Weaponsmith Archive
Thread: I think maybe krayt tissue is overpowered. Or everything else is underpowered.
Last Saturday a party of 20 from our PA (no pets)
All you needed to say
....
Pets are good, but AI really needs to target Healers and Damage dealers. If AI could do that more consitently, then Krayt guns would not be a problem, because most people would have the experience that you described....IE only being able to kill a handful, before you had to leave, or got wiped out.
Krayts should require a group of ten minimum....Even with a rancor beeting on it, the Krayt should automatcly go after a Commando/Riflemen that just smacked it for 2k+ damage
......It should go after the person who is stimming the Graul for 1k a pop hehe....
The core of the problem is not in the drop rate, its not in the fw5, its not even in the +100 Krayt tissues...It in the Mob AI and the general broken aspects of combat (100% damage on fire dots on a 100% heat resistent mob??) hehe.
If they fixed combat, the fw5 problem should take care of itself...
The supposed FWG5 nerf is a direct result of Riflemen complaining about it being overpowered.
Now, I agree, it's overpowered with krayt tissues. However, if Laser Rifles only needed 1 Krayt Tissue, we would not see a single complaint, which is the problem. Players aren't complaining because the gun is genuinely overpowered, players are complaining because "HIS PROFESSION IS BETTER THAN MINE THAT'S UNFAIR."
Removing the Blaster Power-handler from the FWG5 will destroy the gun, period. It will be useless, we'll be back to Scouts. Riflemen will still go without one single decent rifle that can be easily Krayt'd, so we'll have two problems on our hands.
The placement of krayt tissues needs to be revamped entirely. They should have never been placed as a direct enhancement to handlers. Heavy Weapons shouldn't be able to be krayt'd at all. Having such a speed enhancement to Flamethrowers is ridiculous. There's a reason those weapons cannot have powerups on them, and I think that same reason should apply to Krayt tissue.
Everyweapon should have a slot directly on the gun as a part of the final gun combine, for Krayt Tissue. Like an extra component, like an extra Blaster Power-handler slot. Profession-specific weaponry should require 2 tissues, but that is still disbalancing. Most profession-specific weaponry, the DX2 for example, has the potential to be a fantastic weapon. But having completely worthless Advanced barrels means they're not as good as they should be. If they're ever fixed (aka have the Rhodium component removed), then these weapons should require 2 identical tissues.
Krayt Tissues themselves should never hit over +100 damage. Even a FWG5 with a +30 tissue and a decent enough damage slice is a pretty damned nice weapon. If I had it my way, Krayt Tissues would never be over +30 while keeping HVFMs and Energy Capacitors in the game (seeing as Energy Capacitors would be actually worth a **edit** if Krayt Tissues no longer went directly into the power-handler slot), but I'm not sure how others would feel about that.
I agree with the general feel of this post, though, that we wouldbe much better off had they had never been introduced.
Greets ...
I am in agreement and also not.
I don't like the fact that enhancements are now sorta "required" in guns ... whether it's Kryats or HVFM's ... it's turned into bidding wars on the forums for these units to the point where you almost have to spend a good deal of time *out* of the game to just be competitive.
I am not sure if I am in agreement of dropping the stats ... I think that if the frequency were greatly reduced (by whatever means) that this would be less of an issue and krayts would show up less.
I think it's kind of good to have *some* uber components ... I don't know about 100+ ... that's a bit extreme ... but 60+? if they were few and far between? I could see that.
But I am kind of sick of hearing / seeing krayt this and krayt that ... first it was Star Wars ... the ProBot wars ... then PetWars ... now it's Krayt Wars ... geez ... what's next?
Why does modifying damage dealt by the weapon have to involve the enhancement at all. The programmers went through a great deal of trouble to develop weaponcrafting that was based on components and resources. My opinion is:
1) Dump tissue enhancements in their entirety.
2) Concentrate on fixing things that have been broken for a long time (e.g. experimentation in certain components, etc.).
3) Reprogram resource spawns to provide for better stats on essential metals (e.g. plumbum, rhodium) but keep a wide range (poor to uber).
4) Reprogram optional components to be relevant.
5) Provide for better multipliers off of resource stats or multiple components.
The reason I dropped EQ and DAOC to play this is because the crafting was actually well thought out. Then rather than fixing it and refining it they converted it to a drops-based endeavor. Just like EQ and DAOC. Make the above changes and it helps the ws profession and the resource wholesalers. Have any of the dev's spent any time in Kraytville lately. It's a friggin zoo! Uber hunters with AT's screaming at large PA groups. Everyone running over each other and KS at will. It's the most insane camping I've experienced having played this, EQ and DAOC.
If they are trying to promote group hunting, make UBER weapons isn't going to do it. This game started out as a unique design, but is slowly migrating into just another UO, EQ.