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i think my roll odds on realm runs doing gamble in the merchant nodes has gone somewhere around 40-50% of accesory rolls being amulets (maybe a bit more though i cant say i really keep track just know that legendary rings seem flippin hard as boop right now to get).
the thing is the new socketing mechanich made the amulets, rings and belts kinda.... meh. they still provide some of the rare stats (card draw and bonus ap most notably) though since there arent any sockets on accessories anymore even when they are legendary (so you cant void rune or further enhance those item skills)
Spending all luck on jewelry is trivial/boring and sometimes I still have 3AP on level 20 (like in my current game) despite visiting 4 bazaars with max luck.
i find that i spend more of my gamble orbs on armour, mostly because there are no sockets on amulets, belts or rings. before the current patch rolling for accesories was the thing to roll to go for those ap and card draw boosts, now ive found legendary rolling is for that one piece of gear (for its legendary effect) or filling item slots that havent been filled yet with an item that has good stats and a void rune.
and honestly unless im searching for a specific item at this point id almost rather be rolling for grey items with tripple sockets and no inate skills
so what at level 50 and 100 type of in the skill grid for the ap? i dont really know if thats really needed just make one more item type that isnt an accesory be able to roll ap; boots would likely be the best bet for gotta go fast. adding more card effects that grant haste would also be pretty damn good for ap options (i think there are what like 3-5 haste abilities, mostly in pierre and lucians skills).
hey guess what i hear people like high ap, make legendary boots that have the haste spell from pierre while making the user immune to root and gaining guard based on agility on end of turn or maybe channel or even gain one agility for every three channel you have on turn end. they could be...... hmmmmm boots of haste ;) or maybe something like boots of the zephyr.
tossing an ap node in there would be ...... easy for most players to get an extra ap but really its just going to mean that instead of going for 7-8 max ap they would be going for 9-10 instead.
then pierre makes that 10 ap turn into 12-13ap (13-15 with naran and lucius around if built that way) with 10 channel stacks and: KAHMEHAMEHAAAAAAAAAA.
Problem with AP on items is that they are game-breaking. You have a hard game and suddenly you get 33% boost in power just for being lucky. If AP on items are to stay, they should give some serious disadvantage. I don't remember ignoring an item with AP ever, even if it reduces draw or HP.
thats maybe the problem isnt so much that extra ap is strong (since it is what allows you to go into playing more than five six cards a turn max), maybe the problem is that other stats on items dont scale as well beyond the early game.
+1 ap on an item is comparable to getting +10 (or about 50% arguably more) increase to your characters primary stat as far as impact goes. 1/2 a stat mod or play a whole extra card.................. bonus ap is the most impact-full stat any item can roll followed closely by card draw. of couse things like gain guard at the start of a fight are also real damn good........ well for the first 10ish levels, three free guard at level 100..... ummmmmm no no i dont think thats going to make a difference, being able to play an additional guard skill that gives you 20ish or more guard or just step out of the range of an attack on the other hand (so late game 1 ap is worth around 20-30 guard on an item). gain 3 crit at the start of a fight (which is then consumed first turn if you use it or not) or have an extra action every turn of a fight...... i dont even think i need any type of agument there really, heck gain 3 crit each turn is still sooooooo low impact compared to one ap its kinda silly. gain 1 armour at the start of a fight or gain 1 ap...... ummmmmm armour is really really really good though it only lasts one shot unless generated every turn (theres what one legendary that does that?) but that armour is going to let you take more than one hit on higher difficulties and levels without loosing your guard (and likely dying) its one of the few item stats (and seems rarer than ap) that preforms well at EVERY stage of the game (unless you have your guard stripped by the scorpion boss). thorns...... yeah thats a seriously under preforming and rare stat on pretty much all stages of the game
(though we did have thorn guard cathrine for a while before they nerfed spiked armour into the dirt where it remains an almost useless tier three retain while making nearly all armour generating skills have expend and much lower values. at this point two damage per armour.................... fixed value no scales, no mastery, cant be socketed into gear takes up a slot in your hand, it does its damage once per turn then you loose the thorns buff. its a tier three card that preforms worse than ........ yeah pretty much everything at tier one)
im the same that i very rarely ignore ap items (same as card draw) but ive been finding at least in party realm runs that you rarely need more than one character going over five ap. this is entirely due to the new synergies cards and the new sp system, doing things like taking a limited rune or mastery (makes something cost sp instead) while using spirited runes or masteries have really cut down the utter NEED for all possible slots that can have ap items in them being filled with ap items just for the sake of ONE STAT.
