Right now, even if you undersize an old fight, if you just select minimum ilvl, it sets you down to the same LEVEL as well as ilvl.
What is the actual purpose of implementing Unreal Shiva when the minimum ilvl feature could be reworked so that your stats are fixed down to an ilvl cap? That way they don't have to release it as a new fight.
I understand that level comes into this, but they could put fight specific caps on stats that force you to have the same *stats* and scaling as a level 50 character while still retaining all of your abilities.
The way they're doing it now is just one single fight as a time, whereas capping character stats to what they were at the given ilvl of the original content release when using the min ilvl function would make this permanently functional for all content in the game rather than doing 1 single fight at a time.
I guess my question is, why are we doing it this way?
Continue reading...
What is the actual purpose of implementing Unreal Shiva when the minimum ilvl feature could be reworked so that your stats are fixed down to an ilvl cap? That way they don't have to release it as a new fight.
I understand that level comes into this, but they could put fight specific caps on stats that force you to have the same *stats* and scaling as a level 50 character while still retaining all of your abilities.
The way they're doing it now is just one single fight as a time, whereas capping character stats to what they were at the given ilvl of the original content release when using the min ilvl function would make this permanently functional for all content in the game rather than doing 1 single fight at a time.
I guess my question is, why are we doing it this way?
Continue reading...