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 21 
 on: March 23, 2024, 04:25:33 pm 
Started by Draca - Last post by Mixlor
So, no talk about the Ez credits being taken out of VP? What are we doing about the lack of donations during the events? People are wondering how to get Reward items like warband summons and group cures. I mentioned before, make a small chance that an ez credit can drop during the halloween events and with some steady, dedicated grind... you might get 25 during an event to get something. Multiple events would require getting enough to get a 75+ item.

Maybe I missed the note on the fix for lack of donations for Reward items.

-Mix-

 22 
 on: March 22, 2024, 10:21:00 pm 
Started by Sarthin - Last post by Adidis
Characters: 2 Warriors, 4 Paladins, 1 Cleric, 1 Druid, 1 Shaman, 1 Ranger, 3 Rogues, 1 Monk, 1 Beastlord, 1 Mage, 1 Enchanter, 1 Wizard, 2 Bards, 1 SK, 1 Berserker, 2 Necros,

Gear: Main Warrior is fairly closed to as max as you can get pre-T11, Rogues+2nd War all have UW12+EBoA, Monk+Pal1 have UW12 have a few scattered UCv4 with most the crew being fairly close to having all their Sleeper gear and most have scattered Veeshan gear + 3-4UA pieces with UC/v2 or Brawler 50s.

I poked around entrance trash with each mob taking a few minutes to kill. Incoming damage felt manageable for what I toyed with.

Posting my thoughts cause this was being discussed in Discord a bit today

My opinion is I don't want to see anything get weaker cause that would feel bad to those who really are capped out on Pre-T11 gear. Like the post above we might need something that helps bridge the gap a little between a 100% maxed out character and one that is 95%. I didn't think about earring originally, but that is one of the dps increase spots. The other spot of note is Necklace since the only ones that give a damage buff are the Halloween and GoW neck. I originally thought weapons felt weird, but after scoping them out there isn't much room for improvement on sleeper weapons without them encroaching too closely on UWs in my opinion. This may just be the spot where people have to really spend some time filling out UCs which is what I'm working toward right now so I'll slowly be seeing how the power changes in my raid with those changes. There might not be a big need for change here for newer players, but I'm just one guy testing with what's available to me.

 23 
 on: March 22, 2024, 07:50:36 pm 
Started by Sarthin - Last post by clbreastmilk
Characters: I have 24, but due to the scaling and my current gear, I'm using 18 that have the highest DPS.  War, 4 Pal, 3 Mnk, 2 Rog, Sk, Wiz, Mage, Rng, 2 Brd, Cleric and Zerk.  Benched chanter/war/druid/bst/necro and one other i forgot.
Equipment: Tank is VP geared fully, halloween augs, but no War token items.  Healers have Ucv4 on 2 pallies and a cleric, 1 Ucv3 pally and 1 Uc pally.  DPS is a mix of maybe 6 or so UW and 6 or so rank 50 earrings
Combat Efficiency: Several minutes per mob.
Time Investment: 30ish hours
Quest Progression: Just starting
Loot Accumulation: 0 (but for the time investment and mob kill speed, this is expected)
Favorite Features: It's fantastic.  The quests, the gambling, the boss spawn chances, it's all fantastic.
Areas for Improvement: I'd like to solely comment on the DPS aspect of this zone and to at least some extent, Tunare/VP.  The tank/healing for these zones progression wise feels fine.  The DPS seems to have taken a massive requirement spike after T10.  This likely feels very natural for the old guard players who have already finished putting rank 50 earrings on every toon, gathered a UW for each toon and other items.  Though I can see at least some of them are still struggling with the time investment in the zone.  I wanted to suggest perhaps following the previous formula of adding "budget items" at certain points in the game.  Sleepers/Halloween weapons are a good example.  They aren't meant to be replacements for the UW, and those items should be top tier, but could we do the same thing with DPS oriented items.  Take the earring for example.  Rank 50 is 200%.  What if you added a mod to existing jewerly that drops in tier zones that adds 10% per tier and having it end up at something around 100% in T10 and not have it stack with the existing earring.  Such and item would be worthless to well geared old guard players, but would give new players a progression path into these well made new zones, without having spent the 8+ years grinding GSOA.  It could be any number of solutions, or none at all, but just my feedback.  Lastly, loving the new content and seeing Sarthin/Draca talk about already working on multiple new zones is absolutely spectacular so please don't take this as a negative thing.  All this new stuff is an absolute positive.

 24 
 on: March 21, 2024, 07:48:16 pm 
Started by Draca - Last post by Dokplayer2
how can i zp crushbone without gc?!

