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An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 8:49 pm
by Aileron
Please refer to this piece of work:
Strangling Vines skill does not stack.
It has a 30 second duration.
Normal recast time is 13 seconds.
What benefit does a reduction in recast time (even if it's 30%) would give a druid besides casting again when it gets evaded?
This bracer comes from the toughest boss in the game, yet entirely useless as no druids would choose gear to recast faster because spells get evaded. Druids would likely choose +Nature Magic gear instead to reduce chances of evasion.
I was just wondering if this was just a random skill picked by the OTM loot designer or was there really a purpose to choosing it over Lightning Strike?
Does any OTM developer actually play a druid?
P.S. To all mods - I'm not giving a feedback or giving a suggestion and I am not ranting. I'd like to discuss the thought process about how OTM designs loot so we don't have to complain about items we think suck and they think the complete opposite.
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 8:52 pm
by Acebow
Wow, huge mistake.
Probably going to be some sort of response like: Its for leveling. but endgame players rarely level at that point, and the smart ones go full support and group with other classes.
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 9:34 pm
by Trash
My guess is everything is done by a randomizer. First the level of loot is assigned, then the skill itself, then the bonuses. I don't think this specific piece of loot is generated and put in the drop table for the boss, at least i sure hope not. Unfortunately with all the different combinations possible it is rare that a really good piece is dropped. If it is a randomizer and they tighten up the criteria to align more with the difficulty of the boss we wouldn't see so much useless loot. Would be really nice to hear how loot is actually created though good question.
Trash
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 9:42 pm
by Bitey
I'd like to discuss the thought process about how OTM designs loot
I'm guessing they use a dart board?
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 10:53 pm
by Vulture
I'd like to discuss the thought process about how OTM designs loot
I'm guessing they use a dart board?
With really bad/drunk players.
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 11:08 pm
by MolonLabe
I think Ive finally figured out why bag and bank expansions are so common in chests..
all this raid loot has to go SOMEwhere amirite ?
All that time I thought only getting bank xpansions from chests was cause otm hates us.
In reality theyre lookng out for us. They dont want us walking around with no where to put this crap!
![Rolling Eyes :roll:](./images/smilies/icon_rolleyes.gif)
Re: An honest question to the OTM loot designer
Posted: Sun Apr 27, 2014 11:49 pm
by Levyy
I'd like to discuss the thought process about how OTM designs loot
I'm guessing they use a dart board?
With really bad/drunk players.
Usually i play my best when drunk, the confidence of my aiming astounds me.
Re: An honest question to the OTM loot designer
Posted: Mon Apr 28, 2014 1:55 am
by Smellyunder
Do not blame OTM or the designer. Blame the computer programme that generates the properties of the drops in a random fashion. It is all random. Lol
Re: An honest question to the OTM loot designer
Posted: Mon Apr 28, 2014 4:41 am
by admin
Hi there, the specific goal for the necromancer was to create an optional boss that drops alternative types of loot from anything that can be gained from dragonlord quests, mordris and hrungnir bosses. The loot is hand crafted, it's easy to underestimate the work that goes into an mmo but the necro loot took months to design, create, analyse and test. The goal for the game is not to have every enemy drop 'the best thing in the game' but to give players as much choice as possible in how they make or change their builds and how they want to gear up and play for each specific type of encounter. Regarding the item you asked about, there was not another item in the game in this slot that provided a recast reduction on strangling vines hence this is an alternative type of loot that cannot be gained elsewhere, and you can cast SV on multiple enemies.
Every loot isn't going to be perfect, but the necromancer certainly does have some very powerful items including what are the highest dps weapons in the game by a significant margin as well as many items that give significant stats or bonuses that cannot be gained elsewhere in the game for the slot they can be equipped in.
Re: An honest question to the OTM loot designer
Posted: Mon Apr 28, 2014 5:03 am
by Legolas15
Hi there, the specific goal for the necromancer was to create an optional boss that drops alternative types of loot from anything that can be gained from dragonlord quests, mordris and hrungnir bosses. The loot is hand crafted, it's easy to underestimate the work that goes into an mmo but the necro loot took months to design, create, analyse and test. The goal for the game is not to have every enemy drop 'the best thing in the game' but to give players as much choice as possible in how they make or change their builds and how they want to gear up and play for each specific type of encounter. Regarding the item you asked about, there was not another item in the game in this slot that provided a recast reduction on strangling vines hence this is an alternative type of loot that cannot be gained elsewhere, and you can cast SV on multiple enemies.
Every loot isn't going to be perfect, but the necromancer certainly does have some very powerful items including what are the highest dps weapons in the game by a significant margin as well as many items that give significant stats or bonuses that cannot be gained elsewhere in the game for the slot they can be equipped in.
a pretty good reply by admin but I think if your goal is to add variety to loot to give ppl a variety of loot to make builds with, we have to reexamine a problem that has been stated over and over, he should have more than three drops. Otherwise there is not enough to go around for bosses that take 40 ppl to kill and when only three items drop and they are highly battled for of course we expect them to be the best drops on game. If your goal is to provide more of a selection and variety of lots that aren't all aimed to be the best, increase ter number of drops.
However back to ailerons point, having this brace with a skill like vines, who has a shorter recast that duration, instead of putting it on something much more useful, like strike, makes it seem like all this "testing" didn't really happen