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it's way easier to defeat a 3-skull (world)-boss and collect the skelleton key. to open the according chest, than to farm star metal to craft legendary and/or star meatal weapons/ armors. I didn't collect a lot of receipes, yet, but the receipe THAT I collected requires dragon-bones and -horns to make the according armor. That's also no easy task.
Although, repairring found ones requires a special T4-thrall/armorer, (for the legendary repair-kit) this is also more easy imho.
On isle of siptah (talking about vaults?) this is another topic. The vaults provide receipes for legendary items. But crafting them also requires a trip to a vault, because only there, the eldarium-metal is available. Getting star metal is way easier on siptah, however. Getting hardened steel, too. (if you use the basic receipe.)
What isn't easy, is to get named trhalls. You need to trigger a surge for that.
Purges only provide named fighters/archers afai have seen. (but I only did level 3-purges, yet. Level 4 is way more difficult do defend...) The named thralls at camps at Isle of siptah are 3-skull... (I only discovered one, yet.) And I don't know, if they even can be made to thralls...
I don't think it's a good idea to get rid of legendary receips. They aren't easy to get, at least not easier than to just collect legendary items. And the items, which are needed to craft them in the first place, aren't easy to get, too. At least on exiled lands.
Just make it more difficult to get the items and receipes. That's the far better way imho.
There's many ways to tackle the balance issues and one way that you pointed out could be to make the materials harder to get but my current players complain that having the recipe for crafting legendary items makes them feel less unique.
I also think that vaults themselves are too easy in the sense that you don't have to work that much for their rewards and they're rather short too but the only way I can think of to balance this in any way is either increasing difficulty or altering drop rate and or a combination of both.
I also agree though that legendary loot isn't exactly hard to get so I'd probably consider tweaking that.
Yes, I must admit, that siptah is way easier than exiled lands. What is more idfficult, however, is getting named worker-thralls. (as I said, you need to trigger a surge for that.)
The problem is: there are very few legendary chests, where you can loot legendary stuff. (especially weapons.) I must also admit, however, that it's very easy to get the hand on vault-equipement. One vault is enough ot get epic armor (not a complete set, however... mostly a helmet and/or one other piece.) and an epic weapon. I have crafting costs reduced, however, since I play single player. But even if that weren't the case It's lower than normally. (50% ca.)
The special metal to gett vault-weapons is only available at vaults, so you need to go there anyway.
I just would raise boss-stats. (I believe this is an extra-setting compared to normal foes.)
I still don't think, it's a good idea to delete legendary receips. Especially not on siptah.
Edit: I'm not sure. but on exiled lands, you need to be level 60 to get your hands on legendary stuff. You just can't open the chests otherwise, and you need star metal tools unlocked to make legendary stuff. Star metal tools are available at level 60, too.
How about just reducing XP-gain? So it takes longer to reach the real end-game?
They plowed through everything. Finally, I went to try them out on the Giant Crock.
I put a few arrows in the crock and they attacked.
No problem, I just stood off a bit and fired arrows for a while, it took a while but none of them died and the crock eventually did.
I have a question: Does anyone know if putting armor on the Zombies raises their armor rating for real?
It does show in their armor spec, and I had armor on my followers.
But only against the Giant Crock did I see their health go down a lot.
In fact, during the battle, some of them seemed to vanish and then reappear a few moments later.
I wondered if they were dying and regenerating?
regardless, zombies are relative sturdy. even exiled ones. And since you can use 3 of them as standard, they're even better bearers than a T3. Although you need to spread the items, they carry. (a t3 bearer has 30 slots too, afaik. BUT: zombies start at level 20 and don't need to be equiped. And of couse, you first need to FIND a T3-bearer. This is noe easy task at isle of siptah... (in fact, I found only T1, yet.) Zombies also have the advantage, that they're 3, so received damage is spread.
For zombi-food, only healing/second counts, since they're max level already. (if you level other followers, they get different chances for stat-growth, depending on the food used.) I'm not sure, which is the best one. But at least, they're easy to feed.
However I'm with the others on this that there's really not much point in doing so, unless you go the extra mile and create alternatives / custom dungeons etc for your server.
Due to the way the AI works and how NPCs are set up, pretty much anything is "easy" once you figure out some basic things.. you just won't have the "endgame raids" that world of warcraft has in this game.
I though you were suggesting here that armor can be equipped on zombies just like saddles can be equipped on the Wight Horse because Funcom neglected to disable the "right-click" equip despite hiding the slot, however I just tested it and it's not the case :)
If you're wondering about zombie stats etc, you can check this out
https://steamcommunity.com/sharedfiles/filedetails/?id=2869231805
Like any game that has the same map with every play through, second time through or beyond becomes a rush straight to the stuff you want. Nothing you can really do about that. If you want a harder game then just change the settings so you do less damage etc. etc. etc.
I don't have any of the DLCs, but based on the stats on the wiki, I suspect the DLCs through off the gear balance/hierarchy. I would suggest just playing exiled lands and see if you run into the same problem.