 25 
 on: March 21, 2024, 03:19:59 pm 
Started by Draca - Last post by clbreastmilk
Another thing to consider is without GC zone pulls, certain items like GSOA/GSS are going to be harder to come by for players that aren't already in kael.

But that can also be balanced.

GSS's are available in VP in far greater quantity than SR
GSOA's won't have any changes to their drop rates, as everything below SR can be ZP'd by any T10 warrior, with out without GC

How about letting players use Double/Triple in Veeshan?

 26 
 on: March 21, 2024, 08:45:41 am 
Started by Sarthin - Last post by gnonim
Raid:  24:  2 Warriors, 3 Clerics, 4 Pallys, 9 rogues (all 12.5), 2 mages, 1 monk, 1 ranger, 1 changer, 1 shaman  All but two of the clerics have UW12 or higher.  All have earring except 2 clerics, all have Veeshan shield and min rank 5 ring, pretty maxed out.

Went through the 400 quest in 5-6 days.  Killed before that for several days.  Went another week or so after that before getting my first plate armor and that was three days ago I think.  The next day I got two more plate pieces.  Previous to that, I had a total of 3 silk and 1 chain drop.

I've killed the four bosses before and after adjustments.  Have not tried AOW yet even though I have all the heads.

I think all of the boss encounters are fun except for the "Increases Attack" instances which "seem" to insta-kill my warrior 30-50% of the time.  No time to even hit a key.  Now, I suppose I could see that if it happens at the exact same percent and take action when I'm a percent or two before that hits.  If that's the way it's supposed to be, fine.  However, would be nice to have at least one round's worth of time to react.  Yes, I know to keep my mitigation buffs up... Smiley
EDIT TO THE ABOVE PARAGRAPH:  Just really need to pay attention to what's happening when, with the debuffs after the adds and such.  Got a few tips today with regard to that especially and obviously I was missing those.  Wouldn't change a thing even with this.  Takes me so more time than others to work things out, even with getting tips..



I'd like to see Furious reuse brought down to 10-15 minutes.  As it stands at 30 minutes, on these more challenging bosses, I've managed to get Fjord without using it, but it's nice to have in reserve and entering into your hardest mobs without everything available then getting smoked again, then you just end up waiting to try again for 30 minutes for it all to reset.  Then again, I could be way off base and missing some major mechanism that would help here.  No idea.  And yes, I use the BP clicky to try to weather some of those "Increases Attack".

I don't think any changes really need to be made.  Like it the way it is.  There is a feeling of making very very little progress.  But I've lowered my expectations there.  Some days I may kill 150 giants, other days more like 30.

At this point I may not even bother with Fjord till I've got full plate on my tank.  Time would be better spent on the other bosses and mini's that have a chance to drop armor.  And that's fine.  As stated above, I'll probably have a pretty big stockpile of heads before even attempting AOW.

Like the zone a lot.  Like the encounters, even Fjord who kicks my butt most of the time.  Very nice design job overall.

 27 
 on: March 20, 2024, 08:34:32 pm 
Started by Draca - Last post by Draca
This all sounds like a great trade off.  Do you think the weapon quest count should come down as well to sync up with your balance changes?

No, there isn't any need for a weapon reduction, as the camps will be area pullable still.

Changes are in no way to make SR easier, only to help offset the loss of Guardian Charm makes to large pulls.

 28 
 on: March 20, 2024, 08:31:01 pm 
Started by Draca - Last post by Draca
Another thing to consider is without GC zone pulls, certain items like GSOA/GSS are going to be harder to come by for players that aren't already in kael.

But that can also be balanced.

GSS's are available in VP in far greater quantity than SR
GSOA's won't have any changes to their drop rates, as everything below SR can be ZP'd by any T10 warrior, with out without GC

 29 
 on: March 20, 2024, 04:14:08 pm 
Started by Draca - Last post by clbreastmilk
Another thing to consider is without GC zone pulls, certain items like GSOA/GSS are going to be harder to come by for players that aren't already in kael.

But that can also be balanced.

 30 
 on: March 20, 2024, 03:43:25 pm 
Started by Draca - Last post by Biltin
As someone who just finished T10 with my first character a couple of days ago I have to admit this sounds like it is going to suck for me.  Knowing that everything is going to be harder/longer for me than so many that have come before me is a hard pill to swallow, regardless of the reasons.

On a good note, I guess I can act as a guinea pig on how a player just getting past T10 manages post changes. 

Having said that, I do appreciate all the work you guys do and know that changes you make, you make for the betterment of the server as a whole.

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