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Diversifying Attributes
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Jacked Out

Joined: Sep 18, 2005
Messages: 1204
Location: Belfast, Northern Ireland
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OK yesterday i was doing a little snooping around other games and i noticed someting that alot of them follow when it comes to allocating points for skills/powers/abilities. I observed that the number of points available was increased when compared to the matrix, aswell as the number of places that where there to spend the attributes.

The question i now pose is, with a little reduction in the buffs provided and an increase in the number of points given (aswell as maybe an increase in the cap to even out the reduction in buffs) you would allow for better diversifiction. By that i mean, people would be able to use the attributes to change how they are effected by resistances alot more, instead of the obvious accuracy + damage.

Ofcourse not everyone does this and i've tried mixing and matching points to find a good balance between resistance and accuracy/damage. Unfortunatly theres just not enough points to be able to do this as well as there could be. Granted this would involve a majafus change in combat (yay -.-) but it might ultimately improve things.

What would also be affected by this would be where resistances go in the attributes in the first place. I mean what this change would combat is the inability to select what bonus' you have in resistance. Currently if you stick with acc/dmg you end up with whatever bonus' you got in each attribute... no fun there eh? >.<

P.S this might seem like a dev board idea but its not a suggestion it was a question as to how you think it would effect The Matrix Online, and you as a player. Aswell as how it effects you and any quims or quams you have about attributes. (:

 



Femme Fatale

Joined: Mar 31, 2006
Messages: 5017
Location: Groznyj Grad, North of Sokrovenno
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I dont think the %Bonus Resistances work because you need a Resistance (de)buff to activate for it to work.  (Obviously so trees can make use of them more than others but they are your stats and you should get that resistance regardless.)
Same with most of the %Bonuses in Vitality

So whatever the plan, they need to fix the stats and getting rid of those bloody %Bonuses would be a good start.


Message edited by SolidRevolver on 03/31/2008 04:05:29.



Systemic Anomaly

Joined: Dec 20, 2005
Messages: 6427
Location: SC|Sentience -973069242
Online

They factor into debuffs i.e. having a high melee resistance bonus makes you take away more when you do a sky high sidekick to someone. The bonuses, with the exception of Thrown Resistance Bonus, are not broken.

Message edited by Bayamos on 03/31/2008 06:02:03.



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
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I don't believe we should be fiddling with things more than necessary (for fixes and the like).  It'll only cause trouble. 

 
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