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vavavi

Tome Keeper
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Everything posted by vavavi

  1. Rogues are fine. They're very high damage sure, but that's kind of what damagers are for. Personally I'd rather have damage classes that are proper glass cannons than the current situation where 5-6 tanky classes do 95% of dps class damage while being infinitely more tanky. The same situation is the reason for classes like rogue and ranger alongside seeker/hunter being "clowned" like higgs said; the 5-10% more damage they do compared to these tankier classes isn't worth the penalty in survivability. That's not to say the damage classes need a buff, but more about the tankier classes needing to get punished more in terms of survivability if they opt for a damage heavy build.
  2. It's true that you don't need all 9 at once, but even a few of them is a long time to grind for gold. Even if you want only 3-4, it's still talking weeks of questing for a new player who's crippled the whole time not having access to them. It's a really hefty requirement just to be able to experience what your class is about and a long time to be stuck in what is basically a demo version of the game. And the unfortunate reality is that even if there are occasional events with these books as drops, and a few bosses have them as drops, the player without them is unable to engage in any of this content without them unless they're being fully carried through them. Not to mention that the book prices even from other players tend to follow the 40k default price with at best a 25% discount, unless once again you find someone who's willing to practically donate them to you. For the books of oblivion part, they are handed out as gifts fairly often, and the regular discounts for them make them accessible at a lower cost. I'm sure there are reasons for it, but having these big requirements to experience such a core part of the game surely ends up turning away a lot of newcomers. Whether that's because they don't find the time investment worth it or because they think the gameplay loop they've experienced up to that point is all there is, I can't say. I'm sure there are people with far better statistics and understanding making these decisions, but it's hard to see how such things can be good for the game, or the new potential customers. Only realistic reasons I personally can come up with for something like that is it either being an oversight or something marketing related that i rather not speculate about without having the knowledge.
  3. Personally I find the difficulty jump from t2 to t3 significant. I remember even back when it was released the difficulty brought by the number of mobs around, their higher damage and vastly increased hp made it a lot more challenging to navigate even on a built char at the time. Another thing is that while lack of talents and gears is to be expected, those are meant to be things you grind for over time after all, being locked out of things like expert skills due to their high price is crippling to their ability to try and improve their chars. If i had to guess, by that time, from following the story quests, you'll barely have made enough gold in total to afford one, and that's if we assume 0 gold was spent on resources and gears to reach that point. 40k gold is a ton for someone in that phase and there's 9 of them you have to acquire to reach a point where you char is at a position to even start thinking about improving and taking part in group content. Even if you put the difficulty and the challenges aside, this type of restriction on expert skills just deteriorates your experience. By that point you'll have put in a lot of hours into the game, only to find yourself stuck with 1/3 of the basic abilities that make your char what it is, while facing months of grinding repetitive quests (yes months, 360k is a ton of gold to get from questing even at a high level) just to get to a point where you can start learning and experiencing what your chosen class is about. A solution to this could be keeping their price the same, but allowing people to unlock them with level milestones in a similar manner as skillpoints are. 1 choice of expert at 18, 2 more at 20, 1 more at 22/24/26/28 and the last 2 at 30. This would both provide incentive for people to keep playing and leveling up, while also making the leveling experience a lot more engaging and accessible. It would also allow people the option to rush them if you have the resources to do so at the same time. On a unrelated note, it's very nice to see someone from the admin team engaging in the international section. It's a rare treat in these parts nowadays.
