The new Thaumaturgy system / transmog system

I’m wondering if they are going the way of vagabond in armor stats. Benefits that can’t be replicated.

Interesting question whether it works like that actually. I expect it might, but it’s also possible they’ll define classes by their hitbox, meaning extra-long polearm could well be incompatible with spears. Lore wise it’s supposed to be illusionary only after all.

If it did work that way, it would be a bug to be fixed.

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Not really. i think transmog should be class oriented. But for a different reason…survival.

Survival at its base is having to make choices that have pros and cons. C9nan has basically lost all of that…
Follower Thralls…it is varybrare to lose a t3 or above outside of pvp. They easy button most risk out of pve.
Food…2 bucks and you 20 hours of gamie time food.
Purges…with the rare high tier vs sandst8ne, they do no damage.
The only thing not weakened as far as survival is water…it will occasionally get low if you only carry 1 basic skin.

So now we can have all the perks of heavy. Easier solution would just make all tiers have heavy stats then.

Can i get a link to multis summary? I really hope it ends up open… it would be n8ce to use some of those light/medium armors. Noone uses them in pvp on xbox, server issues pretty much garuntee the first time you lag your done.

Sure, it’s here:

Specifically, under the heading This is Only an Illusion. Or is it? but really, you should read it all. Multi’s summaries are something else.

For convenience, I’m quoting the pertinent part here:

Far be it from me to tell you your business, but I thought the PvP meta was all about light armors?

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Ive heard its been that way for a long time on pc, but xbox i would never run light, the server lag spikes and general jankyness means an almost instant death, especially if someones using my favorite weapons

Also, thanks for the link

Depends, on our PvE server in an arena-styled PvP - heavy armor really makes a difference for survival. Some have tried that alleged light armor + pike & roll, but they rarely fared superior (decent, sometimes good).

The best meta atm seems to be that + the Oak shield + 1H axe - guy who reigns superior uses that and is really a beast in an open area styled PvP. The second place varies, but I’d say a guy in heavy armor + feroxic daggers is one of the nastiest there are.

Regarding the topic - a question to you @everyone:
why not make this into a toggeable setting, to be set by the server admin(s)?
Toggle checked - you can only transmutate the looks into the same weight class appearance,
toggle unchecked - have fun with making it look however you wish!

My only suggestion to the Devs would be, to keep in mind the existance of something like Amunets Server Transfer Mod - which allows the server transfers without the…somewhat limited - Funcom’s default one.

In a use case, in which one Server A the setting would be enabled, while on Server B - it would be disabled, the original appearance of the item would need to be stored in a parameter (as in - not overwrite/create a completely new “mesh” of “stat+item look”) - so that if a person transfers between such servers, the appearance modification could be simply turned on and off.

Of course @Funcom is not obliged by any means to do that, though from a future design elasticity - I think that having those information separate (if they already haven’t encompassed it in the system) would make it more resilient for any troubles down the line.

Just my opinion on the topic.

While I (naturally) don’t know the specifics of how they have set it up, I can tell you with 100% certainty that this would be no problem. There’s no way the ‘used mesh’, be it original or illusionary, is anything but a reference on any given instance of an item.

Yeah, I’d hope so as well - just wanted to point that out, as obviously the devs are in no way obliged to take notice of whatever mods there are out there.

And it’s easier to implement something before it hits “production”, at least speaking from experience. :stuck_out_tongue:

This one wonders how much corruption one must have or how many hookers one must sacrifice to cosmetic alter the outfits?
Is it piece by piece?
Will it require sacrificing a named entertainer to give armour a legendary skin, or to give legendary gear a different look?

I assumed the thaumaturgy bench was like the Orb of Nergal or delving bench - anyone can use it without having to be a sorcerer. I certainly hope so.

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I agree, so why don’t we allow it only for PvE players for those cosmetic purpose option?

I wouldnt mind that at all. In fact i think seperate patches for the different modes would be dope because both communities desire different stuff but giving them what they want can potentially hurt the other one so im team seperate patches or working more with settings to turn on/off but i guess thats too hard to realize, if its even possible.

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Probably because Funcom wants it to influence pvp. The stats are all changed anyway so what was best before won’t necessarily be best now (for example, str vs agility scaling for certain weapon types) so as I said before, now when you see someone and want to ambush them, proceed at your own risk.

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Has anyone entertained the idea that this is not the intent. As someone that enjoys both, I don’t see why these types of play have to be at odds. In fact I believe they were never meant to be. Things that can be abused in pvp can be abused in PvE. PvE elements are just as vital to the pvp since most of the pvp experience has nothing to do with fighting other players but harvesting and advancing levels. To separate the two is segregation and i just don’t like that as a solution in anything…it’s just a lazy way of making things work while positioning two sides to alienate more.

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Sorcery must be able to handle the new system.

:innocent: I foresee one less bench at the cost of the sorceress table.

:+1: mutually exclusive attributes :laughing: compelling

That might be your playstyle. Which is totally fine. But on the pvp servers I play we’re constantly fighting during farming, leveling and ofc raid times. You need to farm gold? Good luck with 3 other clans fighting for that resource as well.

Do you think pve needs a nerf for building pieces? Nah not really. But they get hit with it next patch because pvp needs it. I’m fine with the way funcom does it because they try to balance it as good as possible. But sometimes the communities still come to discuss changes because it favors one mode a bit more which some don’t like. That COULD be avoided. But doesn’t have to be like I said.

It’s more about the kind of combat. Maces (or axes) and 2h swords rule, paired by the vicious short sword. No bombs, barely use orbs or arrows, etc.
On PVE you fight high vit high dmg enemies, pretty dumb. Heavy armor shines most of the time. Daggers are situational at best, most people don’t master mounted combat, lances are never seen and pikes are close to worthless. You fight very powerfull, but predictable monsters.
Fighting humans is another thing altogether. Low vit, low damage, sure, but much smarter, incomparably more dynamic and volatile fights, the use of the element of surprise, etc.
Pvp and pve are two different worlds, IMO.
You know, it’s kind of like going through the campaing on CoD or Battlefield (when it had one), facing AI, and then thinking it will have ANYTHING to do with fighting human players. IT CAN’T EVEN be compared.
From the start it always baffled me how pvp settings and pve settings/weapons/armors were so similar or even the same. I can’t understand the reason behind this.

I dream of people that switch things up. But here is what I experience in pvp. 1 player is r1 feroxic daggers that pretends to switch it up with an axe but he usually takes one swing and switches back, 1 player is spear with switch up to daggers and one person is horse…and never gets off it. They all wear the same armor and they all specialize in r1 spamming attacks. The minute someone doesn’t go down in 5 seconds, they double or triple team you. And if you do put up the resistance, they wait till you are offline and blow you up. Pvp is more predictable than the npc AI anymore.

As for lances in PvE…have you tried taking on the red mommy with a lance. It’s really fun to play St George.

PvE is far more than just countering high hp monsters. It’s mastering the weapon set you selected (ie see @Wak4863 kill undead with the death of 1000 cuts). It’s loosing yourself in the game. PvP players should be doing this as well and it should be encouraged…not this win at all cost method that has taken over. Back in 2019 when I started, there was this immersion even in pvp. It got lost when you had groups like karnage and what not jumping server to server for nothing more than to just upset the apple cart and give all the loot to like minded clans…and pvp culture changed within a year to 'by any means necessary '.

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