pr0ger wrote:constitution is related with HP : pure magician, pure digger and pure crafter can learn it at trainers. I don't see where's the trouble you're mentioning... what ? because you have to also get sap/focus in those skill ? well, a melee have to get stamina either... This fix will balance the gameplay, no doubt about it.
They use constitution since all skills can learn constitution...
The concept of a 'pure' character is often thrown about on the forums as a reason for this to be changed or stay the same. I have yet to meet a Forager who hasn't leveled melee to get a few extra HP so they can survive the explosions or a mage how hasn't leveled melee to get more HP to use the HP credits.
Hit points are the back bone of all these types of games - the more you have the longer you last.
There seem a view that things should slow down progress of you character. I see that in all trees the progression rate is very fast, almost to fast.
ALL combat related skills can be leveled at the same speed. Elem is the fastest method of killing, but another player can use anyone of the other skill with an elem and achieve the fast 3k XP at the same rate as the Elem. As for harvest - this has got to be one of the easiest to level 2 players teamed can get 1511xp+ almost every pull (Solo is faster, but has greater risk) the 2 player team can stay in the lower regions longer than a solo forager can as the max XP they are aiming for is 1.5k not 2.8k. Crafting - is all about supply, more mats equals faster leveling, this is just fact.
Its a shame really, most of the players I grew up with have either gone for good or are suffering the same problems.
If I am honest - the majorty of the changes coming will have little effect, jewels and light armours are already being stock piled by guilds and power players. The next generation of players either won't know that there used to be unrestriced lights or will accept that they can only wear specific ql armours.
Who remembers the days of:
Focus heavy armour (Before malus/penalties worked)?
Tools that didn't have HPs?
Merchants that would add upto 20% to the buy price of your crafted items so you could sell them at a profit over the mats you bought?
Crafting missings that earned you a million dappers a time?
Tryker regions that couldn't be entered without a few AoD's in your team?
These were (mostly) things that need to be changed because they we basically silly.
I have always thought it silly to have no restrictions on jewels and lights for that fact..... There is no point having a skill where you only really need one player with that skill to serve the entire server.
The only reason we need more than one jeweler and light armourer is that they will be selective of who they make for.
A fighter will always have the greatest advantage when changing skills than any other 'class' as a result of the HPs.
So please for the next generation of players, because you have lost the first generation, slow down level progression and add something to do after level 150.