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lore

Lord of Knowledge
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Everything posted by lore

  1. yes spending irl money in the games allows you to skip most of the grind in the game, the game itself is also made around not being alone most of the time wich makes it even harder for new players wich are not many, are extremely few, thankfully in the last years there has been updates to make the starter areas more bearable alone but it dosent solve the problem up to the point there other players, and yes the grind is basicaly more harsh than games such as warframe, monsterhunter (this one by far) and other mmo's, luckly it dosent reach the levels of release battlefront 2 but i have to say it is a relatively tedious grind and you need much knowledge (and people with you) to decrease it but trust me, it gets decreased by ALOT. i could explain how its possible to make the game way less gear reliant/farm gear as f2p but there 3 problems: 1 - knowledge requirement of the game, it would require people to go on and look up guides on the classes and farming almost constantly 2 - (and to my eyes the biggest one) - it requires almost always multiple people to pull it off, luckly you will reach the ground with other players (and reliable source of gold) before it gets to the levels of class specific (im talking about technopolis, its very harsh ESPECIALLY on the legion side due to easly requiring particular classes and maybe even combos to be pulled off to decrease the required gear to be ran, but the sentinels are no exception) 3 - havy startups classes, all tanks are in the expensive category to start up due to requiring a whole armor later on to do their job right, dps is slightly less affected if we're not talking hunter and ESPECIALLY seeker, warlocks can make up with debuffs but guess what? they're nearly useless in the sections with few players while healers gets some mercy but noone is and will ever be safe from the energy consuption of their skills, worst targets being seekers and hunters due to their decreased energy usage, later on more classes fall on it not to mention the insanity of how the grind can be when you REACH the active sections of the game, amping is a rng nightmare, loot is rare, and dungeons dont get either easier or simpler, but luckly. they all have guides by now and arena is just a lost cause at this point... big guilds took em over and they're willing to even have people to stall in fights to prevent others to rise up in the leaderboards... along the broken pvp so i do NOT suggest this game to your avarage joe with just a phone, the devs should really work on these problems if the game wants to be more newbie friendly or more f2p friendly in general and this is why i kind of refrain myself from amking guides for earlygame, they're pretty much pointless and work over nothing since people will quit before watching the forum or realizing they need multiple people and help from the forum to make it far, thats not the kind of game for most people tldr: game p2w no hiding, f2p noob need to go trough hell
  2. paladins can either go full physical and be an pretty normal tank wich some support shenanigans thanks to their shield and aura or transform their banner from a deffensive weakener for the enemies with minor damage to an great skill to deal damage in area along being able to do decent heals, the chieftan can essentialy switch the focus between single and area damage depending on how hard they go on their physical and magical attack, deathknights also have their area skills locked behind magical damage and not just those, i consider the deathknight the one getting the most benefits by being somewhere in the between of the physical and magical attacks by giving a slight more care to the magical one and last and not least the templar in my opinion is the one who gets the best of both attacks if handled proprely due to the mehanics of their skills
  3. one is actually a support while the other one is in eternal pain on my eyes
  4. ok so... from what i see, due to elves beating you up you want them to be nerfed to have "balanced" pvp encounters.... an good point to where to start is trying to suggest something (reasonable) to rebalance the situation or even better explain the problems and try to understand the problem itself to see where the roots lie, trust me a straight up comment like this wont help much especially when you do bring on the table the leaderboards of the arena wich im pretty sure most people here know they're mostly rigged and/or made my overly commited people in the pvp section of the game... wich suprinsigly is the one wich appear to like to complain the most on a broad sense... rigging? since it would be the only way it could be possible, it can also be the elfes not caring of said category and he died in the open world in a random encounter wich i guess its the most of the reason people (of both sides, noone is free from it) to ask to weaken their opponent afther getting one of the following: - countered: very common due to some classes gets completely shutoff by other - outgeared: amplifying is simply extremely strong, along with the right gear and runes, this also includes unique books wich makes the class even stronger than normal and in multiple cases, break the balance. this one is very common too - ambushed: not expected, no pvp gear on while the enemy has, death. probaly the most common cause of death for pve players and lower level players - outnumbered: wont explain in pve elfes DO have the single most powefull dps as the seeker and tank(if still is? are tank even a needed thing in the dungeons anymore?) as the warden but there 2 flaws: seeker will take both your kidneys warden kill speed is... miserable wich both can be solved by the bladedancer by being able to have strong defenses and insane dps because why not eh? and along with druid and priest being able to give a nice boost to the dps and keeping evryone alive... if the seekers werent a lifesteal broken mess with the other dps.... in mc the classes are some less targeted for pve than the others but in the years i played the game, in the zones of weaker gear the classes can actually pull off some nice combo to boost up their dps in dungeons and with it, lowering the requirement (most elf classes have more individual strenght in comparison) warlock: god bless the existence of grimoire, the aboslute amount of deffense reduction can increase the whole party dps by ALOT when there is the lack of penetration as a whole in the lategame where bosses have insane deffense. rogue: kick the back (i hope i remember the name right) of the boss, the tank now dodge. no need to explain more, the dps is fine, amazing to screw over a specific target with a burst hunter: basically, warlock but better. shaman: totem. energy field allows for greated skill cycles wich can help evryone deal more dps and stay alive more. barb: roar in combination with the deathknight's darkshield allowed for insane performance in areas preceeding the ship graveyard (T5 avyo), still kind of effective now necro: sadly this is limited for big masses but, link, the most iconic case is in technopolis' hard difficulty where you can use theboss as a damage dummy and CLEAR evry ads in the immediate moment thanks to its damage share proprieties, along with poison shield and acid rain it makes amazing to handle groups of enemies while giving off support charmer: the filler class, if we are not talking aoe chieftan: the only one i would define as an AOE damage class, but the ability to decrease the enemy's dodge helps the team by hitting em more, and the rat can combo with rogue's kick but there is a underlying problem with this... i could ramble and rant as much as i want to how you can use the mc classes to rank up with the elf's insane pve powers but there isnt the content to do so, the gear fills in in way the combos(and in worst cases tanks and healers) are no more needed in most cases afther you upgrade. and the worst part, HARD pve content is lacking if its existent... and the seeker denies evrything by basicaly becoming god with its dps and just being able to speedrun evrything because lifesteal yeah? and to talk about the topic the whole thing is about. bladedancer is worse in balance.
