@asspirin said in Enough attackers / defenders during eclipses:
- abilities don´t have 3 lvls, but 3 variants (that don´t differ in strenght but effect)
According to the wiki, " leveling up an ability increases its power – be it a stronger effect, increased duration, reduced cooldown, and more. However, they’re always minor differences, mostly interesting on a competitive level.". Even if it's a 10% increase in only one of those areas, if you account for the full bar of skills, the difference becomes significant (think of 100IP difference in Albion - it won't turn a bad player in a formidable adversary, but it makes the difference between 2 equally skilled players).
Sure, it´s full loot, but then why would I walk around with weapons hitting like wet noodle
If furries are invaded only a few times per month, in the invasion days they will probably not bring their best gear. Of course, I don't know how easy will be to replace top gear here, but I was thinking about something like being able to invade HCE in Albion a few times per month. If we could do that, I very much doubt they'd bring their top gear. =))
This (hopefully) isn´t 24/7 grind/farm simulator like Albion (at least devs stated it). Equipment should be easily replacable.
I think it will be grindy, but a maxed out character won't have the insane bonuses they do in Albion.
Anyway, I agree that 20% is way too much. It's more than 2 tiers in Albion.
@Jetah said in Enough attackers / defenders during eclipses:
to me horizontal is any new player can win against a veteran if skill is the same. but an automatic 20% damage difference between the starter crafts and steel is just too much. now i'd play a test to actually see how bad that difference is but as asspirin mentioned it's much more than what you'd get with skills.
What I don't understand is: if a new character can fight a seasoned character as equal, where is the progress / character development?