Originally Posted by
TheBlackMage
I don't remember how it used to be in DFO, However there's no doubt that anything that's not like the current system would be better, It's too messy and dumb, I have no issues to figure things out but somethings *cough* dodges, avoid etc etc *cough* are complete bullpomegranate, and the other example I've shown before, and sadly there are many more messy examples that show how sloppy this thing is.
Seconding dynamic/real time tool tips!
In DFO, when you add a TP(EX) skill, the skill it affects is updated with the bonus values. So a skill that's 300% damage with a TP add on of +20% damage would show up as 360%. Any skill with +x skill level changes the level number to green.
The format for readouts on MS are pain currently, it feels like a wall of text. I'd prefer them to do "next line" format with a mix between DFO, DotA2, and League; it's much more organized and understandable.
Just gonna throw out some examples..
Too many types of Evasion. They need to normalize them into 3 types.
Evasion: +xxx/xxx% to stats.
Evasion Rate: % chance to evade an attack. (Evading a status ailment as well, I'm iffy about it. Logically if you evade an attack, you shouldn't be hit by the status as well, but having such high evasion would make Status Resistance unnecessary?)
Block Rate: % chance to block an attack including status ailment.
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