I was just thinking this to myself...what if the more SP you have the more improve yours crits in all your roles would be...just a thought....and was wondering how people would review that idea.
Doesn't sound bad. Another good one people have suggested is to make them percentage increase instead of flat amounts, that way if you increase 0.5% vit, the more vit and SP you have, the stronger you will be, so having 20SP invested in there would net you a 10% vit increase, not too much but significant enough to matter and stay valid through CR increases. (instead of the fixed amounts that matter less and less as CR numbers grow)
The problem is, they want everyone to be as similar as possible. They don't want there to be a gap between vets and new players. Just look at PvP. Auto stating? Seriously? In an MMO?
More SP does increase your crits for dps, heals, and troll. The game does not have the concept of a critical block.... Really top end SP can already make a devastating difference between a low SP toon and a high SP toon. Even with stat clamping in pvp its much harder to beat a dps spending points to just come under the clamp on crit/prec/might and way higher def/health/vit/resto/dom than they would have otherwise. A dps may not do crazy higher damage with 100+ more SP but they will shrug off hits that would kill a lower sp toon.
Personally, I like the dungeon crawler setup where SP are used to upgrade individual powers and grant passive abilities, traits, and procs rather than stats.
Can you clarify if I'm understating you correctly? You mean to unify the Critical Attack Chance and Critical Attack Damage that are mainly used by the DPSs, with the Critical Healing Chance and Critical Healing Effect used mainly by the Healers, and the such of the Controller? Meaning that you want to spend 1 point as a DPS to increase your Criticals in damage and if you change to a Healer role that point will benefit you in your healing performance? Doesn't that defeat the purpose of the armories?
I believe that the two cases should be used! On statistics, I believe there should be a total change! But also I wish there was more skills, and other things that could be bought with skill points.
Oh yeah? I keep forgetting about that game. Lol. I was subbed fir 9 months and didn't even know it. Ha! I gotta check it out again. It wasn't all that at launch.
They've taken an interesting approach. All DLC and instances are now open to everybody regardless of actual level or vet rank....you get buffed to a minimum. It's weird imo.
SP crits should not change in PvP, but in PvE, yes. I wouldn't mind if a 200 sp guy does 2x more damage than a 100 sp guy, that would make dcuo a really MMO, where u need to spend time and effort, instead of replay badges and top power.
It is already pretty much like that. The more skill points you have the more crit bonuses you can unlock in the weapon trees. Also the more skill points you have the more support stats you have to unlock. Support stance is not like dps stance. Skill points matter in support stance. That's what dps stance needs to go back to. Not your damage is based off you cr crap.
Currently with the stat clamp in PVP arenas, if you spend SP on all the damage crit chance and mag, you will will have some of it clamped off. So it evens out pretty much there high SP players get a small boost there. Same with Prec/Might. So as far as pure damage potential a high SP toon in PVP has a small advantage (but with the pvp stats so low compared to PVE that small difference will really annoy someone used to just bulling through pve with high end gear. As I said before, the extra points in surviveablity and self power gen can give a high SP toon a bigish advantage. Personally I like it this way, where a older, high end toon has some advantages but is not just a Brock Samson style murder machine. no one will learn pvp and grind to get good if they never ever win. Also always dominating gets boring as well. My toons have so many SP because I have been playing since way before replay badges. For 95% of feats you dont need to spend ANY replay badges. You can re-run most stuff for no marks and still get the "done it too many times" feats. Spending replays to get feats for alts is not so big a deal, especially in PVP since only one of my toons can be in the arena at any one time. Also note. you dont need to spend ANY replay badges to get your PVP feats and marks. You can do nothing but grind PVP all day long and have top tier PVP gear fairly fast as long as you are not picky about which map you run.
tbh the just need to change the 75 might/prec to % and be done with it, rather its .5 or .1 precent It'd be better for those who have put time in our characters and gotten to 200+ SP'. Sure some of you will say it'll drive a wedge between the 68sp / 152cr and CR1248/240+SP ppl but you know what? those slackers knew damn well that SP' tend to get a update every now and then, so why not farm feats? Nope what they do? grind CR, grind CR, and grind CR. All while their SP' remain at 68. So I say tough s***. Give us ppl who work for our SP' something for a change. and no Im not talking about a servo copy, a base item/T-shirt with "SPs matter" on it. Makle SP' matter like they should
Yeah I took a new character into some of the new DLC and was Vet 16. But still hit like a new born baby trying to sit up for the first time. It took me like forever to kill something....but the good thing is I leveled up super fast.
Well thinking it over maybe along with the CRITs you can earn with your SP your SP can increase your CRIT rate. Lets say you at 150 CR and you have 200 SP and the normal CRITrate for example it at say 15% well if you have like in the example 200 SP you will get a bonus of 5% per 50SP (maybe 100 to be safe) so at 200SP your bonus will be an increase of 20% on top of your 15%. So if a Healer heals at 2000 normally an CRIT of 15% should be around 2,353 a CRIT of 35% would be at 3,076. Now the number of the CRIT can be lowered if many feel in my example its too high. Its just and example I was thinking of.