Bane DMG - too many types

While I agree that there are too many types of Bane, I also think that there are too many min/maxxers who worry too much about swapping gear around to get an extra 1 DPS per mob.
It's more like 50+ DPS with any bane over 8.

If you were that worried, you'd be be complaining more that your rogues aren't using the right poisons
This is a poor comparison. Re: poisons you can fix the worry by talking to the person playing the rogue. But re: bane, any changes will require dev action.
And yes, in disgusting min/maxer fashion I do talk to other rogues about poison, hand out Molten Lead pretty regularly, and occasionally use multiple poisons during a single fight.

The justification for lazy devs in this thread is hilarious.
Thanks for your contribution. /s
You seem to have a lack of imagination regarding how much time devs put into this game. Is your goal to demoralize or alienate them? To keep bane as it is? Because if your goal is to convince them to make changes to the bane system or consider player opinion this type of comment is far from productive.
 
Just because every player thinks it's good doesn't make it good, not sure where this logic comes from. I mean every player wants a supreme too, right? I've seen firsthand the staff in action, and they can be amazing at making changes when they want to be. This leads me to believe that the reason all the posts mentioned above have gone 'unanswered' is that there is an issue with making that change, that may or may not be apparent to the players. Why they don't always respond to these posts may be your follow-up question, but to that I think there is another simple answer; and that is that they don't wish to argue about it with half-informed, half-irate, internet nerds with more time than they have.

Is this a video game or the Catholic church circa the Dark Ages?

Back on topic:

  • Humanoid - young race + ancient race
  • Reptile/amphibian - separated from nature and other humanoids for balancey reasons since killing Iksar is such a big deal
  • Nature - [insect/arachnid + nature]
  • Monster - [monster + humanoid monster]
  • Supernatural - [magical + chaotic]
  • Constructs/clockwork
  • Elemental- [lesser elemental + planar elemental]
  • Undead
  • Greatkin
  • Dragonkin
That is my suggestion for fixing bane. Half elves now have a home. Bugs are part of nature. No more monster on monster discrimination or elemental elitism. Simplify.

Alternatively:

I have composed a 129 page treatise on how to split caster foci up into multiple groups so "min/maxers who worry too much about swapping gear around to get an extra 1 DPS per mob" can worry more about rogue poisons or whatever. Here are a few of the roughly 700 suggestions:

"Healing Increment is too easy to find and is a lazy, catch all solution to what should by an exciting and dynamic activity. We are cheating healers by not allowing them to enjoy the same diversity of gearing opportunities enjoyed by melee dps. Here is how we add layers of complexity to healing thus making the game more exciting and engaging:

Quick Healing Increment
Single Target Healing Increment
Group Healing Increment
Heal Over Time Healing Increment
Self Heal Healing Increment
Complete Healing Increment
Whatever the fuck Zealots Strike is Healing Increment
Group Complete Healing Increment
Group Heal Over Time Healing Increment*
Raid Healing Increment (note: Vim requires this foci even when used outside of raids)

*see appendix K2 on why this foci will only appear on zero AC items similar to Lifetap Damage Increment"
 
I don't care enough at this point to look up a bunch of specifics, but I've seen more than once on these boards the mention of great ideas that go ignored. Just because you, or maybe even you and a vocal 3 or 4 others think it's a great idea, that doesn't mean it's even a good idea. There's a massive lack of the whole "imo" thing on these boards. I don't disagree at all about it being nice if there was a little more feedback, but if said feedback was usually something along the lines of 'this idea sucks because <insert reason(s) your idea sucks here>' then we'd just be stuck with a buncha bitching about that. and I don't agree with a lot of stuff the devs do to this game, but there's also that whole element of Mom, this dinner that you paid for and cooked for me while I sat on my ass and did nothing sucks, so you suck attitude around here towards devs that seriously needs to gtfo.

/rant off

The above bane simplification seems pretty decent imo. There. I contributed to the topic, heh...
 
  • Humanoid - young race + ancient race
  • Reptile/amphibian - separated from nature and other humanoids for balancey reasons since killing Iksar is such a big deal
  • Nature - [insect/arachnid + nature]
  • Monster - [monster + humanoid monster]
  • Supernatural - [magical + chaotic]
  • Constructs/clockwork
  • Elemental- [lesser elemental + planar elemental]
  • Undead
  • Greatkin
  • Dragonkin
That is my suggestion for fixing bane. Half elves now have a home. Bugs are part of nature. No more monster on monster discrimination or elemental elitism. Simplify.
Well thought out list,but there are still too much types.

Besides the usual clickies,swap weapons/gear,food,(current) quest stuff and what not my Ranger carries 5 bane bows + 1 all purpose bow and 7 different quivers which leaves him with ~5 open inventory slots
using 7 10-slot containers.
To further simplify bane types combine Greatkin/Dragonkin and Supernatural/Monster each in one type would be my suggestion.

Also would be a great help to have different inventory images for different bows,quivers and arrows.
Bows are even worse in that regard as all bane bows give the same description when mouse hovering over them or hitting alt "White Wyvern Inscribed Bow".
 
I always thought of a way to fix bane is to adjust it to tome count to encourage exp.
Example easy tome completed is .01 increase to flat damage So we would have to fight among ourselves about bane types.
 
Just because you, or maybe even you and a vocal 3 or 4 others think it's a great idea, that doesn't mean it's even a good idea.

This is true. The same can be said of a dev thinking something is a good idea. The whole point of this forum is for ideas to be shared with the hopes that good ones will find their way into the game. IIRC bane damage originally had quite a few more types and it was determined that was too many types. The fix didn't go far enough and neither, probably, did the one I posted above. Honestly the OPs suggestion was great mildly edited:
  1. Humanoid - young race + ancient race + humanoid monster (something racist in that gnolls/liodreth are humanoid monsters and not young/ancient race, just saying) + reptile/amphibian (iksar/froglok, why wouldn't they be ancient race?) [ed: +Greatkin (big humanoids, stop height discrimination)]
  2. Nature - insect/arachnid + reptile/amphibian + nature
  3. Unnatural - monster + magical + chaotic + construct/clockwork
  4. [ed: Elemental]- lesser elemental + planar elemental
  5. Undead
  6. Dragonkin
Mostly just combining categories which should be a manageable feat. Then again if we make bane damage less annoying I guess we might as well hand out Juggo charms to everyone who hits lvl 2- amirite?
 
Not sure if this was intentional in the most recent list but you put reptile Amphibian in two groups?

Also i like reducing bane types within reason i think we need to keep in mind that if we shrink the list to small there is no point in having groups at all and may as well just be changed to + dmg. The swapping and optimizing is what makes bane cool how much is +8 amphibion damage worth to you!
 
Not sure if this was intentional in the most recent list but you put reptile Amphibian in two groups?

Original thought was that reptile/amphibian humanoids (e.g., Iksar, Frogloks) should be with other humanoids while reptile/amphibian animals (e.g., crocodiles) should be with other animals. Currently being good at killing crocodiles makes you good at killing Iksar... heh.

No matter what categories you use there will be some borderline mobs -- e.g., are giants humanoid? For me the thought process for each was:
  1. Humanoid - two arms, two legs, and it bleeds
  2. Nature - animals and plants
  3. Unnatural - things that don't occur naturally on Dalaya -- so clockworks (artificial beings), horrors (extradimensional beings), etc.
  4. Elemental - air/earth/fire/water spirits
  5. Undead - things that died and didn't stay dead
  6. Dragonkin - dragons and their bastard children
 
Back
Top Bottom