  5. yes also it was made in a non efficent way, poor skill shall i say, if done proprely you would get a stack
  6. 1. why would passing to 3d/adding jumps be an upgrade? is like saying adding aim down sight is just a straight upgrade to a fps (it isnt, it depends on the whole game, such features can completely change how the game plays and feels and some require to NOT have it) as to 3d, it isnt neccesary. its all about the game design itself and making it 3d dosent automatically make it better, you need to take in consideration that the amount the dimensions in your game dosent affect much outside of how evrything else is built like. yes you could make a 3d version of warspear but would it actually be better whiout major changes to gameplay? 2. nft. it is being seen multiple times as completely flawed and broken system with ease of hacking and scamming within it, along with not being fully supported by laws it can be tedious in case someone gets in truble, therefore, as much the idea and concept is somewhat great, for how it works now i consider it to be sent back to fabric to be remade from the ground up. along with the huge chunk of the internet being aiganist nft and a lesser part EXTREMELY aiganist it, wich also shown to be a huge amount of big streamers, too high risk to me considered worth having a target on the head and possible huge player drop from doing such, for short keep the ingame items in the ingame economy whiout bringing in real life money trading at nft level, the highest i seen to be accepted is the steam market tier wich are not nft but gives you the item in game, its not unique, but you get it and technically "owning" it too... and as long the system dosent factually prove to an crushing degree it is not broken, is well working and an ACTUAL upgrade to what we got now WHIOUT huge downsides (im talking about the ambient in here) i will NOT support such thing, not for the scams in the area, but for how much broken the system is, to my eye is something trying to be used for something it is not designed for 3. games with better deisgn have even more people in there chatting and having a whole community good or bad that it is and dont forget this problem for the nft issues
  7. something else they can also do is add some lower rarity gear (one lower than the dungeon's rarity in this moment max) with higher droprates
  8. i mean thats the biggest thing i ever seen, noone has ever tought of just walk out of AOE attack at all, i sometimes find it funny seeing people just walk on them instead of just be smart for a second (you can also go over with skills such as mage's teleport and barbarian charge, thank me later)
  9. it was used to have an heir to straight up trade with them the items untill the person earns the trust to do it, it did happen the guild had been scammed but lets say the person wasn't been seen for much longer in the server with atleast that name and im sure he's unlikely to try pull something like that ever again
  10. at this point make a guild store.... or allow the guilds to sell anything wwith the castles
  11. they can be good as a support with their heals and their ability to reduce the enemy's deffense, sadly as many things you can just start ignoring it with high amps and expensive equipment, but it can be good to lower the time in case the party has low penetration and the boss has a high deffense or in case the planets align they actually need a healer/tank
  12. this means they can also recharge with a parry but the cooldown is the same for the both. wich in pratice can be into: you parry an attack, you CANNOT get more stoneskin charges by either parrying or blocking for 2 seconds, same counts for block. it is mainly an talent to allow 2 handed users to gain stoneskin stacks while parrying since with a shield and good enought block you will be already getting the stacks i hope it is a good explanation
  13. anything that makes it 100% lvl 30 is gonna be the highest one?
