Ok but they are considering raising the cap to 820. So now you will be able to get over 920 on a template.you can already have 820 on many templates....I have three characters at or over 800 pts on one account. It really isnt hard. The only disadvantage to it is the new masteries but you can even get around that with a little shuffling
I like the way it is right now....you can hit 800+ if you want it...but there are sacrifices. It is all about the trade offs, and it should be that wayOk but they are considering raising the cap to 820. So now you will be able to get over 920 on a template.
You guys should have a "TC Experimental" server where you set the skill cap to 800, change players base HP, and do other weird things to see how they feel. Have a mandatory popup at every login that states "Nothing you see here is necessarily going into the real game!" so nobody gets confused.Raising the skill cap was something we discussed and considered (we discuss and consider a lot of things) during ToL development in the context of skill masteries. I touched on it briefly in our 2015 video and ultimately we decided to go the route of skill masteries. Increasing the skill cap opens the door to a big power creep and is a real balancing concern, so it's not something we are keen on doing anytime soon.
Do it for Siege only as it can be hard to add alot skills from items on SiegeWhat are your thoughts on raising the skill cap to 820? At the dev meet and greet they mentioned they have been discussing this in detail for quite some time. Personally I think it's terrible but what are your thoughts?
My problem with raising the cap is then you get to be much more like a Leveling game... first you increase the skill cap, then you have to up the mobs, then you up the skills, then the mobs.... etc....Raising the skill cap was something we discussed and considered (we discuss and consider a lot of things) during ToL development in the context of skill masteries. I touched on it briefly in our 2015 video and ultimately we decided to go the route of skill masteries. Increasing the skill cap opens the door to a big power creep and is a real balancing concern, so it's not something we are keen on doing anytime soon.
20 or 30 points more in the skill cap would go a really long way with a lot of templates. Anything more than that would be too much.I could maybe support increasing to 740 or 750, but not to 820. That's simply too high and will drastically change too many templates. If it ain't broke, don't fix it. I sincerely hope it isn't true that they're considering that much of a boost.
Agreed. Take a look at the history and how long it took to go from 700 to 720. IF they were to increase it, they should take it slow and in small increments. The next logical step of increasing would be to go to 725.20 or 30 points more in the skill cap would go a really long way with a lot of templates. Anything more than that would be too much.
Would be nice to have that, but the 720 cap is working OK so far.
I heard it was confirmed you weren't getting fired! Glad to hear it!Raising the skill cap was something we discussed and considered (we discuss and consider a lot of things) during ToL development in the context of skill masteries. I touched on it briefly in our 2015 video and ultimately we decided to go the route of skill masteries. Increasing the skill cap opens the door to a big power creep and is a real balancing concern, so it's not something we are keen on doing anytime soon.
I think the +Skill jewelry is the biggest reason why I'd rather them NOT increase the skill cap. I've seen what a skill cap of 1000 (don't ask) does to game balance. It's not pretty.I'd make it 840.
Back in the day when the skill cap was 700 you could max 7 skills. The game worked perfectly that way. They should have changed it to 840 when they brought in powerscrolls so you could max ... you guessed it .. 7 skills. 7 x 120 could have been balanced the same as 7 x 100 was.
Of course theyve fubared the whole system with skill jewellry but we are too far down that road to ever undo that pile of crap.
Agreed. But that doesnt mean the skill cap is the problem. an 840/820 whatever skill cap gives you the same choices and diversity as a 700 skill cap did when GM was the max. Skill jewels are what screwed the whole thing up.I think the +Skill jewelry is the biggest reason why I'd rather them NOT increase the skill cap. I've seen what a skill cap of 1000 (don't ask) does to game balance. It's not pretty.
I agree that +Skill jewelry is probably a mistake. However, making the skill cap 840 while still keeping the jewelry around would cause skillsets at least in the 900s. Raising the skill cap would worsen what is already considered a problem. They could always, I suppose, make a HARD cap of 840, which would mean that even with jewelry, the maximum your skill total could be was 840. Then, I might consider it okay. However, that would make +Skill items less valuable as well. So it's a slippery issue.Agreed. But that doesnt mean the skill cap is the problem. an 840/820 whatever skill cap gives you the same choices and diversity as a 700 skill cap did when GM was the max. Skill jewels are what screwed the whole thing up.
MalagAste's analysis is spot on.My problem with raising the cap is then you get to be much more like a Leveling game... first you increase the skill cap, then you have to up the mobs, then you up the skills, then the mobs.... etc....
