"Gifted Rider" shouldn't be a slottable.

  • Crimsonwolf666
    Crimsonwolf666
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    I agree that much of the green tree shouldn't be slottable, but....the gift rider can have consequences for PvP. Afterall the faster one gets to keeps and outposts the faster the save/retake/take is. Don't get me wrong I would love for it to be slottable, but I am being realistic. But that advantage would only be for so long before everyone had it, or most everyone had it. So debatable.
  • Rex-Umbra
    Rex-Umbra
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    All greens should be passive.
    Xbox GT: Rex Umbrah
    GM of IMPERIUM since 2015.
  • Northwold
    Northwold
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    Again, that's why I'm asking what's your build that requires you to switch out gifted rider?
    If you're crafting, you're not riding
    If you're farming, you're not riding either
    If you're robbing, you're not riding.

    This is plain not how the game has been set up. It's super niche (though in present company you might not realise) to devote all your time to farming, or stealing, or crafting.

    Let's give a more typical example of how the game is played.

    - You select a quest in your journal.

    - You ride out from the wayshrine on, yes, that certainly looks like a mount.

    - Along the way you see a node, because they didn't place the nodes in Nodelandia, the zone exclusively dedicated to farming with nothing but nodes.

    - You get off the mount and harvest it.

    - You get back on the mount again and ride to your quest destination and do the quest in a delve.

    - In the delve you open some containers. Who knows, there might be a furnishing plan.

    - You ride back to town to turn the quest in.

    - On your way you see a treasure chest. You get off to open it.

    - And on the outskirts you get off your mount to pickpocket a random NPC because they did not put all pickpocketing in Stealingworld.

    Rinse, repeat.

    So, unless the green tree was designed to cater only for the niche players who literally dedicate whole characters to doing nothing but the one activity over and over again, it does not match how the game has actually been designed and how people play it. In the -- very typical -- jaunt described above it would be plain nuts to be constantly changing your slotted skills. And, yet, that is what the green tree needs you to do if it's to be useful.

    It is badly designed and made the game noticeably more tedious to play than the system it replaced.
    Edited by Northwold on April 17, 2022 11:11AM
  • Hurbster
    Hurbster
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    I'll be honest, most of the green tree should be passive. Doesn't make sense and the 'choices' excuse is in my mind a poor one. Maybe a % boost according to how many points are in each choice.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • spartaxoxo
    spartaxoxo
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    Northwold wrote: »

    Again, that's why I'm asking what's your build that requires you to switch out gifted rider?
    If you're crafting, you're not riding
    If you're farming, you're not riding either
    If you're robbing, you're not riding.

    This is plain not how the game has been set up. It's super niche (though in present company you might not realise) to devote all your time to farming, or stealing, or crafting.

    Let's give a more typical example of how the game is played.

    - You select a quest in your journal.

    - You ride out from the wayshrine on, yes, that certainly looks like a mount.

    - Along the way you see a node, because they didn't place the nodes in Nodelandia, the zone exclusively dedicated to farming with nothing but nodes.

    - You get off the mount and harvest it.

    - You get back on the mount again and ride to your quest destination and do the quest in a delve.

    - In the delve you open some containers. Who knows, there might be a furnishing plan.

    - You ride back to town to turn the quest in.

    - On your way you see a treasure chest. You get off to open it.

    - And on the outskirts you get off your mount to pickpocket a random NPC because they did not put all pickpocketing in Stealingworld.

    Rinse, repeat.

    So, unless the green tree was designed to cater only for the niche players who literally dedicate whole characters to doing nothing but the one activity over and over again, it does not match how the game has actually been designed and how people play it. In the -- very typical -- jaunt described above it would be plain nuts to be constantly changing your slotted skills. And, yet, that is what the green tree needs you to do if it's to be useful.

    It is badly designed and made the game noticeably more tedious to play than the system it replaced.

    Absolutley. The idea itself of giving choices to be better at a particular trade or feat isn't a bad one. It's pretty basic game design. So they wanted people who DO spend a lot of time fishing to be better at fishing than people who don't, for example.

    The problem is that they completely ignored how such people interact with the game. Most people participate in all pf the activities sometimes, and then dedicate some portion of their time to whatever their chosen gameplay niche they want to focus on as a side activity. Which means nobody that is going to do a lot of mat gathering will not have the gatering speed passive, but everyone will want to use it at least some of the time.

    The better thing to do would have been to make all of those gathering speed and increased loot items passive, and then make the slottables stuff that would only be meaningful to people actively engaged in a lot of that gameplay on a regular basis. That way they'd mostly just want to keep the stuff slotted they use most often, only swapping when they want to engage in activity outside of their usual stuff. That's how the blue and red tree slottables are used. They aren't annoying because you only occasionally would want to switch them up.

    PvPers and the mount speed, the skill that sheds heat and makes you invisible after using BOE, perhaps a slottable that makes potions not consumed when used in a house (scorepushers would love that, people who don't do dummy testing would seldom have a use for it). This way the choices would actually be meaningful because they'd be designed around how people actually play
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