now i havent given solo runs a go as of yet on the new patch (i am quite reluctant to right now given how much of a beating im taking already on torment with a full party). which of course is when you tend to NEED ap more.
if they just flat out remove ap on items (maybe leave them on a few legendaries) and shift it to a node then you will have assured ap. this would likely be better for campaign mode where ive found that you dont really get to do the gamble shuffle so often (though by the end of act 2 ive never had an issue with having a solid legendary spread). yet still that leaves act 1 with you not likely getting your first bonus ap until around the last third of the act, as it is right now you should manage to see at least a few pieces of gear that roll the stat before then.
they could do something interesting and skip the grid and the items and have bonus ap be tied to the synergies system. somehting along the line of when you increase your synergy level (not buying the node to have an extra slot since you can go to at least level 4 synergy or at least thats as high as i have gone so far but you only get three slots for cards) then you get a bonus ap, this would present an issue at this point since building synergy is a friggin long process right now. though that could be good unless your on a solo run since then you lose the multiperson synergy that builds through events. this would at least mean that you likely wouldnt be gaining any extra ap until your in the mid 20-30s for level (in a group) likely 30-40 for solo (which would make solo exponentially more difficult and likely the risk would be worth less than the current rewards boost to renown)
still i find that the problem is less the fact that bonus ap is valuable because it is very valuable; its that the other potential stats on gear simply dont preform well enough into the late game. making numerous item stats scale with character level (an item gives +1 int well increase that by one every 10th or 20th level for example, gives three guard at start of battle +1 per 5-10 levels, one armour at start of battle +1 every 25 levels) would likely be a good way to change that and once again reshape the way players itemise, gaining more diverse ways to build. though it would likely be best to just make character level a new scale so scale would be:
value = ((base value + (ITEM BONUS + STAT [%value of bonus] + LVL [%value of total level])) + external flat numeric modifiers [such as crit]) X external modifiers [such as might or fury]
this could be a tedious undertaking though at the same time it would allow for overall balancing factor that isnt reliant on which stat you max. this same alteration could be used on monsters (and with monsters having a tendancy to have higher level as well as monsters not seeming to have a level cap, late game would get terifying (meh its so easy late game its boring...... nope good luck). such a level scale paramiter could also allow for the "white" cards to have a scale that cant just be abused by doing the average one stat builds.
sorry if this seems ranty or like im looking to argue i just have .................. plenty of thoughts about stuff like this (and way too much more, kinda like chipping a ice cube off the base of a glacier)
I am in realm 6 and all my heroes have just 4 AP (it was even worse in realm 5). It is extremely hard and I mastered many cards to cost SP. Good thing is that I use green Naran who gives like 20 guard to all allies (including Ida's summons) for 1AP. That's why I would prefer AP removed from items.
Yes, flat bonuses are good early game only. Maybe it is intended though. It would be boring to use same items all game.
green naran can give the whole team +1 ap for a one cost chorus from tempo (though it only ever generates on ap so dont waste the tones). also try leveling up bardic expertiese once you have it leveled it generates more guard for your whole team than the chorus from tempo.
given the fact that they have all the gear as the same template (so no "new" stuff the higher level you go) adding level scaling to the gear enchantments (and possibly numerous other things) would mean that all of the potential enchantments that can be rolled on a piece of gear (or are a fixed part of the gear in the case of legendaries) are relevant because after level 30ish the stats on items have very little impact unless they are one of the few value stats (card draw, +ap, +channel, armour and to an extent spell/attack dmg or bonus guard generated on skill use)
when it comes to realms items are supposed to be scarce so that you have to make due with what you have drop or can buy. the run im doing now i still have slots (3) that arent filled and im midway through realm 9 (though i ended up getting a utterly ridiculous team/item synergy going so im having what seems like the easiest torment run ever right now) and yes i still have some gear from the first two realms that i enchanted up since i havent found anything better (but thats how realms are supposed to go for gear work with what you get)
in the early realms having a monster break their guard attacking your tank with thorns is great, that just doesnt happen after about the third or fourth realm and whats 3 guard going to do turn one when you cant get out of the way of an attack that does 50+ damage.
I got 3 AP items in this realm so the game became a bit boring. Now I change mastery back to spend AP instead of SP because I end turns with unspent AP :)
if your finding that you have an abundance of extra ap change around your synergy skills to include impovise (its available right away since its a one cost).
its nothing really spectacular but its one card drawn for one sp when you have ap and sp to spend, doesnt take a space in your deck and refreshes whenever you earn back one sp (its pretty damn efficient not fancy or spectacular just efficient which is good)