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Kaddy

Attribute Cap tweak! Keep the total 312, but let people have builds

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Dear EL'ers,

 

I've been reading some of the topics about attribute cap changes inbetween 2014 - 2016. 'Ive seen some of the radu messages about not being firm about caps and he said "if alot of people start to get maxed attributes, we can change - it's just changing some numbers".

 

So, in order to both let precious EL'ers have different builds and avoid p2w, here's my 2 cents;

 

Right now the max attribute is 52, meaning total 312 pp's in attributes. 52'ers are all tanks, all mages, all hitters - no variety in EL. Let's keep this 312 total as hard cap, but give each attribute either no cap or let's say 100 cap.

 

With this way, mages can be more powerful, but less effective in melee and invasions. Tanks can be better tanks, but can't hit shit, hitters can hit more, but gets destroyed in invasions or on strong mobs etc etc you get the idea.

 

What do you think?

 

-Kad

 

 

EDIT#

 

After I posted, I recieved this; 

[PM from radu: no]
 

Let's convice radu. :P 

Edited by Kaddy

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If it was my choice pickpoint buying would not be a thing, you got your 179+ - negative perks and that was it, made people haft to build specific kinda in and out builds and force people to work together hitters/tanks i completely agree with what you said, max attributes when i came 6-7 years ago was still a rarity only maybe 10-15 chars had it now its a solid 50 or so, everyone is the same, i agree that this would be a good implementation as someone like me as a pker would attribute my char to do so. 

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Most updates would be welcome, this is something long due along side with increasing skills cap past 178. 

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Yeah I actually thought back then that 60 max attributs would be nice with capped at 52x6 in attributs, I wasn't actually around when there was no cap in game.
(Could finally get 100 w/r)

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The edit, OMG lol!

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Current maxed chars are more than strong enough, if I see one player do solo invances, 

and if I go by what I hear in invasions. That they can do such things is fine, it's how the game works.

But I see no need to get even stronger specialised characters 

when a complete team can be controlled by one player

 

Such a system of very strong special-build characters might work if the number of characters 

one player can run at one time were limited to two or three...

 

---

 

As an aside: I suggested something similar when the cap increase from 48 to 52 was discussed:

increase the cap, but limit the total number of attribute pick points. Didn't get much traction then...

Edited by revi

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I understand your point of view, but that could be changed by Radu as well. What I base my argument on is making monsters stronger in general at higher levels to force people to use a tank to kill a boss because otherwise the boss would drain their mana. That would also make it so people couldn't do the bosses at the start of the invasion. I include myself among those who do that.

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I actually like the idea Kaddy. 

The sad part is you are interfering with the "passive" part of radu's passive income. It'd mean he'd have to work on the game. 

 

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Okay so its telling me with your multiple maxed characters , you just wanna get more comfortable, so u can go 1 char full tank and others full hitters so u can clear them solo instances even faster?

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Can we clear ice instance in 15 minutos if wanted whit current chars, i think do faster it's not the problem i think 

Edited by sickick

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12 hours ago, KoDdy said:

Okay so its telling me with your multiple maxed characters , you just wanna get more comfortable, so u can go 1 char full tank and others full hitters so u can clear them solo instances even faster?


Yeah that’s the whole point, you got me. lol

 

EDIT# For those who are uncapable of understanding sarcasm, here's my serious answer;

 

Right now, full 52er char with 178 a/d can tank up to mb/milf with FA on. But if a char is completely built for tanking, that means that char won't be able to hit those mobs with FA which means more time spend total.

 

I don't see your point about downgrading the topic to Kad's benefit, but you surely did not read or understand the first post at all, lol.

 

What's the point of having multiple chars with 178 a/d and all 52ers when we can have multiple chars with multiple builds and that adds diversity to the game? Where's the negative part of it?

Edited by Kaddy

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The negative part of your suggestion for me is that it becomes even easier for one player to do an invasion or instance

(or, dare I say it, instance), on his own: a tank could be strong enough to survive with minimum attention, and killers

would kill even faster (also requiring less attention on the tank, and overall).

 

In principle, your idea would be nice (perhaps with a cap on each attribute in addition to the global cap), in practice it

sounds overpowered as the game is now (I don't think we'll ever get a limitiaton on the number of characters one player

can control at the same time, too hard to enforce without punishing family members or friends playing from one IP).

 

23 minutes ago, Kaddy said:

But if a char is completely built for tanking, that means that char won't be able to hit those mobs with FA which means more time spend total.

I thought the whole idea of instances was to have multile players work as a team. Anything that makes it easier to have one player control

all characters in an instance goes against this... But I probably misunderstood something here.

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Let me answer point by point;

 

13 minutes ago, revi said:

The negative part of your suggestion for me is that it becomes even easier for one player to do an invasion or instance

(or, dare I say it, instance), on his own: a tank could be strong enough to survive with minimum attention, and killers

would kill even faster (also requiring less attention on the tank, and overall).

 

Currently, a talented person can use 5 chars alone. If your tank does not use FA on mobs (including mb, milf, dragons except blues), you barely need to focus on the tank and IF your killers have higher damage, which means higher crits and mirrors which would take more attention.

 

So I'd say in terms of difficulty, would be the same if not harder - because it's easier to control 5 balanced chars than to control 5 different builds that acts different.

 

 

 

13 minutes ago, revi said:

In principle, your idea would be nice (perhaps with a cap on each attribute in addition to the global cap), in practice it

sounds overpowered as the game is now (I don't think we'll ever get a limitiaton on the number of characters one player

can control at the same time, too hard to enforce without punishing family members or friends playing from one IP).

 

 

That's why I said a cap on each individual attribute at like 100 or so AND have global cap of 288 or 312 (288 -> 48, 312 -> 52 cap totals)

 

We just spoke to Aislinn and she gave me "dust" example which was abusing the power of Phy. So cap on each attr would be still needed.

 

 

 

13 minutes ago, revi said:

I thought the whole idea of instances was to have multile players work as a team. Anything that makes it easier to have one player control

all characters in an instance goes against this... But I probably misunderstood something here.

 

The whole idea of instances was to make people gather and work as a group. It was like that before but doesn't work anymore;

1- We don't have that many active players

2- Inflation on costs force people to go in smaller teams if not solo.

3- Alot of high level chars are not used, or sold/bought or given.

 

 

 

To overall sum up;

 

The whole idea is to have diversity in the game. So far, if someone wants to get stronger, they buy pp and just start putting pp's to attributes WITHOUT much of a thinking until all maxed. With this idea or change;

 

You can go full tank, but won't be doing any good in invasions in terms of profit because you won't be hitting as much (you can find some tank chars in invasions, just exp and losing resources, no gc or income)

You can go full mage, can double-harm probably anyone in game, but won't do shit in melee or invasions unless someone tanks for them

You can go full melee damage, you won't have enough restore or md or mana to keep up with the damages you take because you won't be a good tank - glass cannon as you can call.

 

-Kad

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1 hour ago, Kaddy said:


 

EDIT# For those who are uncapable of understanding sarcasm, here's my serious answer;

 

 

 

no, but u shown u cannot understand sarcasm urself ;p

 

1st would be helpful to get some more people, then think about doing changes, which are for mid / late game players

Edited by KoDdy

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