  4. While I personally agree with a lot of the things you've said, there still exists kind of a wall that players hit. The early game is a lot smoother thanks to updates, and once you do reach the late ish mid game it is very doable to progress even as a fully f2p player, but the gap between going from just starting out to that late ish mid game where you can progress is pretty steep (think going from t1/2 ayvo to t3/4/5 etc). The way the game incentivizes people to progress is very linear, but the difficulty jumps don't follow this trend (I suspect this is because of the long time frames between new towns added and each of them being added as the "new end game thing"). Experience potions are very difficult to get when you're starting out as a f2p player, and mainly only following the story quests without them leaves you severely under leveled and geared once you hit this point. Obviously the solution would be to grind out those daily quests to breach that gap, but the early game ones simply don't provide enough incentive to do so. They're very time consuming and the rewards from them are so small that the time investment to grind them is simply too much. Personally I have a higher level guild in my server which is almost purely dedicated to providing new players with guild buffs to help them progress, but time and time again i notice this trend where they tend to hit the same wall around the same time and end up quitting. It's a shame that the gap there is so difficult to pass, because once you do get past it there truly are plenty of ways to progress and get to enjoy the great things that have kept the game going for all this time.
  5. Personally I'd classify t5 as end game content, so I disagree with completely gutting it. Even to this day it is the source for a lot of the best in slot gears the game has. That being said, it is a major obstacle for newer players because of the high difficulty jump, but in my opinion that's more a problem with the way new players are incentivized to progress. The area is accessible so quickly through following just the storyline quests that there's no chance your char will be caught up to the requirements by then. Doing something like restricting access to it until a certain level requirement is hit, while simultaneously making the early game daily quests more rewarding, could help with motivating people to build up their chars more before tangling with the difficulty jump.
  6. It's a nice idea in theory, but it does come with a lot of things to consider. For example what happens to higher level gears you've equipped once you delevel? Do they get unequipped and if so do they remain personal or would it be a free way to unbind them? Or do they just disappear as a whole? What about expert skills or non class skill books, what happens to those if you delevel? Then there's things like farming up almahad talents with higher level gears and deleveling after, although that depends on the amount of xp you could remove. I agree that it should be an option, but it for sure would be a balancing act between keeping the amount of reduced xp useful, while also avoiding possible abuses of it.
  7. vavavi replied to Viltrim EU's topic in EU-Emerald
    Using a better minion would probably get it done, but I agree it's unfortunate how it works
  8. Completely removing the stun is a bit harsh and would basically kill the branch. Some sort of cd increase for flow in general would be better
  9. The difficulty scales up a lot in later maps because they got released with big time gaps and were all designed to be end game content at the time of their release. Ideally you would stick to 1 char. The talents and stuff take a long time to do, so switching chars won't go anywhere. A few things that would help are A. Look for a guild. Events, buffs and having people around helps out a lot. B. Try to do daily quests in earlier maps. People do t3/4(pelion) quests a lot in parties. You can try looking for a pty for the dailies in world chat. T3 is usually called 85k, and t4 either pelion or 90/200. C. You can also do daily quests in earlier areas. They still provide gold/knowledge/xp and are generally pretty fast D. Using minions helps with the difficulty a lot. Trying to get some cheap support/dmg minions will make things noticeably easier. Especially if you combine it with guild buffs. Since you're in EU, I can help you out with some of the stuff, minions and what not, if you pm me in game. I'm usually on my priest, name Vava, so pm and let me know its you.
  10. A class doesn't have to be able to tank 5 fully buffed and booked people solo while using no skills whatsoever to be broken. In a proper group fight, barb is extremely strong currently, arguably too strong. They're extremely tanky and very difficult to kill even while they use a 2h weapon, they do equal or more dmg than actual dps classes while being that tanky and on top of that they're among the best aoe cc the game has to offer due to their very large roar range (The largest area for an aoe stun in the game). Roar by itself has some pretty glaring issues in it's relics. Correct me if I'm wrong, but due to how the skill works it can trigger multiple relics twice. For example in a catacombs style 5v5 fight, one roar can cause upto 10 apathy rolls in a single click, which it does fairly easily due to the very large area, while also rolling reactions at the same rate. The reaction relics are especially painful to deal with due to the delay between the roar triggers, causing situations where one roar, rolling on 5 people with presumably high resist, guarantees a resist, which then eats up a cc skill just for another reaction relic to trigger with a delay. Also having 40% duration relic on a stun is just dumb. Personally I don't think being a tanky, high dmg class is the problem. The issue is that it also has this huge aoe cc capability on top of a pre-existing resist skill buffed by this interaction with reaction relics. If you compare it to any other tanky dps class, a reaper for example, it essentially does the same dmg while being more tanky and while having a ton more immunities and group cc capabilities. All of these issues just compound more and more if you start having more than one barb in a single party, especially with roar. It's a lot for a single class to be able to do.
