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Shal

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Posts posted by Shal

  1. 1 hour ago, Jordan said:

    I'm not sure what you mean by dungeons if it includes Trials or just includes 0/10 dungeons but I think this is not a bad idea but the wrong approach.

    For example: Trials are already useful for gear and can also be used as a source of income via selling things like Materials and Blueprints. So I feel like there is enough rewarding qualities to these trials as they are.

    Similar stories can be said about 0/10 dungeons especially after adding the Class Honor Medals to them as I know a number of people farming these for this factor alone.

    I would like to save Eden Crystals mostly for things such as Elysian and other content we have planned. Since these events are usually lacking in activity due to rewards and its hard to give good rewards when Eden Crystals are so littered around the game. Like for example theres so many sources of Eden Crystals for Free Players in the Awaken server that giving away more Eden Crystals as rewards would just make them more irrelevant than they already are. I generally think though that improving the game via content that gives rewards like this rather than adding rewards to things that people who play actively do anyway is the better idea as then it gives more things to do and more things to be interested about.

    We monitor game activity in multiple ways to check the current server activity. So we have a good indication on just how many players there our each day in total. One of the main activity killers to be quite honest is similar to what happens on the Awaken server as I've seen it happen countless times (Being that theres a good number of players quitting over losing in PvP / Guilds dieing because of losing in PvP). This has happened on Awaken several times over the past 2-3 years and I've watched it happen on this server too. Now I understand thats not the only reason people quit, but I know this is one of the more impactful killers number wise as it not only makes people quit over the drama, but also the opposing guilds also tend to get bored when nobody wants to fight them so they too lose members.

    By dungeons I just meant 0/10 dungeons, I agree trials have enough rewards (at least in the short term of a new patch).

    Class medal drop is good to compensate for people that cant get them with pvp, but I believe is not enough in terms of gold income since costs keep raising and you keep making the same amount of gold by farming (until new dungeons/areas are released ofc).

    Regarding ECs I understand your point, adding too many ECs would make them lose their value (thats why I said "rare drop" though) and there isnt a good replacement value wise  and yes event rewards could be better than dungeon drops but you guys should be mindful that if its pvp related, and only "top 5" people get them, then its highly likely that the winners of such events will be the players that are already geared (aka: the players that dont need those ec).

    If you mostly plan to add ECs by events (besides AP/ranking) then, IMO, it should be events that arent pvp/dmg output related, and that they are available for people independant of their time zone. I know this is really hard to do, and thats why I mentioned rare dungeon drops since its something that anyone could do in their free time (independant of time zone and not pvp related), but if the drop is too high then ECs might lose their value as you said, so I understand the issue. Maybe it could be by a dungeon medal system (similar to trial medals and artisan bps, exchange X dgn medals for Y ECs/SS) instead of "rare drops".

    I also agree with your last point about "pvp loses" being a big activity killer, ive seen people quit after 2 loses (ohno *cof cof*) and thats just sad tbh, but ive heard a lot of "pvp focused" people getting frustrated and quitting because of the "never ending" raise of the cost of items (of stones mostly, which raise because of EC prices) without ways to make up for those raises, so thats a factor as well. In this particular case I believe is a combination of stones being more expensive overtime (without a raising income) + only having 10% success rate (excluding better stones from ranking, which are really few). Its, to say the least, interesting that you could have x30 coral lss and still not be sure that you will get the +10 (or +9) that you want, maybe this could be mitigated if we had a conversion system that turn those x30 stones into x3 (or x2) 75% stones or something like that. 

    So, thinking it this way, I believe server activity could be boosted by raising potential income for f2p (ecs/stones as event rewards/ rare drops from dgns) and/or adding a stone conversion system (x15 10% stones for a 75%, or something along those lines). 

    I guess this should go in suggestion more than discussion, and I deviated to stones at the end im sorry for that (although I believe stones is one of the main issues). Maybe the stone wipe is good enough, we will see.

  2. Hi, I know this has been discussed before but could you add EC as a (rare) drop in dungeons? (NT maybe)

    Idk if awaken weapons + stone wipe will make server more active or not but the past months or so there has been a low level of activity in the server and im just worried because of it. Business wise the less customers you have the less money you make so this should be important for you. Personally, a lot of people I know have left the server because of it being very expensive + 10% stones being troll (which is another topic for another post) and if you have been watching price trends you would understand their feelings.

    Imo one of the reasons of this lower activity is that the game is overall really expensive for f2p people, gold wise. Ecs go for 200-220g right now (and will naturally increase) and that just makes everything more expensive since playing altar is the only way to get a lot of the high demand items, affecting their prices along the way. The gold we can farm right now its always a static amount (give or take), while the prices of items keep raising all the time because of inflation and, probably, less people spending AP (since server activity is lower). This is a disincentive to some players that cant afford to buy AP since they are being able to buy less and less things overtime (gold income potential is the same, while costs keep raising with time).

