Chef Archive
Thread: The Nerf Bat or No?
Requiring 10 experimentation points to max out a single category no matter what the max is seems a little extreme. IMO keeping a similar scaling but being able to reach max in 8 points would allow more variety in multi-category items. Or maybe have the percent gain depend on both the resource quality and the number of categories in the item.
Thunderheart wrote a post the other day saying that there would be a description of the new system getting posted, althouh he had said it was going to be yesterday. I'm curious to see the design decisions that went into this change: whether it's intended to bring down the power level of crafted items, what benefits it might have to crafters (such as amazing success increasing the max potential), and how resources with "capped" stats are supposed to be handled.
Ragnaat wrote:
Should I be worried about things like this, or is brandy normally so close to 50% that it takes minimal work to get it under? (also worried about filling + quality of other foods like sytnsteak, but eating multiple of those takes time + some digestion so the numbers are already kinda fungible)
The highest filling brandy I've made was 53 or so, and that was with some pretty crappy resources (while testing the revamp foods on TC). Some analysis based on the filling experimental percentages suggests that a 0% filling (say after a crit fail) would have a filling of 55. With most of my live resources, I usually get 50 Filling without any experimentation, sometimes 49.
One place where this would cause some problems would be the desserts that buff secondary stats. If you experiment Won-won, Kiwik Swirl or Vagnerian Canape up to around 55%, you get 33 filling, allowing you to eat three. Right now this usually eats up around half my experimentation points, after the experimentation change I'd either have to spend more points or find fruit and berries with near-perfect OQ and DR.
The revamp food chart has a range for the majority of the stats (I really should finish those up...), you can use that to estimate where unexperimented foods would start, it's generally about 15% between min and max.
I think that one of the major reasons for the toning down is the fact that the game is pretty easy. With the buffs that are available to everyone, and the armor, and the weapons, the PvE game (with the exception of a few mobs and the Gen Labs) is almost rote repetition. There isn't any challenge there.
There are only 2 ways to fix that:
1) Buff up every creature in the game. (unfortunately this would require a nerf to the CH class to keep them in line, and would be seen as a nerf by the BE profession since their pets would be less powerful in comparison to the new creatures).
2) Reduce the power level of the common items in the game (read: crafted items). This is a nerf to all crafters, but not really, because it's a lowering of the power level for EVERYONE. Nobody will be exempt. Eventually the whole game will be a little more challenging, and give the devs room to add in more special items in quests and/or loot drops that make up that difference without taking away from the scale of the game.
What is bad is that even though this change affects everyone, it will hurt crafters with gated resources the most. That means armorsmiths, certain weapon schematics (and the classes that use them), and probably certain consumable crafters. Anything that requires metal_x to have good CD (or whatever property), when metal_x never spawns with CD over 200, will suffer the most.
I say that we won't suffer much because none of the organics are gated, and most chefs don't use low quality resources.We maylose 50pts of buff on Vasarian Brandy, but even after losing 50 ptsyou can keep a +700 buff up continuously, which is stillan awesome mind buff. And hopefully after this change settles down we'll see some rare loot drops a little more often, like somedrops that turn your everyday +700 buff into a +1400 buff. It would definitely help break up the grind of pumping out the same thing every day.
Just my 2 credits.