Gilding based combat caps

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Gilding based combat caps

Postby Burinn » Tue Feb 25, 2020 11:45 pm

wonder-ass wrote:
snapko wrote:maybe just add a hard cap for stat value in pvp? like anything above, for example, 1000 for pvp interaction counts as 1000. So you still have growth pve wise, but for pvp combat there are no infinite scaling.


why should you be able to 1 shot every animal in pve xd isnt that boring?


Yes.
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Re: Gilding based combat caps

Postby snapko » Wed Feb 26, 2020 9:30 am

wonder-ass wrote:
snapko wrote:maybe just add a hard cap for stat value in pvp? like anything above, for example, 1000 for pvp interaction counts as 1000. So you still have growth pve wise, but for pvp combat there are no infinite scaling.


why should you be able to 1 shot every animal in pve xd isnt that boring?


You already doing that anyway, so nothing changes xd
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Re: Gilding based combat caps

Postby SnuggleSnail » Wed Feb 26, 2020 10:57 am

I feel like this thread underestimates the differential between how good of a set an autist will make compared to a regular player
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Re: Gilding based combat caps

Postby Vraatjuh » Wed Feb 26, 2020 11:22 am

I actually quite like this idea.

SnuggleSnail wrote:I feel like this thread underestimates the differential between how good of a set an autist will make compared to a regular player


Doesn't the fact that most combat gear has no gilding slots kind of diminish this difference? With the limited amount of useful combat stats you can gild on 1 item, the effects will be a lot smaller than they are now between casuals and stat-titans.
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Re: Gilding based combat caps

Postby MagicManICT » Wed Feb 26, 2020 9:56 pm

Vraatjuh wrote:Doesn't the fact that most combat gear has no gilding slots kind of diminish this difference? With the limited amount of useful combat stats you can gild on 1 item, the effects will be a lot smaller than they are now between casuals and stat-titans.

it's primarily armor without gild spaces. For hunting, it's not hard to make the choice of minimizing the amount of armor you wear since most players use some sort of exploit to hunt, anyway.
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Re: Gilding based combat caps

Postby Vigilance » Wed Feb 26, 2020 10:28 pm

tbh i am cautious about pretty much any buffs to equipment after seeing the ridiculous 12-16 slot clothes of certain factional players, seemingly spammed out the ass totally legitimately not using bugs or coffers excessively

MagicManICT wrote:...minimizing the amount of armor you wear since most players use some sort of exploit to hunt, anyway.

what a venomous inaccurate statement based on a specific scope of time to give it any basis. you can do better than that.
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Re: Gilding based combat caps

Postby wonder-ass » Wed Feb 26, 2020 10:31 pm

Vigilance wrote:tbh i am cautious about pretty much any buffs to equipment after seeing the ridiculous 12-16 slot clothes of certain factional players, seemingly spammed out the ass totally legitimately not using bugs or coffers excessively

MagicManICT wrote:...minimizing the amount of armor you wear since most players use some sort of exploit to hunt, anyway.

what a venomous inaccurate statement based on a specific scope of time to give it any basis. you can do better than that.


nah fam its 28 now totally fair no bugs at all
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Re: Gilding based combat caps

Postby Potjeh » Wed Feb 26, 2020 11:55 pm

Remove gilding song, problem solved. If people can make 28 slots clothes without it, they deserve them.
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Re: Gilding based combat caps

Postby Vraatjuh » Thu Feb 27, 2020 8:00 am

MagicManICT wrote:
Vraatjuh wrote:Doesn't the fact that most combat gear has no gilding slots kind of diminish this difference? With the limited amount of useful combat stats you can gild on 1 item, the effects will be a lot smaller than they are now between casuals and stat-titans.

it's primarily armor without gild spaces. For hunting, it's not hard to make the choice of minimizing the amount of armor you wear since most players use some sort of exploit to hunt, anyway.


I know, therefore it would work perfect in pvp right? Since you want to wear at least some armor there. Stats in PvE were never really the problem to begin with, I think.
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Re: Gilding based combat caps

Postby borka » Thu Feb 27, 2020 9:56 am

Potjeh wrote:Remove gilding song, problem solved. If people can make 28 slots clothes without it, they deserve them.


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