    Stone prices should lower now because of the wipe and that should help (I appreciate this decision you guys made), however this might cause ec prices to go even higher since people might start hoarding ecs instead of stones now.

    If you allow ecs to be a rare drop in dgns it would make it so f2p players have a way to not be totally screwed since they would have some access to a high demand item that has a variable value, and considering that dgns have a 10 run limit + rare drop rate it would still keep the incentive to buy AP for spenders since the quantity of xtals u get from buying AP would be way more than what you could get from farming.

    To avoid any "flooding" maybe you could make it so only lv60+ dungeons have those drops, or something like that + make them NT so they are for personal use. 

    This is just an idea but I believe if you make some high demand items (ec on this case) as rare drops it would incentivate people to keep playing or coming back, that would keep or raise server activity and would increase AP spending, this since (imo) the more people there is the more atractive it is to invest in the game.

    I understand that with this patch +stone wipe we should first wait and see how everything develops, but it would be nice if you could consider adding changes like this in the future.

    PS: I hope that when you monitor server activity you are checking different IPs instead of accounts on, since a lot of people have 3+ alts gathering all the time.

     

    • Like 2
  3. On 8/18/2020 at 5:18 AM, Atlus said:

    I agree that Illu's sleep is broken, and the fact that it's spammable and can catch an entire party in seconds is part of the reason I'm so adamant about wanting to keep the ability to antisleep between rounds. I also agree that it's the class most easily able to use the revive strategy thanks to that. However, I still believe the ability to switch classes during rounds makes each arena match more exciting, and it's worth keeping in.

    In my opinion, it's not the easy class changes that makes Illus OP. Illus are just OP to begin with, and that's a problem with the class itself, not the current 3v3 system. A geared Illu still has a chance at taking out an entire party if it manages to sleep them all, class change or not. Class change is usually just a safer bet. That said, its not completely unable to be countered either. All you have to do is kill the Illusionist(s) first and never give them that chance. It's just another type of tactic you have to use when encountering a competent Illu. Anyone with any experience in PvP knows that generally, you should kill the Illusionist first anyways.

    The biggest problem with Illu is and always has been, in my opinion, the duration and spammability of sleep. If you removed it completely, it would still be a top tier class. However, with it, no class is its equal, and that's why arena is flooded with them. That's why I believe, at the very least, keeping the ability to antisleep between rounds is essential.

    (late response, sorry about that)

    Yes you should always try to kill the illu first, but what when its 3 illus? I havent done much 3v3 lately but when i did spam it it was common to face a team with 2+ illus, in that case they could always do the sleep revive thing since illu was all over the place :v

  4. 7 hours ago, Atlus said:

    This isn't much a suggestion rather than it's just my opinion on the current ability to change classes in arena.

    I think it's made arena far more interesting ever since we could change classes mid-arena. Matches aren't so clear cut and evident while a losing team can strategically make miraculous comebacks from what would otherwise have been a lost match: Well-timed switches to a healer to revive the team, switching to a ranged class to deal with a kiting templar who can kite you from full hp to death because they slow, heal, and can't be cc'd by a stun (Other classes as well, but templar is easily the worst to deal with without range), switching from heals to DPS so that you don't get stuck in a 6-minute noodle fight between 2 healers, and other scenarios. It keeps you on your toes and forces you to be aware of every enemy to keep them from having the chance. It makes you think and strategize on another level to find ways to turn around an arena round instead of just quitting because you know you've lost. It gives you more of an incentive to gear other classes and try something new and, therefore, adds more variety to arena.

    This is coming from someone who, at the moment, plays exclusively 1 class (MA) in arena and doesn't have the opportunity to use this system yet. It's one of the things Vendetta did right, and it'd be a shame to see it limited, in my opinion.

    Regarding limiting class changes between rounds in 3v3, I'm not a huge fan of the idea. There have been times when I've accidentally selected the wrong class, and I wouldn't want the match to turn into a loss because of something so trivial. Sometimes players will change their class depending on what classes they think they're fighting against. You could set yourself up for a disadvantage for merely deciding to change your class earlier than the other team. And my biggest reason admittedly for being against this one is precisely the reason you might want it changed in the first place, players changing classes before a round to provide buffs. In my opinion, because it's something anyone could do, it doesn't automatically put any side at a disadvantage. Both sides are easily capable of buffing their team. It's just another part of the teamwork and adds to the strategy. The player whom buffs won't receive said buffs, so it's not necessarily an easy call to make and requires some level of experience to know you should do it.