  11. Bro this is a clip of someone intentionally suiciding into a fully stacked 5 man pty. What does this prove lol
  12. Agree with this. Even with the nerfs it's still the best dps class in the game.
  13. Generally you have to actually click skills to get that ls though.
  14. The guy is standing there literally afk with an extremely low def setup and only dying once his gears break. No other class could do this. If this was with a full tank setup it would be understandable, but that's a 2h build and 0 heavy gears on. The guy doesn't even have a minion on for extra healing
  15. Currently when starting the same craft job multiple times, you have to manually scroll down the list of possible jobs and start them one by one for each slot. Adding an option to repeat a job multiple times and/or to fill every available slot with one click would be a nice QoL upgrade.
  16. Pretty much every single class got a major buff for PvE in the last major rebalance update where PvP and PvE damages we're separated. Any slight tweaks after that still left every class far more capable in terms of PvE than they were last year.
  17. 1280x720 is a pretty rare resolution for phones these days, so it's not the most surprising thing if it's bugged for it.
  18. This is how it looks for me with the settings set to single row and XS. If it doesn't work, you could test changing full screen mode on and off or you could try tweaking some settings on your phone. For example for me it helped with some things to change the fact that the game was rendering behind the front camera. If nothing seems to fix it, it could be a problem that arose with your resolution from the newest update and I'd recommend making a report in the "bug- reports" section of the official discord. The section is monitored fairly regularly by the developers and has proven to be a reliable way to get a quick reply.
  19. Looks great and feels a lot better to play
  20. UI size increase will help a ton
  21. Necro can spawn a ton, but they're generally pretty weak. Would be nice if they despawned after the necro dies though. Should be the case for all summons imo
  22. Would be such a nice quality of life change
  23. You literally sent a ss of a lvl 12 guild taking back their castle and claimed it was a lvl 6 alt guild somehow "destroying a guild maliciously", while knowing full well it wasn't. Then you also claimed people are getting "ban threats", implying somehow players have the power to do that. It is hard to dig through the made up non sense to find the actual suggestion. Also this system would once again be insanely abusable and remove any competition. That's the exact same system event gvgs have in place to make sure everyone gets rewards.
  24. The first part about mc vs elf changing how the reward is given wouldn't work. How would you even define that? What if u have 1 mc stealthed in the area? What if a guild unities there and just sits in bless, would that count as mc vs elf? The reward system would have to be consistent and give it to the guild that dealt the most damage, no matter whos present. Any alliance wide reward would instantly be abused by bot farms, no matter whos winning them. But once again, this wasn't the premise of the topic. What people are suggesting, op included, was that everyone gets rewarded somehow and the raids be turned into basically an abusable nocturna clone for everyone at the same time. Also the 5 people get the kill system, to clarify, isn't unfair. It's the exact system that allows smaller guilds to come and compete for the kills on an equal footing. If the system was based on an entire guilds damage, then all that would matter is how many people you have present. This would limit the ways people can try to contest the raids and systemically guarantee that smaller guilds will never have a chance to win them.
  25. I don't think the system itself is unfair. These are again team efforts, guilds have their own systems to share the rewards, including ours. I'm not against a chest system, but if such a thing was implemented, it would have to be limited to the members of the guild who got the kill. That would both preserve the competitiveness, while also disallowing abusing, but the entire premise of this topic was to make the drop alliance wide and to reward anyone who shows up, which would reduce the competitiveness and reward everyone who comes, regardless if its them doing the heavy lifting or not.

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