people wouldn't want an extra 300 damage on every hit, so essentially it's a goal every player needs to do assuming they want to strengthen their character.
The fact the devs might have not intended for it to be an end game upgrade system is another big problem I have with it, it's such a dead end to any possibilities the devs might have. If the devs actually want to implement some sort of cool end game upgrade system, then dangerous enchantments are going to ruin it because everyone is going to need to run their gear through the dangerous enchantment slot machine first before any actually fun and complex upgrade system, otherwise they risk losing something they've invested heavily in.
Last edited by Yaffy; 10-20-2018 at 10:45 PM.
I actively like the RNG part and think that the fact that someone can just 'get lucky' is a positive.
I don't exactly disagree with your points @Yaffy, I do simply like that there's a new thing to invest a bunch of time into. If we instead got another system I'd probably still be almost as happy. I still don't really see the difference in this system to any other that involves luck
Also a side note, one suggestion I've seen for uncapped/high cap upgrades is for them to have downsides. For example +3 damage -1 armor or maybe +.x% element damage but also +x% damage taken, this would fix the problem of it being uninteresting. I personally find the current system as uninteresting as you seem to find the +flat damage, extracting and augmenting an extra mod for the next-best ability you use isn't exactly interesting.
Last edited by NickzMagic; 10-21-2018 at 01:06 AM.
Since the crowd against the enchanted recipes is so vocal, I feel obligated to declare my appreciation about it.
I think it's an exciting new mechanic that furthers a players options for a custom build.
300 damage is about equal to a level 70 weapon mod (you're in denial If you don't think weapons get the best mods) and in many cases, a WORSE option than what's available. When level 80+ comes out, in fact, this will become obsolete.
Excited with the rest of the update, too! Trick or treat, Lord Serbule!
+300 damage on all 6 of your abilities is far better than a mod on one, pretty sure +300 damage is better than most single mod I know of that adds more than 300 damage is decapitate to non-elites. For reference I am still just using a +300 damage level 30 hammer rather than swapping to a +1-200 level 70. The recipe also does not consume enhancement points so it's not a choice between it and augmentation, you do both.
Last edited by NickzMagic; 10-21-2018 at 08:03 AM.
Okay, listen. Literally every other mod compounds with %bonus damage, and further boosts with calligraphy, sword lord potions, sword bonus potions, etc. In the case of the decapitate mod, that extra damage from its mod adds to over 1k damage on non elites if you have a fully modded build; before you factor in potions and buffs.
This adds a FLAT tree hundy AFTER all of that. In most cases, the 20% base damage mod is better on your heavy hitting attacks, because it compounds with your other attacks.
Before Citan had stated the intent was to add a couple thousand damage to a fully modded big hit. You guys got your way. Now it only ever adds 300 (unless the target is already weak against your attack)
The only argument I can see is on basic attacks, but even then the damage is so negligible compared to a fully modded build, and I for one rarely use basic attacks anymore.
An overreaction from a few players got this entire mechanic pulled before me, and almost everyone else even got a chance to try it.
Reading through all of the threads and in game rants about this for the past week and a half was overkill.
The mechanic has been neutered beyond its original idea. Someone left the cake out in the rain. And we'll never have that recipe again.
Edit:
And holy cow boarding, can we talk about the fact you will need on average 25+ Yellow level 70 weapons to make this work on a fully modded build!? It comes with a heavy price!
Last edited by ProfessorCat; 10-21-2018 at 08:32 AM.
If each application of the recipe adds +2, and the cap is 300, and the risk of breaking the weapon is 3%, on average it will reach the cap once every 96 break. It's quite expensive, so it really depends how far you dare to go, or rather how many weapons you're going to waste before you give up.