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Twilight's Tide Review

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IVendettaI
Posts: 95

Twilight's Tide Review

Post#1 » Sat Jul 22, 2023 4:16 pm

To begin with, I find the event really cool. Creating an event to craft something that most people have the least on the game is well done! There are a good number of rings, and the crafting system is a good idea, as well as the resource gathering.

Now, there are several issues, in my opinion:

1) Talisman slot disappears:

Yeah... I understand the idea of not disadvantaging people who cannot participate in the event or those who join after it, but why? They will probably have another opportunity to obtain them under different conditions. Despite the fact that you've added a significant number of different stats, most "optimized" players have sets of jewelry... So, we need to consider that people have 2 rings + a set bonus. Unfortunately, the set bonus makes all the difference. When we take a closer look and ignore the current talisman slots, few of your rings match up.

Example:

- Genesis Aspect + Remnant = 24 wounds + 61 strength + 24 initiative + 36 Melee Power
- Annulus Onyx + Ruby = 40 strength + 55 Weapon Skill + 15 wounds + 1% crit + 1% armor pen (so ~ +10 Weapon Skill)

Genesis = 145 stats / Annulus = ~ 120 stats

Why put wounds instead of strength on Onyx? There would have been more interest despite the difference in stats, but the stats would be more focused on DPS. It's a shame!

If the talisman slot were permanent, the Annulus would have been more powerful than Genesis by only 23 stats (with +24 talismans). Also, the issue with wounds on Onyx wouldn't have existed.

The Annulus are mythical rings, not the Genesis. Yes, they don't provide the same stats, and the Annulus offer percentages, but it's still not enough in my opinion.

However, the Annulus are good when not paired. But that makes them interesting to fewer people.

2) We can't choose the additional stats due to the upgrade to mythical. Personally, I would have liked a parry or even block bonus on my strength ring instead of the crit %.

3) The resource nodes for farming are "hidden", which I don't really understand. They are in RvR zones, and on top of that, you have to waste time looking for them behind a tree or in a tent... I find that unfortunate. Now, when the spots are known to everyone, it won't be much of an issue, but still!

4) The event area in the capital city freezes my game when it loads.

5) There is no blue dye... Like BLUE, PRIMAL BLUE, RGB BLUE, Not sea blue or another strange blue lol... Maybe next time!

Overall, despite all that I've mentioned above, I'm quite happy with this event. I'm actually much happier with the general idea of the event than its content. It's quite daring, and I like that. Now, there are flaws, but it's evident that if you don't test, you won't make progress.

In my view, it's genuinely successful.

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Omegus
Posts: 1530

Re: Twilight's Tide Review

Post#2 » Sat Jul 22, 2023 4:28 pm

IVendettaI wrote: Sat Jul 22, 2023 4:16 pm - Genesis Aspect + Remnant = 24 wounds + 61 strength + 24 initiative + 36 Melee Power
- Annulus Onyx + Ruby = 40 strength + 55 Weapon Skill + 15 wounds + 1% crit + 1% armor pen (so ~ +10 Weapon Skill)
How high can you get a single stat from combining a purple and orange version? That seems to be where a lot of the power comes from if you use multiple rings: to dump huge amounts of stat points into a single stat.
Zomega
Gone as of autumn 2024.

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IVendettaI
Posts: 95

Re: Twilight's Tide Review

Post#3 » Sat Jul 22, 2023 4:32 pm

Omegus wrote: Sat Jul 22, 2023 4:28 pm
IVendettaI wrote: Sat Jul 22, 2023 4:16 pm - Genesis Aspect + Remnant = 24 wounds + 61 strength + 24 initiative + 36 Melee Power
- Annulus Onyx + Ruby = 40 strength + 55 Weapon Skill + 15 wounds + 1% crit + 1% armor pen (so ~ +10 Weapon Skill)
How high can you get a single stat from combining a purple and orange version? That seems to be where a lot of the power comes from if you use multiple rings: to dump huge amounts of stat points into a single stat.
You can't do it. You can have only one "Ruby" or one "Amethyst" if I don't say ****. I understand that on Discord.

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Omegus
Posts: 1530

Re: Twilight's Tide Review

Post#4 » Sat Jul 22, 2023 6:36 pm

Okay, all I saw on the rings was that they were unique equipped (which means properly unique), didn't realise there were extra restrictions on them.
Zomega
Gone as of autumn 2024.

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BluIzLucky
Posts: 787

Re: Twilight's Tide Review

Post#5 » Sat Jul 22, 2023 7:30 pm

Wouldn't mind having them in the game if the professions are permanent.

Going back to my old item power calculations, 2p Genesis/lotd clocks in at around 200, 2p Annulus comes in at around 262 with special talisman and 190-210 without.

Fyi, 2p Gunbad comes in at 172-212.

Any OPness would come from 3x5% parry (if possible, would be +7% more than you can get now), or 3x3% heal crit, etc.

I think they should keep the rings with the special talis slot, but restricted to Jewelry Slot 2, so you can only wear one (meaning you'd lose raw power vs 2p genesis/lotd).

This will give a whole set of new crafting professions with very little power creep.

Dump all the merchants in a corner and make the shards (or whatever they are called for the talisman craft) purchasable with War Tokens (pq) once the Chaos invasion is over and the daemons are gone, the 2 other profs stay as is. And call it a day :)
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

User avatar
IVendettaI
Posts: 95

Re: Twilight's Tide Review

Post#6 » Sat Jul 22, 2023 9:08 pm

BluIzLucky wrote: Sat Jul 22, 2023 7:30 pm Wouldn't mind having them in the game if the professions are permanent.

