It's not OP because it just isn't. At higher levels the 10 attack won't have much of an impact on a person's damage. Ask a (for example) level 175 Hero with a 10 attack glove to take it off, and you'll see how little effect it has on his damage. As for tryhard gear: Sila has already suggested a way to make MoNs more difficult to obtain, which I'm all for.
Make it slightly custom for Royals without nerfing the pendants. I personally don't really see why a nerf is needed since CWKPQ literally revolved around the pendants while pendants at HT are one of many reasons to be killing him but to each their own I guess. - Have the bosses drop some form of untradable ETC item that can be used in exchange for a MoN. - Keep the stats but remove the chance for it to become 'Godly' - Use the untradable version of the MoN - Make it challenging enough that you can't obtain one within just in a few days. - Maybe add the same ETC item into the bonus at the same drop-rate as onyx apples in APQ(?) People complain about the lack of endgame content, but then want to nerf things to the point where it might be more work than it's worth. I believe that my suggestion would be a fun alternative for obtaining a pretty nice pendant without being "Overpowered". Solutions exist without the need to destroy items.
If people were in favor for making the MoN more or less the same as a Silver Deputy Star, I would agree that we're destroying the item, but making it comparable to an end game necklace of the same caliber isn't asking for much and is what makes a game somewhat more interesting. Knowing that you have an option of two of the most powerful items in the game and not being held back for using one or the other is the argument that I'm sure several of us that are in favor for nerfing the MoN are trying to explain.
Gonna stick with 3-7 att +3-7 all stats. (no godly system) It can be better than HTP, but it won't be unless you get a good one. This way people can gamble their MoN and it's still worthwhile to get and give a certain advantage over HTP.
Could we maybe get @Matt or @John 's opinion(s) on this? Because this argument is just going to go on and on. Half this thread are just the same arguments phrased differently.
1 Egg makes a pendant 22 all stats, then from that point you're able to chaos it with the left over two slots. What you get from that point forth is a gamble, just like you would have with a non-nerfed pendant, a zak helm, etc. CWKPQ doesn't guarantee a full four pendants, just like zak doesn't guarantee four helmets dropping. CWKPQ is limited to how many times you can go in, just like zak. The PQ itself is quite difficult and will more than likely require a lot of bug fixing. By the time it's fully functioning, HT pendants will be more common throughout royals. HT isn't completely rendered useless, books are still very valuable. I'd rather just wait to see what Matt or John think about this, we all seem to be repeating one another. EDIT: Ninja'd Pretty much my thoughts summed up.
but why does it MATTER that it's better than a HT pendant? I know I'm just repeating something that has been said numerous times already, but HT and CWKPQ shouldn't be compared. They both have their own merits. People who can kill HT can obviously do CWKPQ aswell, so why would it even matter to those people to have one be strnoger than the other? They can (easily) get both.
I'd prefer the community decide on the outcome of the MoN's stats. If CWKPQ ever does get released, Matt or John should create a poll on whether the MoN should be a certain stat.
I agree the community should have some input in this. however, the community (or at least the people posthing in this thread) seem to be extremely divided. I just think it would be interesting to see what Matt and/or John have to say about this.
For any type of issue, there will be people who prefer one or the other. This issue is a bit less subjective than normal issues and has major impacts to end game content. Although I wouldn't mind Matt/John's opinion or decision on the matter, keep in mind that the community drives this server and having the option to determine a highly debated potential item in game before released is special.
My opinion is that the average Mark of Naricain should be 5 all stats including weapon attack and magic attack. I say this because it would likely be a range from 3-7(?), and there is the godly item stat which could make it a possible but unlikely max stat of 12.
As much as the I enjoy the godly system on other items, I prefer that godly system to be out of the MoN creation because knowing that getting a 12 Attack MoN is possible and the likelihood of that happening will be frustrating to some people.
I agree that my statement about destroying them was a bit hyperbolic but I still stand by suggestion to keep their stats while customizing the way that they can be obtained to reflect said stats. I believe that it could be the bridge that leads to other controversial updates being considered more seriously, such as Targa/Scarlion(Though going further into that would go too off-topic xD). Also, some food for thought: It's true that many people only make mages as money mules, but there are still many people that take their mages very seriously, as I'm sure you know . I, for one used a bishop as my sole character pre-wipe and once I get a bit more situated with my equips and such, I plan to be pretty serious about my mage again. Also since they aren't even close to being main DPS, I doubt that there will be a ton invited to every HT run. Some people surely won't agree with me but I'd charge mages a pretty penny to loot since they're the ones who would benefit the most from the HTP and make awesome cash just by farming/selling leech. Back on topic though: I don't disagree that two option for an endgame pendant would be pretty cool, but don't really retract any of my statements.
I would go on about this issue for quite a while as I'm sure you and others know. One of the most common realizations that most Mages I've come across is that any slight buff to their equipment could mean the difference of a max mesos and 0 mesos so they weigh their options and just power level to get the specific number they're aiming for. Even a boost of 20 Magic is almost subjective because they'll eventually come to a point where adding more Int would be useless because they already reached their ideal perfect level of Magic. Debatable, but it would be an easy compromise. I still think it's OP and prefer a static number, but less than 10.
I like to dream for the day that being a mage means that your endgame is a battle for highest magic, but you're right in saying that everyone realizes the pointlessness after that 'magic' number
Unless the Admins/GMs decide to buff Angel Ray/Chain Lightning/Paralyze to an acceptable bossing amount, the dream will remain that. Off topic, but it's something that I'd like to get off my shoulders. But, if Bishops are super tryhard, 1560+ for One Shot Petrifighters with Gen 30. Now that's the dream.
Would certainly be cool to see mages as a bossing class. My vision for that would be to make three new "Battlemage" classes with those skills buffed and no ultimates as an alternative to the regular but that's 1000% fanfiction. I can only imagine how much 1hko petrifighters would cost would cost.