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  1. #121
    Junior Member Online status: Theophilos est déconnecté Reputation: Theophilos the Neutral
    Date d'inscription
    juin 2011
    Messages
    12

    Re: RK changes on Bullroarer

    Citation Envoyé par Bradegor Voir le message
    And totally agree about passives, please take OCMR, OCPR, Agility away from our runestones. Or just give stats to an offhand so more and better itemization (i wouldn´t mind if that means losing the DPS of a 2 hander).
    I know it's been mentioned before, but we don't have a two-handed weapon. We have two one-handed weapons that happen to take up one slot on our character panel. Despite in-game references to our runestones consistently being in the singular, our runestones are most certainly a plurality. We carry an identical one in each hand. If we reach into our satchel and pull out a different weapon to equip, we are equipping two new stones.

    I think that a simple fix for the issue of the perplexingly random fixed stats on our LIs is to allow us to equip two different one-handed stones. Obviously, our main-hand stone would remain our LI, albeit with no fixed stats and appropriately adjusted DPS values. Our off-hand stone could then be any of the non-legendary runestones that already exist in the game, fixed stats intact, and again, appropriately adjusted DPS value.

    It's somewhat mystifying that runestones with an equippable level of 51+ exist at all. I've only been around for a year or so, so I don't know if these items served a purpose at some point in the past or not. I can think of a few logical explanations that might explain the existence of these items:

    1) The stones are vestigial items from a time before the legendary item system was implemented. If this is the case, developers mistakenly left these items in the game. This hypothesis loses credence when considering the level of the non-legendary runestones in the game. They are craftable from barter recipes up to level 65. This might help explain why there are no non-legendary runestones craftable at the Westfold tier. However, it fails to explain why non-legendary stones can still drop from mobs killed in the environment.
    2) The stones were left in the game for casual players who haven’t the time or the inclination to figure out the LI system.
    3) The stones are still around because at some point in the future, Turbine plans to unveil a class in the future that uses runestones as an off-hand or ranged weapon. Off-hand obviously wouldn’t make sense, as the stones are ostensibly two-handed weapons from an inventory standpoint, unless…
    4) Runestones were at some point intended to be one-handed weapons that would function in a manner that complemented each other in a manner described above, basically. Supporting this hypothesis is the fact that the RK clearly is holding two stones, not just one. Is it possible that, because of the current (i.e. pre-Update 6) state of elemental affinities, the devs had to scrap the idea of dual stones due to the complex issues that might arise if runestones of different affinities were equipped? If this is anywhere near the mark, a strong case could be made for the implementation of dual-wielding one-handed stones in the Riders of Rohan expansion this fall, now that affinity will no longer be determined directly by the runestones themselves.

  2. #122
    Grand Member Online status: Silverangel est déconnecté Reputation: Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads Silverangel the Watcher of Roads
    Date d'inscription
    mai 2007
    Localisation
    Tempe, AZ
    Messages
    3 037

    Re: RK changes on Bullroarer

    Citation Envoyé par Theophilos Voir le message
    It's somewhat mystifying that runestones with an equippable level of 51+ exist at all. I've only been around for a year or so, so I don't know if these items served a purpose at some point in the past or not. I can think of a few logical explanations that might explain the existence of these items:

    1) The stones are vestigial items from a time before the legendary item system was implemented. If this is the case, developers mistakenly left these items in the game.
    The RK was added with Moria at the same time as LI's. The non-LI stones are supposed to be for affinity, afaik. If you need an affinity but don't have an LI for it--you swap.

    I had a question: is this problem being fixed: unable to cast Prelude To Hope if you're targeting anything that isn't either friendly or actively attacking you. You get the "unable to help target" error message. This has been so annoying for so long.

  3. #123
    Grand Member Online status: revoked est déconnecté Reputation: revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads revoked the Watcher of Roads
    Date d'inscription
    juin 2009
    Messages
    1 977

    Re: RK changes on Bullroarer

    There are also people who choose not to use LIs for w/e reason. I think non-LI weapons are left in the game for them.

  4. #124
    Poster of Note Online status: Telcharan est déconnecté Reputation: Telcharan the Neophyte Telcharan the Neophyte Telcharan the Neophyte Telcharan the Neophyte Telcharan the Neophyte Telcharan the Neophyte
    Date d'inscription
    mai 2008
    Localisation
    North-Eastern US
    Messages
    587

    Re: RK changes on Bullroarer

    Citation Envoyé par Silverangel Voir le message
    I had a question: is this problem being fixed: unable to cast Prelude To Hope if you're targeting anything that isn't either friendly or actively attacking you. You get the "unable to help target" error message. This has been so annoying for so long.
    Now that you'd mention it, yes. I noticed when first on BR doing some testing that I could heal myself while targeting passive/out of combat enemies or NPCs and as you mentioned that isn't currently possible; I'd filed it away under miscellaneous nice changes and then forgot about it. I'd never heard that they'd planned on fixing it (as it technically I don't think you could have called it a bug) but they seem to have done so, which is rather nice.

    Toltrandor - Rune-keeper | Telcharan - Lore-master | Vorhedar - Warden | Halthinian - Hunter (mostly retired)

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