Stuff gets too hard then it's too easy..... there is a delicate balance. And with so many different templates and character types it would be hard to keep some balanced and yet not over or underpower others.
Now as for the crafters.... I can see wanting to add skill points to them... but perhaps we need to look at other ways to get more out of crafting..... and how to make better use of skills.
Personally I always thought that crafters should get some sort of special things that they can craft and do with loyalty to various towns..... Like Minoc would obviously give bonuses to Blacksmithing, Mining.... and Tinkering... and should have special "Minoc" artifacts and deco items. Yew would of course get Bonuses to Carpentry and Brewing(Special recipes for the brewing of drinks etc...) and should have many Artifacts and such with maybe an Elven theme... Skara Brae would have Fletching and Sea Related things, Trinsic probably stone crafting, Britannia would have Music related stuff, Etc.... I think one could work it out logically.... this would give folk something to "Specialize" in and give them something to trade and sell with other crafters. And it would be even cooler if you could get parts from all the towns to make something super special like a Giant Telescope or something... A strong ship or special ship cannon..... etc... Would IMO help to bring back community and the need/desire to work together.
They need to have some massive event happen that nerfs every item in the game 50% or more so that those with multi kazillion gold suits & super uber armor and weapons startf inding it difficult to solo things. They upgrade the monsters for you few guys and the rest of us people who can't solo half the monsters due to our normal gear are even more screwed.MalagAste's analysis is spot on.
Our characters are OP as it is. The more you can solo the less you're playing a multiplayer game.
Hahahahaha! Why do you think I'm enjoying Seige so much? It's not the Dark Wisps I tell ya....those plucky suckersThey need to have some massive event happen that nerfs every item in the game 50% or more so that those with multi kazillion gold suits & super uber armor and weapons startf inding it difficult to solo things. They upgrade the monsters for you few guys and the rest of us people who can't solo half the monsters due to our normal gear are even more screwed.
Again a red herring. Yes, characters are over powered, but not because of the skill cap. They are OP because this game has turned into a complete item fest. Equipment is overpowered, not characters. Again, this game is f***ed beyond recognition from what it was. If you want it to be a skill based game then providing vastly OP'd equipment is not the way to go, although its irreversible now and one of the reasons why the game isnt a shadow of what it once was. So no ... skill cap isnt overpowering, its the over reliance on items that has caused it.MalagAste's analysis is spot on.
Our characters are OP as it is. The more you can solo the less you're playing a multiplayer game.
Characters' power is a combination of their skills and their gear. To object to raising the former in light of the latter is not a red herring. Two sides of a coin.Again a red herring. Yes, characters are over powered, but not because of the skill cap. They are OP because this game has turned into a complete item fest. Equipment is overpowered, not characters. Again, this game is f***ed beyond recognition from what it was. If you want it to be a skill based game then providing vastly OP'd equipment is not the way to go, although its irreversible now and one of the reasons why the game isnt a shadow of what it once was. So no ... skill cap isnt overpowering, its the over reliance on items that has caused it.
If I wanted to play solo I wouldn't be playing an MMO I'd be playing Diablo... oh wait I do play that.I'm all for everything being soloable. Not easy to find a group sometimes, even on more populated shards.
Okay. Doesn't change the fact that playing with others just might not be an option in this game at times anymore.If I wanted to play solo I wouldn't be playing an MMO I'd be playing Diablo... oh wait I do play that.
When I play an MMO I expect to play with others, not get all pissy about other people taking up what I want.
Yes, group hunts have become multiples of what were once singular group challenges. You don't do Medusa, you do multiple runs of Medusa for example....or Scalis....Dreadhorn...and so on.You're right they haven't raised the power of the Mobs they just made new harder mobs but they aren't harder skill wise they are harder to kill because they gave them insane amounts of HP and such making them grindy... like so many other things they keep adding to the game.
I recall many fun times when it took a guild to do things. Now no matter what they add to the game someone finds a way to solo it... and eventually it becomes weaker. And then when you want to do something with a group nothing is worth doing because most the time you stand about scratching your backside... and less time actually playing.
True. And both the new loot system, and the likely addition of skill points are both concessions to that fact. Perhaps it's that fact that bothers me more than concessions to it.Okay. Doesn't change the fact that playing with others just might not be an option in this game at times anymore.
That reminds me, UO needs dishwashersSee... that is where ya went wrong. You thought.