Idea for CB2 Improvement (in General)
January 27 2010 2:14 AM EST
Rune of Enlightment
"The RoE focuses all experience of an entire team on its wearer, but does not generate any additional exp gain." - as written in the Wiki
We have a bunch of tattoos, and this one seems the least one like a tattoo/rune or whatever this is. First of it doesn't make sense to List it under the "Most Valuable Tattooes". Obvious reason it doesn't level, meaning it remains at a base level of 20. I understand the intent of this piece in the game but I feel it was shoved into a class it should never have been. All it does is take up space for armor/cloak...it doesn't contribute anything that armor/cloak or another tattoo would. ....
....Then it occured to me, a new feature could be implemented. When you fight lets say you have 2 minions, in battle settings of sorts you can choose how you want the experience distributed. By default it will be seperated equally among minions, or if you want to tweek and customize you can put in your own values maybe or make preset experience distribution options. I figured this will give a new depth of customisation and strategy developing and make things more creative for people to want that extra little tweak to improve their character and team of minions by an extra 15% or whatnot and get the most of it. Perhaps make it a supporter-only feature to give that extra incentive to become a supporter like the Favorite List feature. Otherwise use the default equal distribution forumla for non-supporters.
Summary: My Idea in Short
1) Remove RoE from list of most valuable tattooes: as it makes no sense to rank it if it never levels.
2) Remove RoE as a rune/tattoo entirely as it doesn't really contribute much and actually takes away from the game.
3) Implement a minion experience distribution feature into the game, (perhaps maybe even supporters only?)
4) Refund players who own an RoE the current market price for an RoE with CB2
What do you guys think?
I like my RoE. I like the benefits I receive from my RoE. I would not be happy if my RoE and what makes my team/strat special just because not many people use it or others thinks it sucks.
January 27 2010 2:27 AM EST
Atually you have nothing to lose, you will keep your strategy of customizing your exp distribution and you will actually gain 2 slots on that cahracter so you can use special armor to boost your stats and a cloak to boost them and become more powerful or use another tattoo to deal damage or absorb it....
January 27 2010 3:14 AM EST
I like the idea, but I don't think it should be built into the game. I think we could convert the RoE into an Amulet, or a Body armor if you want to prevent the minion from having a tattoo as well.
Multiple of these equipped would distribute the exp evenly across the minions that have the items equipped.
The ROE still gives extra XP if you name it.
January 27 2010 1:39 PM EST
yea the amulet could work to free up the slots, i thought it was a neat idea overall for the game to add the extra feature. I figure all the pro top players would love to have that tinkering ability.
RoE was not meant to give any extra exp its more to differentiate naming and non-naming...which i think is stupid really.
I think most people can agree on one thing with me, current RoE shouldn't fill up a tattoo slot. (it doesn't behave like a tattoo should)
January 28 2010 2:51 AM EST
so noone else has any views on this, i would love to hear more of the Cb2 regulars but they haven't said much....
January 28 2010 3:37 AM EST
Wouldn't this change just annoy those who use RoE in their strat, and now suddenly everyone who've used another tattoo also get that benefit?
January 28 2010 7:20 AM EST
One of the best ideas yet
January 28 2010 8:52 AM EST
I would love the ability to move all XP earned onto a single minion without a tattoo taking up armour slots. My other minions are nothing more than kill slots anyway. It's my tank that needs the XP boosting. But I don't want to lose the ST/Dex and HP regen I get from my TSA and EC.
I feel moving the RoE away form the Tattoo slot would be the death of any less than 4 minion count teams.
Who wouldn't sacrifice the marginal bonuses (unless you specifically need Invisiblity) an amulet would provide on your main, for three kill slots
Or just shuffle it around two (or wear an AoE on both?), or three minions if you want the XP distribution.
January 28 2010 9:29 AM EST
"I feel moving the RoE away form the Tattoo slot would be the death of any less than 4 minion count teams"
- good point gentlemen, i haven't thought of that....you are right it would stimulate more 4 minion teams but I don't think it would necessarily kill of the other ones entirely, afterall I figure if a person has a 2 minion or three minion strat they would still go that way based on what they want trained and such. Because if you wants several powerful spells/skills across several minions you would be diluting your experience and those spells skills wouldn't be that powerful anyway, so certain people would stay with 1/2/3 minion teams. I mean as I see it, have less minions still has its advantages even in the new system. The only spells I can see someone create a new minion for that doesn't need alot of experience to begin with is maybe something like VA, but if you training something like AS you gonna need a lot of exp investment and it will take it away from other minions if you focus into one.
no offense still got to be able to afford kill slots u still can't just buy a 20hp kill slot. as an roe user i would love the change then i could use a proper tattoo.
January 28 2010 9:48 AM EST
you are right Immortal, but I figure most people would probably be able to bypass the cost by buying the minion earlier on in the game and it would motivate people to think of their strat and number of minions they gonna need at the beginning. There would be no real need to wait to train a new minion, unless you want the extra PR boost later on in the game. But yes it would be expensive to recruit a new minion so a person won't jsut be creating extra minions for the sake of it. Plus with people making quadriple hits in ranged or whatnot, I doubt a 20hp kill slot would do much. Also that kill slot would never effect SOD users due to splash damage. So i don't think it would be abused and everyone would just have 4 minion teams at all. I see alot of 3 minion teams being popular
"Atually you have nothing to lose, you will keep your strategy of customizing..."
I do loose something, my uniqueness. If you do change to RoE into an amulet or just a supporter option then everyone will do it since it has no negative effects.
If this was a supporter option there would be absolutely no downfalls to having 4 minions. You could have the same exp setup as either 1, 2 or 3 minion teams or anything else in between. What would there be to stop me for hiring and putting an AoI, RoFB, MgS, BoF on the front minion then using my second minion for SS and AMF and my large minion just as he is, and last another MgS minion with EH in the back. Then I can have my exp distribution as 0% for the first minion 25% for the second minion and 75% for the third and 0% for the last minion. I am even more focused than a 2 minion team, have all the benefits of a 4 minion team and have no draw backs.
I am not averse to improving the usefulness of the ROE. However, I don't feel this is a good way to do so.
January 29 2010 12:38 AM EST
no offense still got to be able to afford kill slots u still can't just buy a 20hp kill slot.
$12 apiece if ya do it right ~_^
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