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In theory that sounds gut, but it does not make any sense. I did it 3 times, played 40 hours now and it feels just a bad design (like the time gating for other stuff like dailies or city building).
1. "New Naked Twink":
- A "fresh" character must start on a new realm if naked. Here you ignore all building/crafting/cityupgrade because it is a choire.
- The realm is only for leveling because main realm is too strong.
- No one wants to farm city upgrades again on another realm or build a new house. So you are going back and forth maybe for crafting.
- The character has no shared coins, no shared receipts, no shared opened slots (doing "fake new realms" to unlock everything on the new character is no fun).
2. "Boosted Twink":
- Reality is that you boost a twink with XP drinks (e.g. 2 XP drinks are enough for Level 10+)
- Upgrade a tier 1 weapon to tier 3 and give it to the toon (on fresh realm he will one shot everything)
- Most classes wears almost the same gear (dispite lucky finds) / armor is irrelevant when you dodge (head with ruby, smaragd, topaz, diamond, chest with quartz, ruby, smaragd, diamond, legs with bloodstone, smaragd, topaz, diamond and hands with healthregeneration).
- Rings are insanely strong for toons (e.g. resistance is stong with 3 rings, but they are also build enabling, e.g. 3 rings with sum of >120%+ rune damage is insane for caster or - my level 1 hit for 150 dmg with a tier 3 fire staff and first boss was almost a oneshot, the "quad melee" speed/stam red. one is insane for any melee build)
3. Let's be honest:
- Leveling is mostly irrelevant beyond level 11 in regards of attributes
- Str/int/wis/dex has minor impact on actual damage (compared to actual weapon upgrades) and mostly used for wear tier 3 or legendary weapons (while it barely matters since a tier 1 weapon can be tier 3 and have no requirements at all / only movement sets change, runes can be added on the tier 1 also or you might want to wear a legendary).
- Stamina is pretty irrelevant for most builds (melee class gets 3 of the quad melee rings and has no stamina issues, caster one shots everything anyways)
- Focus is always only worth 6 points with any build; a caster with 100 focus buff, some +focus power / focus generation on use etc. you can easily have up to or more than 400 focus which is enough for one flask (even focus rings with 100 focus exists)
- Health maybe worth 6-12 points (~100-150 health with buffs) but the longer you play the more rare you get hit
4. Conclusion:
- I think the fun is more about trying out different weapons and runes. Not about playing a different characters.
- Gear is almost exactly the same on every build. Rings, weapons and runes are the only things that impact "a class".
- Attributes are almost the same on every build (12 health, 0 stam, 6 focus, 6-12 equip load and rest is str/dex/wis/int)
- Interesting part is to try out different weapons and runes: e.g. I was amazed by the spear. I had a spear with 6% focus generation on hit. The last hit of the 3-hit-combo just attacks the enemy for multiple times which was enough to fill up 100% of my ~400 focus with that attack.
5. I would rather see an other system:
- Health/focus increased by leveling
- stamina can not be changed (only via gear)
- str/dex/wis/int increased by using scaling weapons (all to level 50) and not impact dmg (only gear requirement)
- equip-load should be deleted and gear has fix weight, but gear has passive effects (e.g. cloth = focus boost, mid = stamina boost, heavy/plate = life & blocking boost)
- additionally would be cool to have a skill tree related to str/dex/wis/int only affected by using a scaling weapon