If the component bonuses are removed how will you make up for the lack of stats that go along with it?
We already know of Augments and Devotion which will obviously be adding stats of some type.
But will the initial components themselves be improved upon? Will new components be added to make up for the lack of specific stats? And if so how will that alleviate the freedom component bonuses have when it comes to being flexible and catering to more specific needs/builds.
For me, the benefits to inventory management alone make voting Yes a no-brainer. I’m tired of switching back and forth between four mules to hunt for the best of a particular component, all while trying to remember my character’s gear loadout and needs. I’ve recently been considering writing a feedback post to go over areas where I think this fantastic game could be improved, and the frustration of completion bonuses would have been my #1 issue.
Beyond that, I don’t get why people think completion bonuses actually offer meaningful customization. I’ve never once agonized over bonus X or bonus Y on the same component type–one is always just better than the other for a given character. Sure, a different character might prefer the “other” completion bonus, but that simply seems to be a need dictated by the build or gear choices rather than an option that influences the build choice–resistance bonuses being a good example of this. On the other hand, I have agonized over the choice of which base component to use, which for me is exactly where the customization element of components is and should be.
That said, I think the devs will have to be very careful about how they implement this change in order to prevent a loss of power level for characters. In particular, characters need options to shore up their resistances, and it’s also very hard to fairly compensate a character for losing a +1 to skills bonus. I think a lot of people who are voting No are doing so because they fear a loss of power level, even though that’s not necessarily what will happen.
The Bounty System increases replayability. Their point is that removing the completion bonus increases the replay value even more when it comes to more options for Bounties.
I like the idea, we already have components with very few random bonuses (just one, but random value range (Attuned Lodestone, Kilrian’s Shattered Soul), three bonuses but fixed values (Bindings of Bysmiel, Prismatic Diamond).
Doesn’t really solve the problem entirely as you still cannot stack the ones with random bonuses, but at least it could solve the quest issue.
I haven’t got a Chains of Oleron or a Hallowed Ground with a +skill on it. I’ve never been able to complete one. I keep getting %health. So that’s not it for me.
I’ve also been moving my characters aside and starting from scratch almost every build. It seems like that was the best way to test the game and support Crate in their development efforts. It seems like maybe that was not wanted or necessary - the supporting Crate part.
Not really, the point is that removing the completion bonus decreases replayability, by more than the small convenience in the bounty system helps with it.
My experience is that the last patch damaged game balance considerably. The change to criticals makes fewer skills viable becuase now you pretty much have to choose skills that give crit damage - they far outclass those that do not.
We also have decreased build diversity since the removal of the two easily obtained plus skills reinforces the “one-button spam” style of game play. I think builds that use a wide variety of skills (the entire mastery, for example) are really fun and those builds are severely diminished now.
I say we settle this the old fashion way…on the battlefield. PvP style. An elimination tournament where all of those on “team yes” battle those on “team no.”
I believe team no is made up of mostly experienced players and team yes is comprised largely of new comers who finds this current system tedious or dont have a full understanding on how powerful component bonus can be.
I personally use a lot of the component bonus to improve my characters or help certain characters able to wear certain gear without investment into attributes. Currently each pt you into attributes adds +8 to that stat. If people like me who wants to min max and reach breaking points sometimes you dont need +8 spirit to wear that ring but just +3 and thats where component bonus shine.
Please get rid of the randomization of components. Managing components takes up 75% of my time while I’m at the stash dealing with inventory, not to mention picking up all of the low level components while doing the ‘action’ part of the ARPG. I’d also like to see the random stats on the epics gone. Too much time is spent comparing epics for those that want the very best. Are epics unique and shouldn’t unique items be unique? The blacksmith provides more than enough variety for players who wish to crunch numbers.
lol if you wanted the very best you wouldn’t be wasting your time looking at epics
I guess I’ll just have to start using even more Incorruptible gear to make up for the lost of Resists on my Jewelery Components, or maybe Crate will surprise me and make it so Rolling Bloods Generic completion bonus is +6% Aether Resist & +6 Chaos Resists
And hopefully they wont mess with Black Tallow as it is really good with completion bonus of 12% Chaos Resists
Use the existing UI of the blacksmith and have it so if you go to the blacksmith then combine components, you get a chance to get one of the existing completion bonses, maby at a small cost. But if you combine components yourself, you get the new static bonus for each component.
Do it in a quick automatic way where if there is enough of the component pieces in your inventory to make a completed component, it would be automatically shown in those center squares at the blacksmith, and a price shown at the bottom to complete it for you. That way it’s still just one click, unless you switch the component type that is shown manually.
Then for stackability, have it so if you combine any one created at a blacksmith with regulars, it would turn that component into a regular bonus component. You pay for a chance to get a good component, don’t like it, dump it into the pile of regulars.
This way you can still get the chance to look for good components for gear, like you do now. But for people who don’t want to do that or components they just don’t care about, they can just quick combine them, then stack them.
I believe the problem lies at the knowledge of the game and be able to decide what to keep and what not to keep. What are good component bonuses and what are mediocre or bad ones. If you throw away all the bad ones everytime you see one you ll have much more stash space. And to know which material can give what bonuses. All this information can be found on grim item website.
There are materials that I dont pick up because I know I already have the bonuses Im looking for or some that i will never use in my characters. Some materials need balancing and I think thats a valid point but getting rid of bonuses once and for all is not a good decision.
This game currently has much lower customization than it’s peer games. We’re about to get a lot more in B25, but no one other than the playtesters really know what that looks like yet.
I am going to reverse my opinion on this. Crate - you should cater to people who want a simpler game. I can wait for, and/or make, “Underlord GD”.
(Ceno, this is what I was talking about in the other thread a few days ago.)
this much seems almost objectively false, most of the strongest builds in the game have zero sources of critical damage, and most of the skills that have innate crit damage bonuses are honestly not strong skills in the first place. blade arc, cadence, lethal gambit, searing strike, and trozan’s sky shard aren’t strictly outclassing anything.