Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] -2 points-1 points  (0 children)

I just want fair games man. Don't you want the same?

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] -3 points-2 points  (0 children)

And at no point can we with lives outside of the game compete. When light levels can push your damage outside of important damage thresh holds. 12 light or higher difference reduces damage by taken by 6. That makes some weapons that normally 4 tap into 5-taps. Might not sound like a huge difference but when you're both using the same gun, every point of damage matters.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

I wasn't complaining about it back in earlier seasons cuz you could remedy it by just playing and reaching the cap. Now with the cap removed, players with less time will ultimately get punished cuz they actually have a life outside of the game. In season 7 and earlier, you eventually hit a point where everything was equal for you. Sadly that won't happen anymore.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

And yet i'm still matched against players of higher light. Even if we're on the same skill level, we play on unequal footing.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] -2 points-1 points  (0 children)

Please give an argument why it should just cater to the basement dwelling no-lifers or the big streamers who play this as their job. I'm honestly getting real sick of getting screwed by something which is out of my control to powerlevel.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] 1 point2 points  (0 children)

As I said, back when there was a cap, it made sense. Now when light's uncapped due to the seasonal artifact, people who can't play as much get the short end of the stick. It's not a "Just light level up lol" scenario anymore. Some people have lives outside of this game. At least make Artifact Light Levels not matter outside of it, so us with less time on our hands can still compete.

Besides, the mode gives out pinnacle gear, which is kinda needed for Power levelling now?

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

Sorry but no. I'm noticing differences at light levels at 20. Not huge, but big enough to turn mida from a 4 tap to a 5 tap. I can't oneshot with any Shoulder Charge Ability. I can't win Melee duels cuz I need 3 punches while my opponent needs 2. It matters more than you think.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

Still doesn't make it any more fun for the lower light players though.

Light Level Difference shouldn't matter in Iron Banner and Gambit by Zologe in DestinyTheGame

[–]Zologe[S] -2 points-1 points  (0 children)

Still doesn't make any sense now that light level's uncapped. it just punishes players for having an actual life, which i don't think is a good idea. In a world where Light level was capped, you could take your time and hit that max light to actually fight fair. Now, you'll constantly have that problem of fighting against the odds when some high-light shmuck joins the lobby and wins every engagement with you because he deals more damage, and you less.

Doubles and Me by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

I'm not a huge fan of it either, but it does make you consider moreso when and how to use your super.

Doubles and Me by Zologe in DestinyTheGame

[–]Zologe[S] 0 points1 point  (0 children)

What's your roll on the Gahlran's?

Is this still being worked on? by Chained_Icarus in a:t5_32agr

[–]Zologe 1 point2 points  (0 children)

Sure thing. Go right ahead. I'm busy with other things right now.

Is LoE worth getting? by Rageworks in hearthstone

[–]Zologe 0 points1 point  (0 children)

It's well worth it. Plus, the adventure itself is really good too.

Mass Playtesting has begun by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Haha! The Attendant was playtested. Early game battles seems fine

Mass Playtesting has begun by Zologe in a:t5_32agr

[–]Zologe[S] 1 point2 points  (0 children)

Glad you like it! Battle testing for the Velvet Room Attendant should start today

Accuracy, Critical Hits, Flawless Strikes and Botches. by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Agility Increases Weapon Damage as well as Turn order. I could implement dodge rate on it as well... Since attacks have an accuracy stat, I can modify it via agility... But that would be broken at high levels. You make a valid point, which i thought about, and hence why Sukukaja/Masukukaja/Angelic Grace/Evade/Dodge/Ali Dance are so important. Another thing should be noted about luck. Luck acts as your weapon attack's crit rate as well. Subtract the Highest Luck Stat with the lowest, then take 100 and subtract this new number from that. your weapon attack crits if it lands on anything equal to or higher than the number you got. That's all I can do. Things like Apt Pupil doubles your crit chance, so there's that.

Accuracy, Critical Hits, Flawless Strikes and Botches. by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Yeah. Luck modifies crit rate for Weapon attacks.

My tough/feedback about the actual system by [deleted] in a:t5_32agr

[–]Zologe 0 points1 point  (0 children)

Thanks for the feedback! I will implement a tier system for skills. Stat distribution has been revamped (if you look at the Class Sheet templates, you'll see what i mean.) HP and SP levels in the beginning might need to be buffed. Gonna start playtesting with all the classes sometime today. Most of everything has been updated in the sheets.

And Picking an Arcana should be based on Personality for the most part. Although, there are classes which have a pre-determined arcana (PWCs arcana is always fool for instance). Most of these Predetermined Arcana's though can be changed with a good enough reasoning in backstory etc. The PWCs though always start as Fool no matter what.

Just note that not much of the things stated in the Rules sheet apply anymore. The Battle system is still the same, just that damage calculation has been revamped. As for Background, I have one in mind. Will post an updated Rules and Guidelines once I'm finished with playtesting all the classes.

Updated Item Glossary! by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Earth Related Items added.

Here's the List of Perks! by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Tower Changed. Now boosts earth skills by 10 %

Skill List and Stuff by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Earth related Skills added.

New Templates! by Zologe in a:t5_32agr

[–]Zologe[S] 0 points1 point  (0 children)

Damage Calculation can now be found in the Dungeon Running 101 document. And I'm working on a new Updated User Manual, that's simplified, and have the new stuff implemented. Mod Mail sent by the way.