RD2 review
Posted: Mon Apr 02, 2018 7:21 am
So I spent 2 hours lately in rd2 to test it out after your ring change.
First I shall start with something I don't quite understand. I thought there was no more level limit on the ring. But every time I add a gemstone, I require level+1 for the next one. Maybe it is me who didn't understand the change in the changelogs. In the end it seems like it is the same thing as prior in terms of cap. The difference is that there is no need to get a high level ring right off the bat.
Rings; These aren't very rare to be honest. I found 6 in about an hour then stopped picking them up. You might want to review the drop rate if it is intended to be rare.
Gemstones; This part is pretty awful. It seems every skill is represented. Got a repair gem, a craft gem, harvest gem, perception gem, sh1 gem, sh2 gem, etc. The range of levels also makes it hard to actually use in the ring. The highest drop I got was level 7 harvester.
Mechanics; Each time I add a gem to the ring, the gem level increases in the ring making it so that I need a higher level gem compared to ring gem level to socket a new one. When a new one is socketed, the min rank for the ring increases. When comparing to huge saphs, I would need to be one rank above warlord and would have to get level 2-24 gems to socket to get the same amount of stats. Making it grossly under powered as of now. After a total of 3.5 hours spent in rd2, I have not found 2 of the same gem to be able to test the impact of increasing the mod so that part, I cannot speak on. Overall, at this point in testing phase, it is really pointless even when going for perfect spell rings. The rng involved is significant. The statistical probability of getting lets say 9 gems of the same skill at increasing higher levels is minuscule.
Monsters; I cannot see many players being able to solo this. even with around 260-280 mod curse/curse2, i get blasted for 25-40% of my hp. The no stun and overtuned bases and spell powers make it unlikely to be an accessible feature.
Ghost; The ghost curses and blasts for high mods. When double cursed, it can still hit 30% of my 820hp as an rb1 AH and I am by no means poorly geared. Unless using prison set, no AH can hit that hp. Can heal as well.
Golem; Seems about right. Regen may be a bit much though.
Arch Hara; This one is the massively overtuned monster. The spell bonus is out of whack. I think I saw 370 mod spells on one of them which means the spell power is over double that of a RB AH making it blast as strong as the ghost despite having 40 mod less. Its spells are so powerful that it hits an AT with 280 axe more often than the golem. On top of having the longest stun I have ever seen. With 260 immunity, it stuns for over 6-7 seconds. This one should be reviewed.
Warrior; Very very very weak. Undertuned if you ask me. It has anywhere between 80 and 150 less mods than other mobs in rd2. It is a massive joke.
Wolf; Seems fine. Corrode is new so I don't know what it does really.
Placement; Packs of mobs seem to gather in bottom right corner. Could be a spawner issue.
Money; seems right.
Overall fun challenge for an hour but lack of reward and mass rng makes it pretty useless for me. Even for a spell set, the loss of 2 huge saph or ROPs makes it very uninteresting especially considering the crazy amount of rng to make good rings. The fact you cannot solo, that every mod has immunity in the 250 range except warriors and the slow killing time makes this place not very attractive.
Thanks for hardwork in making it though. Just needs some tuning i think!
First I shall start with something I don't quite understand. I thought there was no more level limit on the ring. But every time I add a gemstone, I require level+1 for the next one. Maybe it is me who didn't understand the change in the changelogs. In the end it seems like it is the same thing as prior in terms of cap. The difference is that there is no need to get a high level ring right off the bat.
Rings; These aren't very rare to be honest. I found 6 in about an hour then stopped picking them up. You might want to review the drop rate if it is intended to be rare.
Gemstones; This part is pretty awful. It seems every skill is represented. Got a repair gem, a craft gem, harvest gem, perception gem, sh1 gem, sh2 gem, etc. The range of levels also makes it hard to actually use in the ring. The highest drop I got was level 7 harvester.
Mechanics; Each time I add a gem to the ring, the gem level increases in the ring making it so that I need a higher level gem compared to ring gem level to socket a new one. When a new one is socketed, the min rank for the ring increases. When comparing to huge saphs, I would need to be one rank above warlord and would have to get level 2-24 gems to socket to get the same amount of stats. Making it grossly under powered as of now. After a total of 3.5 hours spent in rd2, I have not found 2 of the same gem to be able to test the impact of increasing the mod so that part, I cannot speak on. Overall, at this point in testing phase, it is really pointless even when going for perfect spell rings. The rng involved is significant. The statistical probability of getting lets say 9 gems of the same skill at increasing higher levels is minuscule.
Monsters; I cannot see many players being able to solo this. even with around 260-280 mod curse/curse2, i get blasted for 25-40% of my hp. The no stun and overtuned bases and spell powers make it unlikely to be an accessible feature.
Ghost; The ghost curses and blasts for high mods. When double cursed, it can still hit 30% of my 820hp as an rb1 AH and I am by no means poorly geared. Unless using prison set, no AH can hit that hp. Can heal as well.
Golem; Seems about right. Regen may be a bit much though.
Arch Hara; This one is the massively overtuned monster. The spell bonus is out of whack. I think I saw 370 mod spells on one of them which means the spell power is over double that of a RB AH making it blast as strong as the ghost despite having 40 mod less. Its spells are so powerful that it hits an AT with 280 axe more often than the golem. On top of having the longest stun I have ever seen. With 260 immunity, it stuns for over 6-7 seconds. This one should be reviewed.
Warrior; Very very very weak. Undertuned if you ask me. It has anywhere between 80 and 150 less mods than other mobs in rd2. It is a massive joke.
Wolf; Seems fine. Corrode is new so I don't know what it does really.
Placement; Packs of mobs seem to gather in bottom right corner. Could be a spawner issue.
Money; seems right.
Overall fun challenge for an hour but lack of reward and mass rng makes it pretty useless for me. Even for a spell set, the loss of 2 huge saph or ROPs makes it very uninteresting especially considering the crazy amount of rng to make good rings. The fact you cannot solo, that every mod has immunity in the 250 range except warriors and the slow killing time makes this place not very attractive.
Thanks for hardwork in making it though. Just needs some tuning i think!