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View Full Version : Suggestion: add some positive effect to resolve in the expac and players will hate it much less.


Montag
10-31-2016, 03:08 AM
Doesn't have to be huge, but having to gear around a stat that can never have anything but negative effects is pretty disheartening.<br /> <br />Say for every point of resolve over that required for the mob you're fighting you gain x tidbit of something useful, ability mod, potency, health, heals received, % dmg outgoing/incoming, main stat, whatever.<br /> <br />Or a straight conversion, every point of resolve grants players 300 or whatever ability mod.<br /> <br />Some upside to resolve would make this unpopular new mechanic more fun and lesser the annoyance items that are better in every way except resolve.<br /> <br />Since the full weight of resolve won't be felt til the expac I thought it made sense to post this in the beta forums.

Ellimist
10-31-2016, 03:59 AM
Great Idea. +1 to this.

Nozgul
10-31-2016, 05:58 AM
+1 as well. To have a stat be REQUIRED for content there should be some benefit to its existence other than to be a severely limiting component for players that are either under geared or more casual especially. The whole point of group/raid content is to work together to bring down things you can not do solo with the promise of greater rewards. This requirement can be limiting to the players who either have limited play time, or limited resources, specifically a full party/raid. With some servers having limited population, and the weird decision to make many pieces of desirable equipment attainable solo grouping has taken a dive on many servers imho. The summer ethereal event was the main reason groups were making a come back on my server. With that now gone it has been very difficult to assemble a raid force unless you are already in a well established guild. With some benefit given to resolve over the required amount I would be willing to swap out some of my better stat line equipment with lower resolve for items that give me less power in normal content because it would balance it out within the content it is REQUIRED for. I would like to make a point of saying I am not AGAINST the new resolve requirement, I just feel that it was the inevitable result of the stat inflation and there needs to be a way to balance it out that isn't strictly a "No you cant do this because you don't have this stat high enough" I loved original EQ because though it could be truly punishing at times, through dedication, tenacity and maybe some crazy luck you could succeed at an "endgame" encounter even though you didn't have top tier gear with the best stats. Personally I would welcome the return of Time flagging versus an arbitrary stat that exists simply to limit access to content because top players could clear it with less than the number of players deemed REQUIRED. The stat inflation was not the players decision, but I feel we are being punished for it with a now required stat that has no benefit whatsoever. And please don't reply with something to the effect of "being able to complete the content is a benefit". Sorry to rant but as a player who returned after several years away I was completely blown away by the way this is being handled. Devs, give us a reason to stack resolve and WANT to get our resolve stat up instead of a reason for more people to whine, myself included.

Wurm
10-31-2016, 06:33 AM
I'm not sure they can do anything to crit mit v 2.0 to make us hate it less except remove it completely.

Nozgul
10-31-2016, 06:42 AM
If we were given the same benefit the encounters were given, bonus damage and increased resilience wouldn't you be stacking resolve like crazy? I am not pushing for that exact measure because it would just create the same problem that the stat inflation did. As it stands and from the gear seen thus far, for me to progress and get higher tier gear I will need to swap out gear that actually makes my characters stronger, for gear that makes them weaker just to have a stat to survive an encounter which has been made even harder by gimping my toon with gear that has higher resolve and lower stats.

Brightlyz
10-31-2016, 07:55 AM
Dont know what KA will be like, but i have never had to gear around resolve for live content. Only time resolve is even noticeable is shorthand raid and under geared recruits. I mean im fine with giving me even more stats lol, but it wont address the problem with resolve at all.

captainbeatty451
10-31-2016, 01:21 PM
First glance, I like this idea. However, you have to factor in the gap that already exists between players of different playstyles. I would only be in favor of something like this if there was a heroic cap to how much resolve positively benefits you and a raid cap. This would at least prevent the gap in damage potential between play styles from getting completely out of control.<br /> <br />Basically, as someone who enjoys heroic content, I don't want to see a situation that now we not only have to hit 200resolve just to stay alive, we also have to be at 220 resolve if the group would even consider us. And especially if that 220 resolve can't be hit without raid gear... well I hope you see the potential issues this would cause in being able to have fun within our community while still being able to play in our comfort zones.

