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Simple rework for making damage UVs more worthwhile

4 replies [Last post]
Sun, 11/02/2014 - 13:37
Krakob's picture
Krakob

As it looks now, damage UVs are considered pretty worthless. I'm not saying my idea would make them as desireable as ASI or CTR, but I believe it would be pretty nice if damage UVs would affect two kinds of enemies, divided by the damage types they inflict. Undead and Fiend UVs would be converted into a single type of UV which has effect against both enemies, same for Gremlins/Constructs and Beasts/Slimes.

This could also be applied to some gear and weapons with inherent damage bonuses against monster families, such as Deadshot, Cold Iron Vanquisher, etc. Perhaps not all of them, though.

Sun, 11/02/2014 - 14:39
#1
Holy-Nightmare's picture
Holy-Nightmare
IDK...............

I don't know about this, I would rather have it so that each type of bonus is unaffected by other bonuses (while stackable each type is not capped by the bonuses of another)

For example a Skolver set with BTS would have max sword damage (+6) and a DA with UV undead VH (+4) with a Ghostbuster 3 (+3) would instead of capping at +6 total would instead add up to +13

This would mean while each type would have a 'Max' each of these could be combined for a total beyond the current max.

This would make monster UVs more valuable and would help out those sets with monster perks

Armor + weapons + sprite= total

___________________________________________________

You idea is interesting but it would make Fiend and Undead UVs the most valuable since the weapons that deal effective damage to each aren't resisted by the other.

Sun, 11/02/2014 - 22:54
#2
Fehzor's picture
Fehzor

I think that this would make it too easy to get "good" UVs. If I can roll a slime UV on my flourish it makes actually useful UVs like ASI or CTR, that much harder to get. Because of this, the game's economy relies quite heavily on people wasting crowns on nonsensical unique variants that cannot possibly help them.

While this after game leveling is quite terrible for the game's design (which was originally advertised as being free from grinding), MMO players are incredibly stupid and willing to buy into this system and even support it-- there is no real reason to stop their support by fixing variants, even with a compromise.

Instead, it would make more sense to make the existing UVs worse, and allow for even rarer super variants, as I outlined here-

http://forums.spiralknights.com/en/node/105601

The concept, is to allow for players to get game breaking variants, and become EVEN STRONGER THAN EVER BEFORE, if they're willing to pay. It works for a number of reasons-

  • The game is already compromised to some extent, as there are already UVs and rares. We sell power, screw Extra Credits.
  • There is no need for this sort of power, but players will want it anyway because they can.
  • It only effects endgame players that actually care enough to go for it. The game is just as hard for most everyone else.
  • If it's broken, there's no harm in breaking it further for your own gain.

    Sun, 11/02/2014 - 22:44
    #3
    Janeks's picture
    Janeks
    Its ok but

    My acheron undead v.high will become so overpowered. I could kill anything with it.

    Mon, 11/03/2014 - 10:51
    #4
    Holy-Nightmare's picture
    Holy-Nightmare
    @ Fehzor

    The original game was grind heavy, you just we're able to see it because of the Mist energy system (spending days waiting so that you could get a Sealed Sword as a F2P player). You had to log off before you could really grind.

    If you we're a paying player then yes grinding was easier (same goes for other games too), but that is still true today though to a somewhat greater extent.

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