- Sep 16, 2019
- 53
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As I've heard the sets will be reworked again, I'd like to present my idea (that I had a long time ago) to everyone and get your opinion.
Keep in mind, that this is not perfect of course. Problems and possible "solutions" are listed below as well as my opinion of the current system.
PLEASE READ EVERYTHING before commenting.
I think it would be a good idea to mainly "equalize" all stats for all classes and also differentiate between different types of sets.
What I mean is:
- normal sets (from mission): "progress" - set that helps you progress throughout the game
- chaos sets (from chaos mission): "glass cannon" - very high damage but nothing else
- dungeon sets (such as wind elf, bone, secma, elga): "all-rounder" - well, the name says it all
- glorious sets (trade-able from NPC for CP): "end game" - mix of glass cannon and all-rounder
progress: Should have some health to keep you alive, a bit of crit rate and damage, basically the sets you should use during to level up (progress)
glass cannon: High risk high reward, no health but high damage
allrounder: Survivability but also got damage (keep bonus stats on every part in mind)
end game: A bit more damage than glass cannon but not as squishy, it's the hardest to farm after all (see below)
Reason for these changes:
Right now there are mainly only 3 play styles: damage, tank/support and inbetween (or retarded if you count Drunkpex)
*evade rate is almost useless in this patch
**there are other possibilities for some classes but they are more fun orientated so I'm gonna ignore it (like MS stacking)
- damage: not much to say here
- tank/support: only available (useful) for mages, summoner(PvP) and paladin
- in-between: Try to deal damage but don't get 1hit x)
--> Most classes are simply stuck to damage yet their damage output differ very much.
Means everyone needs agility for crit rate, some health for survivability and crit damage to deal damage
==> Equalize the stats between classes and adjust the value to the class' characteristics
Here's an example:
*Keep in mind that the special sets still have their bonus options on every part so their actual stats are higher (mostly health, MS & AS, agility for thieves)
The reason the invoker stats are less than overlord is because invoker can utilize them more efficient because of the complicated play style (irony off)
Glorious sets should not be farmed through PvP but a with special items you get from dungeons and thus be harder to farm than the "normal" dungeon set.
The chart above is just an example. There may be multiple effects on "x part" options as it is right now.
The current Sorcerer sets also have the nice option of cooldown reduction so there may be even more "hidden" stats that may be useful. But testing is needed beforehand (% def on paladin sets is based on base def - useless)
################################################################################
Problems with that:
1. It may be hard to decide as to which stat the "class specific" stat is. Sentinel could have attack speed or movement speed
2. What if someone wants another stat instead for w/e reason?
3. To make things actually equal, A LOT of testing needs to be done to get the numbers right. The weapon damage and buffs affect this heavily as well
Ideas to these problems:
1/2. Having multiple versions of the same set with different stats so the player can decide as to what he prefers the most (will be a lot of work tho x))
EDIT so even blockheads can understand: Like a damage set and tank set
3. Kick Space's a$$ - JK, I'd also help
#################################################################################
Now I'd like to address the current sets / set system.
Right now, basically everyone is forced to use the dungeon sets. Normal and chaos sets are basically useless (some are "okay-ish" but still not worth compared to dungeon sets). The dungeons sets also have some "questionable" options. Next is the strange fact that (dungeon) sets option start with 4 parts, making it impossible to effectively mix them with other stuff.
The reason for the "strange" options (and main reason that normal & chaos suck) is that Fiso already planned them with the stat rework in mind.
Stat rework = make INT, STR, HP Reg etc. actually useful. However, the sets are useless until this is actually done.
As for mixing sets - I was told that it SHOULD not be possible but no reason as to why. This simply restricts the freedom of gear-choice of players (which is bullsh*t).
I'm also not a fan of the current "paladin has no choice but to be a tank" design.
Dragon Saga is a unique game (by design and amount of bugs) and you can't really give the classes a specific role like in other games (e.g. TERA). EVERY class needs damage to progress, to farm.
Right now, a paladins only job is to be a meat shield for Elga or to be a living time-reverse buff.
I'm not saying you can't enjoy the class but farming with it is simply like sticking your dingdong into a toaster and expect to get a good result.
The idea with multiple versions of sets could "fix" this as well.
