and how did you get the idea of 0.3?
afaik (please dont ask me to explain it) even if it was 0.1 the game would still give us 1
i really think they just didnt really implement it yet
The values are displaying wrong they should be something closer to .2 or .3 DPS per point spent. We'll have somebody look into that bug ASAP
Last edited by twistinthunder; 09-04-2011 at 01:09 PM.
'It's been a looooong time....
You guys confuse the hell outta me. "You shouldn't grind it!" "It's a bonus while you're doing other grinds!" "It's not for you min-maxer", and I just can't understand why. It's like some of you are trying so hard to keep this away from a certain set of people that if you could simply not give it to them while giving it to everyone else, you would.
It's only 500k per level.
Assuming that "Weapon DPS by 30" is actually "Weapon DPS by .3", it's 1.5 DPS x 2 = 3 DPS per tier one plane(that's nearly the jump in DPS for a 1h from a tier 1 raid epic to a relic).
15 of x stat
9% increased damage done to whatever plane you spec into.
Dunno, I think min-maxers are going to be all over that. I know I will be. Fully plan to grind out my tier 1 and then start saving points for when the next tier is released.
my first thoughts...
The idea behind the Planar attunement is a very good one but the current version feels realy poorly done and yimply uncreative.
I) Too many points
Simply divide everything by 10. There is no need for numbers like 100 or 150.
II) Levling needs to be smoother
100 points per level and 500k per level is a bad choice. Increase the amount of levels, reduce the xp per level to 100k and give 20 points per level(or 2 points if you consider I)
III) Useless first skill
There is no need for the specific planar lures and no one realy wants them. Replace them with something else. The +x% damage to rift creatures of that type might be something though not much useful either. Another idea would be a simple fluff skill for each plane.
IV) Boring, uncreative perks(except the purple ones)
Primary perks should give skills that a player can't obtain via items and should not simply give basic stats! Drop the silly "Bane"-perks. Use the basic stats as an option for the filler perks but the plane definding perks should be more like the purple ones.
Just be a bit creative you have tons of options: different types of runspeed, mountspeed, castspeeed, shorter reuse, damage or heal procs, more effective drinks, more effective potions, bigger range, special boost to mana regen and a lot more.
Right now the perks and the whole attunement system feels soulless. Simply because of the perks. I can get thoose basic stats from getting a new item, using a potion or food. I don't need another way to get stats but realy want to see something that gives me more options to advance beyond basic statsfor higher tiers some more social oriente stuff would be nice as well).
V) Specific bonuses for weapontype in its current state is a bad idea
Its hardly supported by the current itemization and takes away a lot player choices. The idea to specialize for certain types of weapons actualy is a nice one but it needs to be worked out a lot better than simply adding a bit spellpower/dps. Not to mention design flaws like the wand mastery. Again some bonuses you don't get from the items would be a good choice or something that synergizes with the concept of the type of weapon.
VI) Tier-layout could use some work
I think the layout should be more like a Tree with several interconnected branches. More branches leading towards the "better" perks and a player can choos wich one he takes(aka which filler perk he is using) but at the end most branches lead towarda the more special perks(instead of a purple perk somewhere in the middle of a random branch like it is now).
As always I want to start out with a big thanks for all the feedback. Planar Attunment is a really big system and we're expecting to find lots of small issues and concerns with it and plan on iterating on it heavily in the upcoming weeks.
In the meantime lets see if I shed a little bit of light on a couple of items mentioned in this thread
XP and Time to level
As it stands the current XP values have not yet been tuned at all based off activities and rates players can achieve in game. The first round of numbers are completely rough and will be tuned heavily over the next week or so.
- XP rate will be increase on PTS for a week to help people get points to test the system. After which we will revert to more normal rates to finalize the progression speed before release.
- We are looking into the bugs with Daily quests and AA xp and hope to have that resolved soon
- We expect most players to get a single "Ding" in 1 to 3 hours of gameplay
- Gaining XP for the AA system will be alot more casual friendly, it is not our goal to make the best way to "Grind" a group activity that requires 5 people speed grinding mobs
- Almost every peice of endgame content will have its XP values tweaked specifically for PA.
Bonuses and Player Power
The current round of basic bonuses are roughly the power we're expecting to see from the system. In general Planar Attunment is supposed to be a supplemental driver for players. Containing small incremental rewards they can obtain while working towards their larger content goals. Getting these bonuses should improve the player's character but not in such a dramatic way as to casue the system to become a necessary grind.
We're also working on more diversity in the special bonuses, abilities and vanity rewards, much of which will come in the later Tiers. That being said we will be also looking at Tier 1 to see if there are a few things we can do to spice things up a bit more.
Progression, Customization and Resets
One of the other goals for Planar Attunment is to give players a bit more choice in how they complete the PA progression. Ultimately however the system is more about progression then customization. Diffrent souls may have diffrent goals along the way but you'll wind up filling out all of the bonuses, at which point all of the souls should benifit equally.
At this time we're not planning a respec or a role switch option, but with any new feature we're measuring the original design intent against the feedback we receive.
We're aslo working on the numerous bugs many players have reported so expect updates shortly. In addition many of our designers are taking a much deserved rest for the holiday but will be back on Tuesday with more info and specific responses to your questions and feedback
Producer - RIFT
Should we assume, based on your track record, that anything good that you work for in this system will be nerfed shortly?
On a side note, are tier 2/3 just not done yet, and therefore locked? Or do they only open up once you've complete tier 1? If the latter, what counts as "complete", a branch or filling out the whole thing?
They should really add + hit in the attument and that way it would be little easier to gear up players for hammknell and so on-Doesnt need to be huge but something like 2/4/6 in each tree would be 36 hits total when all max out and thats about 1-2 piece of gear.
1) EXP rates. Aion, where you solo grinded everything, did things wrong. Why are you choosing to be Aion?
Solo grinding meaningless mobs in stillmoor should never, ever be more AA exp than a) completing quests and b) the hardest 5 man content.
2) No respecs? You're kidding, right? Look at how your itemization is -- terrible. Us players never never know if next patch you're going to bring ranks 9 & 10. What if you give us a AXE next patch where as now we're using swords. We took all the AA swords yet now we can ONLY take an axe. All that time/points wasted. Please, we NEED respecs for AAs. Or all the Weapon specialization things NEED to be turned into simple "weapon dps increased by 0.15 for 1h and 0.3 for 2h." These also need to be normalized, please don't miss that.
Please, please. You HAVE to change the weapon specs. WE can't predict what stupid fluff weapon type you're going to give us next patch. I have no idea what kind of relic I'm going to get off the next dungeon boss. If I waste 400 hours speccing into Swords and then the only option available for R10 or the tier 3 raid dungeon is an Axe, then I'm going to quit the game. Aion was terrible, please don't Aion.
(Also, please note that I absolutely LOVED EQ1 AA's I played in Vagabonds in EQ2. Beta tested and loved the AAs for my necromancer, Rizaz, there too.)
Last edited by Eorith; 09-05-2011 at 05:43 AM. Reason: Removed BIG letters. No need to yell here.