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DE's logic is faulty in regards to Arcanes


Dragazer
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If they wanted usage diversity, why do Arcanes have different rarity tiers? Grace and Energize are legendary rarity with a 5% drop chance from capturing the last Eidolon. Which also requires you to cap the previous two. Whereas Nullifier is common rarity with a 15% drop chance which could be quickly farmed as it only required killing the 1st Eidolon. Not to mention a r3 legendary arcane's trade tax is 1 mil credits vs 20k for a r3 common.

Why would some arcanes be arbitrarily much more time consuming and difficult to obtain if they were meant to perform the same?

Why would they wait so many years (4) to address this "issue", after so many people have spent plat or hours farming for sets?

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Because they knew Guardian, Grace, Energize and the like would be stupidly overpowered, but made the common MMO developer mistake of thinking they could gate those by rarity. That never works. Hopfully now that they've "rebalanced" Arcanes, we might get a less stupid way of obtaining them.

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2 hours ago, Dragazer said:

Why would they wait so many years (4) to address this "issue", after so many people have spent plat or hours farming for sets?

Well since they took repair drones out the market, they need to find another way to force players to buy plat.

Make or "fix" a system that requires MASSIVE amounts of play is DE's main stick at the moment. Repair drones, forma hungry kuva weapons, RJ grind fest and now having to spend hundreds if not thousands of plat getting your arcane up to level 5.

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When creating rewards for raids, they had to apply some rewards, however the raids could not give usefull arcanes all the time so they added things across all rarities that were situational or worthless (arcane resistance was rare in order to dilute the rare rewards)

This encouraged trading, you're only meant to play raids for a certain time in order to get everything you need, so you use duplicates of things you don't want to aquire the ones you want, but raids rewarded players that tried again and did things faster, this strategy was implemented on pretty much everywhere, duplicates are to be used in trading, the devs don't really make features in order for you to get everything by simply trying and one simple way to do this is by introducing many things, like kuva weapons.

The changes are mainly to adress a reward problem in the next event, because while the concept is fun, it will likely end quickly, so DE needs you to repeat things over and over and reward those that do, introducing arcane changes and rank 5 arcanes, this is no different than railjack armada or fomorian sabotage, you can't just play things once or twice, but rather 20 or 30 times.

By making the "reward filler" arcanes better, you are incentivized to do the new event and play eidolons more often in the future, the nerfs are mainly to make things a bit more balanced, on rare ocasions, arcane energize would trigger 2 or 3 times in a row, making you go full energy in an instant, while the changes to duration haven't been anounced yet, don't be concerned about these things changing your overall performance, arcanes are mainly low % triggers, so your success in a given task SHOULD NEVER BE to rely on these miniscule %, just like you don't make a 20x critical damage weapon that has 1% chance of triggering, it's common sense.

The nerfs won't make the arcanes that bad to warrant hate or anything, if you die, it's your fault, not the arcane, gameplay doesn't boil down to 1 tiny thing, but a combination of things and the more you use, the more these changes are insignificant.

In some cases the changes do allow for more powerfull arcane versions (yey power creep) and this is used to lure players for the event, because they probably have other rewards tied to other gamemodes and updates and needed something to keep players busy.

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