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This patch lived up to every single expectation I had for it, lots of bugs with no idea how/when they will be fixed. Ultimately because we are all learning the new mechanics and all melee characters will be replacing weapons it's probably the best time to come back to the game, closer to a level playing field.
The good:
Some of the new skills seem pretty fun/adds to the game play
Free stuff? I honestly would put this in both good and bad categories as it completely breaks Foolproof economy and the need to do certain end game quests at all but it also was necessary because of having to replace all your weapons.
The bad/ugly:
Added a lot of confusion particularly for casual gamers(no that's not me, I have wasted way too much of my life on this and other games...)
The weapon conversions were kind of smoke and mirrors, they didn't actually convert anywhere close to the maximum for weapons
Increased the number of junk weapons in the loot (400 wields are garbage now but still in tier 7 mob profile + MFK chests, they didn't scale like 420s did and that was intentional)
- - Sheer number of weapons that will have to be considered (now 21 1handed weapon types, all viable instead of 7 with only some being viable)
Major bugs or intentionally poorly converted weapons
- - Having a weapon buffed prior to the patch or tinked 1 time sometimes resulted in "uber" weapons, ie weapon damage that is beyond possible even under the new maximum.
- - Top damage UA and axe weapons converted to unusable stats. Axes went from 30-50 to .50-50 dmg, and if it was tinked you probably didn't use nearly enough granite to compensate for that.
- - UA converted to around 10-36 when the new maximum is 25-44 for light UA, which when you compare to Sword being only 2(?) points below it's absolute max after conversion is absolutely silly.
- - Missile weapons that you apply certain slayer properties to become un-wieldable due to a bug checking for a non existent Bow or Xbow skill. Certain quest weapons no longer self buff for the same reason.
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