    But I'm sure that your main problem with this wasn't just regular cleric/shaman buffs, but specifically a bard's antisleep. While it's true, it makes it harder for Illusionist players, I think it's an essential strategy and one of the only ways to fight against an Illusionist without just joining the meta and becoming one yourself in 3v3.

    You made it clear that class balances aren't in the cards, so I won't try to ask for that. However, it's hard to deny that Illusionist is easily the most overpowered class. It has a spammable magic triple hit that ignores defense, and unless you have specifically built yourself for ice resistance to fight this class it'll kill you in seconds. It has not one, but two AoE CC's while some classes only have 1 single target. Both AoE CCs are powerful in their own right. KD, arguably one of the best cc's because it increases the target's damage taken and nulls EVA, and sleep, the longest CC possible in EE that's used exclusively only by Illusionists and if used successfully can sleep an entire party and lead to a strong enough Illu successfully managing to 1 v 3 a whole party. No other class has that ability, not even close. Not to mention, on top of all of this, it has invisibility.

    My reason for bringing this up is because even with one of their CC's unable to be used by antisleep, they're still far better than most other classes. And thanks to the extremely short duration on antisleep, if there isn't a bard main constantly spamming it, it doesn't last long. With full KP, a bard's antisleep can reach 18 seconds max. Take away about 6 seconds if they're using it only to buff between rounds because they'd have to switch to their main class to buff there before the round starts. That's about 12 seconds. For only 12 seconds, the Illusionist can't use their exclusive match-winning CC on 2/3 of the party. They can still use it on the player who cast antisleep because after switching to another class, they'll lack immunity. After those 12 seconds are up, they're able to sleep the entire party again without issue. With the ability to go invisible and still having the ability to AoE KD, surviving those 12 seconds is easy. The only worry is that their party could be wiped while they stayed hidden those 12 seconds, but a strong enough Illu can potentially win without a party assuming they're not up against another Illusionist.

    There are few Bard mains who actually do well in arena due to the fact they can't AoE heal, and they're one of the easiest to kill. You'd have to sacrifice playing a proper class to play bard just to antisleep against an Illu for any real chance against them. It's not viable for most players, and against classes other than Illu, there's little reason to use bard at all in 3v3. Ultimately I believe using Bard's antisleep between matches is a weak counter to fighting Illusionists, but as it's one of the only counters non-illusionists have, it's a very necessary one, and I hope you reconsider removing the ability to do it.

    I mean changing class mid match is good in theory but in practice it just makes illu way stronger than other classes, not even because of its damage or kd but just because of "sleep revive" strat. Illu can consistently sleep everyone and revive their team because of sleep alone, what can you do against it besides buying anti sleep pots? Not much. Are you we expecting everyone to buy anti sleep pots every time theres a illu in a match (spoiler: that will be 95%+ of the time)? A good illu can stall and do this over and over again and imo its just not fair for other classes.

     

    What other class can abuse this strat as easily as illu? None. So basically if you arent playing illu you are at disadvantage by default because at any moment they cant hit their panic button and reset any progress the other team made by reviving all their team, is that fair for other classes? In my opinion it is not. 

     

    Switching to a wrong class by mistake isnt something that will happen often and shouldn't be used as a reason to prevent a bigger problem from getting fixed, plus that mistake is entirely on you so you should be accountable for that, while, on the other hand, illu "sleep revive" is something you cant do anything about it (besides anti sleep pot), its pretty much out of your control.

     

    Anyway, at the end of the day i wont miss any sleep if nothing changes about this, but it would be nice if something gets done to illu sleep strat because it can be easily abused, renders other classes even more powerless than they are now and overall makes 3v3 less fun because of it.

     

    Ps: illu will still kill you in seconds even if you have capped ice resistance , hp is too low and damage is too high for that to do anything in arena.

  5. @Jordan Regarding class change in 3v3 I would limit it to preparation in between rounds not because of racials but because of the common abuse of: illu uses sleep (when their team is dead)-> change to cleric and revive everyone -> back to illu if they can.

    This just feels extremely cheap and people have been abusing it a lot imo (at least when ive played there). Maybe you can make it so it takes longer time to leave combat so they cant swap while people are slept but i guess it would be easier to just disable class change when rounds are going on.  Also i dont get why debuff removal pots dont work for CC, it should work for sleep at least so we have a way to deal with this cheap tactic.

    Its just frustrating when you are about to win, theres just an illu with low hp left, but then they just sleep you-> goes cleric, revives everyone and goes illu again and they win it back. Thats just something that only illu class can do (besides human healers and thief i guess) and it adds more unfairness to 3v3 cos the other classes cant do that as consistent as illu does.

    The easy fix would be to disable class change when rounds are playing, and only allowing it when in the preparation zone in between rounds.

