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Hello everyone,
As mentioned in the devblog on the overhaul of stat-based passives, we are moving forward with you on several decisions that must be made, including resistance limitation, which is the topic of this workshop.
Here are the latest answers on this topic:
With all the changes that are planned in the devblog – especially the importance that secondary stats will have (Lock, Dodge, Parry, etc.) – the difference between these players will now be more noticeable in their other stats. However, resistances will continue to play an important role. Actually, the 35% in each element isn't necessarily given naturally in the various equipment combinations without involving smithmagic.
We don't want to separate PvP and PvM, as this would be detrimental to understanding and getting to grips with the game. We can appreciate that this change could be a problem on Ascension Island, as the concept involves scaling monsters. So, an adjustment might be made accordingly; the initial problem isn't resistances, but the damage value that some monsters can reach in this content.
But what do you think?
As mentioned in the devblog on the overhaul of stat-based passives, we are moving forward with you on several decisions that must be made, including resistance limitation, which is the topic of this workshop.
Here are the latest answers on this topic:
We're going to lose a lot of kamas with this change.
Current sets don't naturally reach 35% in each element, so items that are smithmaged with resistances will always have a high value. What's more, the topic of new trophies is still being discussed, and we think that with their introduction, the variety of item combinations that will then be possible will allow any smithmaged item to fit in, since these trophies would be conditional on not fully equipping sets.
Won't the gap between beginners and experienced players close?
With all the changes that are planned in the devblog – especially the importance that secondary stats will have (Lock, Dodge, Parry, etc.) – the difference between these players will now be more noticeable in their other stats. However, resistances will continue to play an important role. Actually, the 35% in each element isn't necessarily given naturally in the various equipment combinations without involving smithmagic.
Isn't it possible to apply this reduction in PvP only so as not to penalize PvM?
We don't want to separate PvP and PvM, as this would be detrimental to understanding and getting to grips with the game. We can appreciate that this change could be a problem on Ascension Island, as the concept involves scaling monsters. So, an adjustment might be made accordingly; the initial problem isn't resistances, but the damage value that some monsters can reach in this content.But what do you think?