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  #1  
Old 01-05-2017, 06:15 PM
Jimjam Jimjam is offline
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Originally Posted by maskedmelonpai [You must be logged in to view images. Log in or Register.]
The only way to combat gear inflation is with lateral progression. The simplest way to do this is to implement new statistics related to a specific content release that is needed for that release and possibly future releases, but has no effect really on past releases. Essentially your character does t really become much more powerful relative to old content, but you are actually able to do the new content. Ideally, underused old world locations would be updated with content releases to include new drops with stats for new content. Keep you pushing that button since none of it actually matters anyway :3
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
  #2  
Old 01-05-2017, 09:29 PM
fadetree fadetree is offline
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Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
They did try some of that, I think, but didn't make it count enough to really be noticeable.
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  #3  
Old 01-05-2017, 09:47 PM
maskedmelonpai maskedmelonpai is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Well, you could have different expansions favour different stats (both in terms of what is needed to fight and what is given by equipment). Have a 'cold' expansion where cold resists and fire damage are favoured, a 'hot' expansion that favours cold damage.

Have an expansion where mobs have high AC so damage bonus/second is favoured, another with damage shields so powerful slow weapons are favoured.

Have another expansion where mobs proc huge -agi modifiers so tanks have to gear for agility to avoid the penalty.

Make items in the expansion mitigate the abilities of mobs in the expansion and you won't have to even add new stats for a while.
Yeppers ^^ the challenge though is that you wouldn't be able to introduce new gear with more stats without introducing inflation, so there wouldn't be much sense of progress/advancement. It may seem silly, but with new stats, your character can suddenly do more things (use this new set of armor to defeat zones a, b AND c!). Wihout them, your just switching the same gear around that youve always had, because if you increase the net available stats, you begin trivializing the base game. All depends on how important that is ^^ In the absence of new stats, you could rely more heavily on a cosmetic component, which players may appreciate though ^^
  #4  
Old 01-05-2017, 09:27 PM
fadetree fadetree is offline
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I think a partial cure for progression-itis and gearflation might be to remove the desire/ability to go back and wipe things out in earlier expansions. Stuff like trivial loot code and getting banished if you're too high, etc.
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