Going back to my old item power calculations, 2p Genesis/lotd clocks in at around 200, 2p Annulus comes in at around 262 with special talisman and 190-210 without.

Fyi, 2p Gunbad comes in at 172-212.

Any OPness would come from 3x5% parry (if possible, would be +7% more than you can get now), or 3x3% heal crit, etc.

I think they should keep the rings with the special talis slot, but restricted to Jewelry Slot 2, so you can only wear one (meaning you'd lose raw power vs 2p genesis/lotd).

This will give a whole set of new crafting professions with very little power creep.

Dump all the merchants in a corner and make the shards (or whatever they are called for the talisman craft) purchasable with War Tokens (pq) once the Chaos invasion is over and the daemons are gone, the 2 other profs stay as is. And call it a day :)
I don't know how you calculate your item power, but personally, I usually just add up the stats, and that's how it works in similar games (although not really in RoR).

So, if we calculate it based on the ILVL linked to the values of an item's stats, having 2 Annulus rings with talisman slots is only slightly stronger than having 2 Genesis rings, which only give basic stats.

To clarify, Genesis rings are level 36, while Annulus rings are level 40. Genesis rings with full stats offer more resistances than Annulus rings (64 vs. 60).

Therefore, even without considering the resistances, the Genesis rings seem to come out on top, and the gap widens when taking the resistances into account, although it may not be by much.

Even the Bloodmoon ring has a better ratio of stats to resistances for tanks, providing 31 strength, 10 wounds/ini/WS, and +78/79 resists (equivalent to 61 stats vs. 55 + %).

In this context, the Annulus rings should perhaps keep the option to equip two different ones with talisman slots, or there should be a better stats ratio since they are mythic rings (70 instead of 55). That way, we could have something like:

50 strength, 20 WS + 1% crit / 50 WS, 20 wounds + 1 armor pen (without talisman slots)

Even with these changes, they would still be very similar to Genesis rings and not necessarily superior. However, it would offer players a choice of different stats since there are no Genesis rings with WS, for example.

The option with talismans is more favorable and versatile. Players could create the ring of their choice with the base of their choosing, making them all more interesting. For instance, the Citrine - I could be mistaken - but no one would really use it because initiative is not a stat players usually focus on; they simply settle for what is on the gear without really trying to get a good amount of it. Initiative is relatively secondary, yet it is the main stat for Citrine. Consequently, it's not a preferred ring. However, with a talisman, even this ring could become a viable choice if someone finds that they are lacking in initiative but still want a primary stat, for example.

One problem with the event is that once it's over, what remains will be almost useless. It seems they wanted it to have a lasting impact, which is a shame.

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BluIzLucky
Posts: 787

Re: Twilight's Tide Review

Post#7 » Sat Jul 22, 2023 10:59 pm

Item lvl doesn't really directly matter, it's a guidance. And not every stat is worth the same.

Annulus power:
55 from stats, 30 from resist, 10 from % stat, 36 from talis slot = 131 x 2

Genesis power:
54 from stats, 32 resist, 0 from %, 18 set bonus = 104 x 2.

Without talisman slot they will generally be a small upgrade over some gunbad rings, making them pretty close to Genesis, if you really want certain % stats like heal crit or run 3x set rings (sent+sov+VW).

Anyway, seems very to get in 10 days and very minor upgrade if at all without tali, so just bringing that to light, since I see a lot call them OP.
And if the devs didn't wanted to make it permanent gove my two cents above.
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

User avatar
IVendettaI
Posts: 95

Re: Twilight's Tide Review

Post#8 » Sat Jul 22, 2023 11:51 pm

BluIzLucky wrote: Sat Jul 22, 2023 10:59 pm Item lvl doesn't really directly matter, it's a guidance. And not every stat is worth the same.

Annulus power:
55 from stats, 30 from resist, 10 from % stat, 36 from talis slot = 131 x 2

Genesis power:
54 from stats, 32 resist, 0 from %, 18 set bonus = 104 x 2.

Without talisman slot they will generally be a small upgrade over some gunbad rings, making them pretty close to Genesis, if you really want certain % stats like heal crit or run 3x set rings (sent+sov+VW).

Anyway, seems very to get in 10 days and very minor upgrade if at all without tali, so just bringing that to light, since I see a lot call them OP.
And if the devs didn't wanted to make it permanent gove my two cents above.
Stats don't hold the same sentimental value for people, but in reality, they have the same weight, whether it's strength, toughness, or initiative, it's 1050 for the softcap. Moreover, it's evident when looking at rings, as they all have different stats, but they carry the same value in terms of stats, regardless of which one it is. The Citrine ring is an excellent example since initiative is generally considered a secondary stat and forms the basis of this ring. Therefore, the value of the "base" stats remains the same.

Percentages are indeed superior stats, but not significantly superior enough to justify a situation where a mythic ring has fewer stats than a non-mythic level 36 ring. For me, a talisman slot is equivalent in value to the most potent talisman that can be equipped (so +24).

I don't know if the developers will react and find this criticism constructive and deserving of implementation in the game, but I'm here to make suggestions, and as long as I'm not banned, I have the right to continue. :lol:

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Sulorie
Posts: 7461

Re: Twilight's Tide Review

Post#9 » Sun Jul 23, 2023 9:16 am

The ability to slot armor talismans makes them so good, e.g. for healers to replace genesis 2pc.

The rarity color doesn't matter at all here.
Dying is no option.

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IVendettaI
Posts: 95

Re: Twilight's Tide Review

Post#10 » Sun Jul 23, 2023 11:46 am

Yes, it's good.

Rarity it matter. Lvl too. Genesis are lvl 36. Annulus lvl 40.

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