thenightmare wrote:
I don't think the DEV team is so large that the left hand doesn't know what the right hand is doing. I'd place a safe wager that either the items were redesigned with the new reflow in mind
(That attribute cap of 30 could just mean that's how high it can be levelled, and says nothing for the +17 that we can add through equipment), or that they have a plan in the works where the attribute numbers on all items will change proportionally (like when they changed CT buffs on clothing).
I doubt they'd make us have to farm for a third time in a few months.
Can't really tell if you posted before the Other Side of the Looking Glass came out, but it definitely clarifies by saying - quote:
The only way to increase Stats (Focus, Perception, etc.) is by spending points on them when you gain levels. Abilities, items, buffs, etc. do not affect Stat scores.
So that, right there, tells you that there will be NO MORE ATTRIBUTE BUFFS FROM CLOTHING and/or ITEMS. While the clothing rehaul will probably take some time, we may still have items in the game that have attribute point buffs in their description but don't increase those in actuality.
Please don't ask me and don't argue on the point of new buffs that resulted from the districts reflow. I personally don't think that the devs changed the buffs keeping in mind the CR2.0. Let's just drop this subject for right now.
Allow me to point this out - with the test server coming out we will find out the state of things and we will have time to make proper decisions on the Production servers. So let's just give it time for now.
To address the comments made by Masterkiller and Aiolos about unsynchronized animations - as I was reading both posts regarding the CR2.0 it seems clear to me that the devs were actually working on a way to animate both people involved in combat in such a way that it seems more fluid and thus new animations were introduced (or current ones adjusted).
And the last point is that the way I see it - if level 50 fights with level 30 (for example), then level 50 does WAY more damage while level 30 is doing his damage as well, but not as much. I imagine that this way a level 10 has a chance to hit level 50. Both opponents are dealing damage to each other on the same roll, at the same time, while a higher level does more damage, a lower level does way less damage.
Imagine fighting the PB's angels... or ANYBODY for that matter. If before, when you successfully hit your opponent, he can't hit you, now you are both going to get damage all the time. Hence the DPS. Hence faster dying imo. Hence more work for the SHADOW BUFFERS!! (Hint-Hint: start spending money on that tree)
I imagine the fights are going to be much faster this way. Which has already been pointed out in devs posts.
Stay frosty guys!