CoLD MeTaL
10-31-2016, 04:01 PM
<div class="bbCodeBlock bbCodeQuote" data-author="captainbeatty451"> <aside> <div class="attribution type">captainbeatty451 said: <a href="index.php?goto/post&id=6385887#post-6385887" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">First glance, I like this idea. However, you have to factor in the gap that already exists between players of different playstyles. I would only be in favor of something like this if there was a heroic cap to how much resolve positively benefits you and a raid cap. This would at least prevent the gap in damage potential between play styles from getting completely out of control.<br /> <br />Basically, as someone who enjoys heroic content, I don't want to see a situation that now we not only have to hit 200resolve just to stay alive, we also have to be at 220 resolve if the group would even consider us. And especially if that 220 resolve can't be hit without raid gear... well I hope you see the potential issues this would cause in being able to have fun within our community while still being able to play in our comfort zones.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Really the 220 is what people will require anyway, probably will be 250 or whatever the resolve is on full raid gear. So that's a bit of a non issue.

Montag
10-31-2016, 04:19 PM
<div class="bbCodeBlock bbCodeQuote" data-author="captainbeatty451"> <aside> <div class="attribution type">captainbeatty451 said: <a href="index.php?goto/post&id=6385887#post-6385887" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">First glance, I like this idea. However, you have to factor in the gap that already exists between players of different playstyles. I would only be in favor of something like this if there was a heroic cap to how much resolve positively benefits you and a raid cap. This would at least prevent the gap in damage potential between play styles from getting completely out of control.<br /> <br />Basically, as someone who enjoys heroic content, I don't want to see a situation that now we not only have to hit 200resolve just to stay alive, we also have to be at 220 resolve if the group would even consider us. And especially if that 220 resolve can't be hit without raid gear... well I hope you see the potential issues this would cause in being able to have fun within our community while still being able to play in our comfort zones.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Well if resolve simply gave like 300 ability mod per resolve it;'s serve the purpose of adding a worthwhile positive effect without overbalancing, cause your 20 less resolve example would only mean 6000 ability mod, which is small, nice, but small.

Montag
10-31-2016, 04:20 PM
<div class="bbCodeBlock bbCodeQuote" data-author="Brightlyz"> <aside> <div class="attribution type">Brightlyz said: <a href="index.php?goto/post&id=6385850#post-6385850" class="AttributionLink">↑</a> </div> <blockquote><span class="ae_quote_symbol">“</span><span class="ae_quote_content">Dont know what KA will be like, but i have never had to gear around resolve for live content. Only time resolve is even noticeable is shorthand raid and under geared recruits. I mean im fine with giving me even more stats lol, but it wont address the problem with resolve at all.</span><span class="ae_quote_symbol">”</span></blockquote> </aside></div>Oh I agree completely that it doesn't solve the problems with resolve, it just gives us one little positive thing to consider when looking at this hated new mechanic, which can have a huge morale impact.

captainbeatty451
10-31-2016, 04:21 PM
Well, at least we can agree to one of the major downsides of resolve as a mechanic, as it affects the larger community and not just raid forces who can't fill a squad consistently. It will do more to hurt our cooperative spirit overall than help. <br /> <br />And making it matter even <i>more</i> may only serve to increase separation and potential animosity between haves and have nots.

Nozgul
10-31-2016, 05:24 PM
The problem is either you have enough and can do the encounter or you don't and find yourself stuck and unable to progress. Like I said I am not against a mechanic that limits who can do an encounter, this one just causes more problems than it solved. The forums have multiple threads about how this mechanic is limiting players and guilds that were able to progress albeit slowly due to lower tier gear, or lower numbers but the point is the way the mechanic is working right now it is limiting players in a way that is making the game not be fun for them anymore which will start hitting daybreaks bottom line soon due to people just giving up. Flagging/keying for raids is one thing, but when we have someone interested in coming to the guild, having to get them resolve gear is a much bigger turn off than having to flag them for content. The way this mechanic is implemented seems set to kill off all the "average" guilds trying to progress into endgame content. I HAVE the resolve requirements on my toons to complete content, but it doesn't mean I like the direction this is going in. Especially seeing some newer gear with way more resolve but lower stats towards my characters real power.

Widem
10-31-2016, 05:35 PM
I suggest leaving resolve as is. It will make it easier to remove when its determined, for a second time, that crit mit is extremely damaging to the overall mechanics of the game, and demoralizing to the community.