  14. i think it would be cool if it was possible to cast it on the party to share the healing recived
  15. it mooves slow and takes time to reach its destination, in the meantime the chieftan is free to do whatever they feel like to do.... maybe even jumping in the middle of the enemy? knowing the rat will take them to safety? isnt it already enough to pull up an hard push/undo an huge effort of the enemy? did you consider the chance to heal back as soon the health gets drained? the skill also applies on the whole party, allowing synergies with other members and for example, allow a mage running the excessive energy talent to go totaly crazy with skills and somewhat maintain their energy while nuking the world, or the one buffed with the eye does, and also allowing the seekers to use something more out of their few skills due to the high necessity of energy regen, in general, its a call to go crazy
  16. me, on the other hand, expeirenced an increase of drops with higher rarity (out of the usual stuff) when doing solo in general drops, even when i farmed in a party, owever i noticed that while farming items such chololate hearts, skull jewerly boxes and such event chest items the rates werent were seemenly unaffected, taking in account when farming with my lvl6 shaman it was a garrantee in solo farm and was almost a constant drop while i farmed in a trio at lvl32, making it more efficient to farm in a party such items, maybe it depends on multiple factors but as we both said already it would need alot of data to verify, and since i doubt the rates will be public its best to just straight up test it ourselves if we REALLY want to know it, but i also bet my entire stash of ale that there some exception to this rule wich will make required to redo a damn ton of runs (event mob chests being the first candidate to it, item quest must be or it would be really stupid) so i think we should ask ourselves: how do we get this info whiout spending an immense amount of time, while at the same time keeping it reliable?
  17. dungeons dont care of how many people are in there, the drop is simply made with a chest with fixed chances, had no info wich could say the opposite in this case there is CERTAINLY a decrease in drops depending on how many people are in the party, owever it is not a full on division, from personal experience i can say it does divide, but not as a flat rate/members, but form the very same way it works it seems to prefer to give multiple lower drops rather than bigger ones, wich happens with a single player, wich makes more effective go in a party to farm items with an HIGH drop rate and in solo/small party with items with a lower droprate, but i would need to directly test it (im open to calculate such if someone is open to help me with it, anyone is accepted or even better, more people the merrier) in order to give an clear and true answer to that since my answer to this is 80% speculation to be simple, i dont know 100%, but we can get the answer by ourselves
  18. this can even be a basic option in the settings, just name it "streamer mode" or something like that and bam, problem sloved, this problem is not just limited to alternative accounts, it also affected to the simple change of character, you should be able to go directly to the character selection screen whiout logging out.... in short, top tier quality of life suggestion, we need it.
  19. to me it work pretty much like it should, maybe you'd better name it as a suggestion rather than working wrong, since it does what it should do. but in most cases it is not enough of a entity wich should be considered, it might give that slight boost, but meh, nothing too big to worry about
  20. these are really nice quality of life improvements the game can make use of, but there CAN be some issues implementing one of it the lifebars might cover eachother on big fights (40+ players) making it hard to calculate the amount of hp the enemies have or outright cover enemies in it, it might be an good idea to automaticaly disable in certain situation the health bars in order to keep the player still able to see (this also applies to names and guildnames), these conditions can be set up on the settings (cluster size, stacking players amount ecc) this can also help with performance, so this can also be made for some particles. out of this i would like to add something this might only be able for pc only, a quick zoom and out options for allow both an easier time in case of intense moments and also allow to focus on fewer things at a time when nedded then for help to keep on check the health there can be some form of signal (like the borders of the screen becoming red when hit with a menu open) at low hp in order to make the player atleast know they're low on hp/energy for the party, there can be some effect (similar to the one mentioned before, but limited in the small area of the screen where the party ally's info is shown) to drag attention there, this would make easier for the healers to know when someone is in an emergency and needs immediate healing, this should also be able to be modified /activated/deactivated by the player's preferences also, equipment store in avyondill along higher level versions of the nardir sard's stores equipment (or even have one with their own unique themes in maliat and their own high reputation trader in each one of the towns of avyondill) then the obvious skill point loadouts, UNBIND SCROLL, costume unbind and possibly an rework of the stores/quests in irselnort
  21. chieftain has a shield? i only remember he having an really good dr skill
  22. the fact that bleed is the basic PYSICAL DAMAGE over time effect, the strenght, power and effectiveness are based by the skill wich causes it, the fact that the barbarian is the only one being able to do such a feat as increase the damage of the skill wich applies bleed dosent make it forcefully the strongest bleeding skill. the normal, baseline, bleed came in first with barbarian and bladedancer, and since them the effectiveness of the effect were different in power, take in account wich each skill as a cost and cooldown to be taken in account, yes it is the weakest bleed skill in the game and could use a little pump up in damage to stand up the levels with the rest of the barbarian's toolkit, but it dosent has to be the strongest bleed skill. if you look at the talent, it says "increase the power of the skill from the physical strenght by the character by 5%" it says the power of the skill, the strenght of the chop skill itself, you are strenghtening the skill wich causes the effect, if you read it in this way you dont have anymore to worry about all of this, yes it is slight underpowered. but do we even need a buff to the skill? by looking at our entire skillset? is it worth to increase the power of a singular skill just because the barbarian ever so happens to be able to upgrade the strenght of the skill itself? tldr: being able to upgrade the strenght of a skill wich ever so happens to apply an effect and thats it dosent make it entitled to be able to deal more damage than all the other bleed applying skills in the game yes there is poison, but the designers are free to simply add an different effect to make it more fitting to the class (or disable the chance to combo with a certain skill of the barbarian's toolkit)
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