by JeffGV » Tue Aug 06, 2013 3:33 am
Regarding the 90% worms: i had them indeed at similar values, both phytons and normal ones (and i sold them when i decided to quit). That's why i said that value - because i know there are some ingame.Regarding their exact effect, we should see the formulas used. Maybe at the current purities of wood their effect is hampered. At higher purities they could work differently - but how much, we cannot say.
The problem with legacy items is that they aren't intended to exist at all with the current implementations of the mechanics and thus must not be considered when the game is balanced. But as they are still there, their consequences in the game persist. Because devs can't balance for two different set of values (as in, old and new values of purities) at the same time. We're talking about mathematical formulas after all, and there is no other difference from the old and the new ones than the purity, just a number in the whole formula. It is the same for game mechanics, items, buildings. A wall either is balanced for the humours intended with the current mechanics or with the ones you can get by using legacy items. Same for the enemies. Same with whatever they decide to introduce in the future - they can't take in account items that shouldn't exist, after all.
If those items can be replicated, even if not at that high purity - but still higher than the ones one is supposed to get at a certain point in his progression - they will still screw up all the balance when they are used. And spreading them doesn't balance the game again - it just increases the overall unbalancing, cause people will just use more items of unintended purities.
If server travel is ever introduced, they will spread even more in the different servers. And assuming new servers are ever opened they would be affected as well if there is the server travel.