(I'm pretty sure there are some typos in this wall of text, ignore them)
Keep in mind, that this is not perfect of course. Problems and possible "solutions" are listed below as well as my opinion of the current system.
PLEASE READ EVERYTHING before commenting.
I think it would be a good idea to mainly "equalize" all stats for all classes and also differentiate between different types of sets.
What I mean is:
- normal sets (from mission): "progress" - set that helps you progress throughout the game
- chaos sets (from chaos mission): "glass cannon" - very high damage but nothing else
- dungeon sets (such as wind elf, bone, secma, elga): "all-rounder" - well, the name says it all
- glorious sets (trade-able from NPC for CP): "end game" - mix of glass cannon and all-rounder
progress: Should have some health to keep you alive, a bit of crit rate and damage, basically the sets you should use during to level up (progress)
glass cannon: High risk high reward, no health but high damage
allrounder: Survivability but also got damage (keep bonus stats on every part in mind)
end game: A bit more damage than glass cannon but not as squishy, it's the hardest to farm after all (see below)
Reason for these changes:
Right now there are mainly only 3 play styles: damage, tank/support and inbetween (or retarded if you count Drunkpex)
*evade rate is almost useless in this patch
**there are other possibilities for some classes but they are more fun orientated so I'm gonna ignore it (like MS stacking)
- damage: not much to say here
- tank/support: only available (useful) for mages, summoner(PvP) and paladin
- in-between: Try to deal damage but don't get 1hit x)
--> Most classes are simply stuck to damage yet their damage output differ very much.
Means everyone needs agility for crit rate, some health for survivability and crit damage to deal damage
==> Equalize the stats between classes and adjust the value to the class' characteristics
Here's an example:
*Keep in mind that the special sets still have their bonus options on every part so their actual stats are higher (mostly health, MS & AS, agility for thieves)
The reason the invoker stats are less than overlord is because invoker can utilize them more efficient because of the complicated play style (irony off)
Glorious sets should not be farmed through PvP but a with special items you get from dungeons and thus be harder to farm than the "normal" dungeon set.
The chart above is just an example. There may be multiple effects on "x part" options as it is right now.
The current Sorcerer sets also have the nice option of cooldown reduction so there may be even more "hidden" stats that may be useful. But testing is needed beforehand (% def on paladin sets is based on base def - useless)
################################################################################
Problems with that:
1. It may be hard to decide as to which stat the "class specific" stat is. Sentinel could have attack speed or movement speed
2. What if someone wants another stat instead for w/e reason?
3. To make things actually equal, A LOT of testing needs to be done to get the numbers right. The weapon damage and buffs affect this heavily as well
Ideas to these problems:
1/2. Having multiple versions of the same set with different stats so the player can decide as to what he prefers the most (will be a lot of work tho x))
EDIT so even blockheads can understand: Like a damage set and tank set
3. Kick Space's a$$ - JK, I'd also help
#################################################################################
Now I'd like to address the current sets / set system.
Right now, basically everyone is forced to use the dungeon sets. Normal and chaos sets are basically useless (some are "okay-ish" but still not worth compared to dungeon sets). The dungeons sets also have some "questionable" options. Next is the strange fact that (dungeon) sets option start with 4 parts, making it impossible to effectively mix them with other stuff.
The reason for the "strange" options (and main reason that normal & chaos suck) is that Fiso already planned them with the stat rework in mind.
Stat rework = make INT, STR, HP Reg etc. actually useful. However, the sets are useless until this is actually done.
As for mixing sets - I was told that it SHOULD not be possible but no reason as to why. This simply restricts the freedom of gear-choice of players (which is bullsh*t).
I'm also not a fan of the current "paladin has no choice but to be a tank" design.
Dragon Saga is a unique game (by design and amount of bugs) and you can't really give the classes a specific role like in other games (e.g. TERA). EVERY class needs damage to progress, to farm.
Right now, a paladins only job is to be a meat shield for Elga or to be a living time-reverse buff.
I'm not saying you can't enjoy the class but farming with it is simply like sticking your dingdong into a toaster and expect to get a good result.
The idea with multiple versions of sets could "fix" this as well.
(I'm pretty sure there are some typos in this wall of text, ignore them)
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