Just wanted to ventilate my opinion that minimum chance to fail a combine is extremely silly.
If they want a combine to be difficult and fail a lot, just increase the trivial. If they don't want anyone to attempt it, just set a required skill for it. Minimum chance to fail is just plain silly and ruins the progression oriented part that EQ is all about.
If a warrior falls flat down and dies with 5000 HP left, because mobs was hardcoded to kill anyone after it did 4000 HP, no matter if you are a caster with 4000 hitpoints or a Tank with 12000 HP, people would be upset.
If mobs was capped so you could never do more than 50 damage per second to it, no matter class, level, spells, weapons you used, people would be upset.
But if you are a tradeskiller, you are supposed to accept that no matter how high skill you have or how many aaxp ranks you have, you have a minimum chance to fail certain combines.
For example... Minimum chance to fail: 35% = 65% chance of success, wanting to do a combine with trivial 327.
You can stop skilling up at 247 if you have a +5% geerlok.
You can stop skilling up at 226 if you have a +15% geerlok.
You can stop skilling up at 214 if you have +5% geerlok and AAXP mastery rank 3.
Even high trivials such as 386, is easily capped. You need a skill of 256, a 5% geerlok and aaxp mastery rank 3, and voila! All time spent trying to skill up suddenly becomes useless as it will not make you better. (Altough having 300 will _look_ better.)
Since the skillup "nerf" it's also those last points that are hard to get, and with minimum chance to fail, they are not only hard to get, they are completely and utterly useless.
Such caps would never be accepted by the community in the areas described above, so why tradeskills?
If they want a combine to be difficult and fail a lot, just increase the trivial. If they don't want anyone to attempt it, just set a required skill for it. Minimum chance to fail is just plain silly and ruins the progression oriented part that EQ is all about.
If a warrior falls flat down and dies with 5000 HP left, because mobs was hardcoded to kill anyone after it did 4000 HP, no matter if you are a caster with 4000 hitpoints or a Tank with 12000 HP, people would be upset.
If mobs was capped so you could never do more than 50 damage per second to it, no matter class, level, spells, weapons you used, people would be upset.
But if you are a tradeskiller, you are supposed to accept that no matter how high skill you have or how many aaxp ranks you have, you have a minimum chance to fail certain combines.
For example... Minimum chance to fail: 35% = 65% chance of success, wanting to do a combine with trivial 327.
You can stop skilling up at 247 if you have a +5% geerlok.
You can stop skilling up at 226 if you have a +15% geerlok.
You can stop skilling up at 214 if you have +5% geerlok and AAXP mastery rank 3.
Even high trivials such as 386, is easily capped. You need a skill of 256, a 5% geerlok and aaxp mastery rank 3, and voila! All time spent trying to skill up suddenly becomes useless as it will not make you better. (Altough having 300 will _look_ better.)
Since the skillup "nerf" it's also those last points that are hard to get, and with minimum chance to fail, they are not only hard to get, they are completely and utterly useless.

Such caps would never be accepted by the community in the areas described above, so why tradeskills?


Seasons.
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