     

    Regarding 10v10 (and 3v3 as well) it would be nice to see some new maps, in my case it would be just for new visuals lol, idc much about the terrain but well if you can add some interesting terrain it would be cool and the variety and randomness would make arenas feel fresh. Also thinking about this it would be cool some king of the hill mode (could be a special arena some days of the week), where a party has to keeps a place for a certain amount of time and you have time to preparate to take it back (I believe old tw was kinda like this), i was thinking a 10v10 but with a different win condition.

    • Like 2
  6. 5 minutes ago, infecttado said:

    LOL? in 5 years of VGN you're one that made me leave from forums.
    You complain about not adding content but we don't have stuff to do on awaken too, vgn have other servers too.
    Bye! good luck.

    So you cant stand different opinions and quit because of it. Ok, bye, dont hit yourself on your way out.  Also i havent complained that "they dont add more content", can you tell me where did I say that? You put those words in my mouth. What I did say was that I agreed with the Op and that it would be nice if they add more team oriented pvp. 

    • Like 2
  7. Just now, infecttado said:

    yes awaken weapons are ready, as said on jordan's post it can come to the game at august 28th.

    About people who complain 100% pvp i'll not expose names but they did it on awaken server 3-4 times.

    I don't disagre if Jordan come here and say yes i can do it, i'm not saying ''no,don't add it'' , just saying he have alot of stuff to do.

    If can do it , go ahead alot of people are stucked ingame.

    You voted against it though. Jordan might come and see the poll and say "na people don't want it" and you would be at fault partially. Also I havent met any "I must win all pvp instance" people, and if there are who cares? Are we gonna stop adding content because some people (who ive never heard about) wont be able to win all of it? Is that really your argument?

    If i check rankings right now I dont see any person top 1 in all pvp rankings, did they quit already? They can't stand it right? Where are they?

  8. 23 minutes ago, infecttado said:

    i gave my suggestion but i voted on ''leave it as it is'' since we need to focus on 1 thing now, Awaken Weapons incomming, and people that have 999k need chill now.
    PvP is the ''end game'' but as we noticed ALOT of players COMPLAIN about NOT WINNING 100% of PvP content, and some quit or split.
    If you're in a guild which you have NOTHING to do to urself, welcome to helping guildies world :3 
    Classic Server doesn't really need new pvp stuff for now.
    Another point is Jordan is the major eden developer from VGN if i'm not wrong and hes solo on it (not sure on it too, but he said some time ago), i'm awaken player too which doesn't have a huge update for long time and i've seen people leaving the server cause they have nothing to do for like 3-4 months already, so he needs to finish next update, isn't good deal push more stuff to his list now.

    Dude, lv65 awaken weapons arent a new thing in EE, Gms can probably just move a switch to unlock them. Is not like they have to make them from scratch, they already are in awaken files arent they?

    I know that jordan has a lot of work, but its not like we are asking for him to add them in next patch, we ask for more pvp which can be added overtime at a decent pace. Also more pvp can be beneficial for the longevity of the game and could be a thing that makes quitters return to the game. 

    Who are those players that complain if they dont win 100% of the pvp? Ive never seen them and since thats part of your argument it would be nice to know your basis. Thats a pretty ridiculous argument for shooting down more content for the game.

    As a pvp focused player I do miss more organized (team oriented) pvp instances, after TW theres not much to do besides 3v3 which gets old real quick. (1v1 is a joke + not team oriented).

    Also you are not considering people from different time zones (asians for example) that cant really attend to any pvp, in which TW is at like 3 am, just screw them i guess?

    Imo after TW theres a big window of time in which u could add other pvp instances.

  9. The more pvp instances we have the better, seriously. Can the people voting "leave it as it is" give their arguments for not adding more pvp? What do you lose if there is more pvp to do? Imo is a win-win situation, prove me wrong.

    Also I agree it would be nice to have more pvp instances where you can fight in organized parties, maybe not only guild related but self selected parties as well, maybe 5v5 and 10v10 arenas where you can make a pt of your own.

    People that just vote "leave it as it is" without giving any argument are just trolls imo. The game doesn't forces you to pvp so I dont see what you can lose by having more instances of it.

    • Like 3
  10. 5 hours ago, AceFire said:

    A team deatmatch basically instead of a king of the hill? Doesn't sound too bad. Maybe 40 is a bit too much tho, the average is around 30, 40 kills appeans only when is literally one sided like all veterans vs new players

    In my opinion 10v10 should end sooner only if it's definitely one sided in which coming back is really unlikely and thats why i gave that number. Like the scenario I gave above it isnt that rare that your side can make a come back after regrouping from some wipes. But yeah maybe 40 is too high and it could be a lead of 30 kills instead .

  11. 1 hour ago, naru said:

    Why not just decreasing the time of one round from 10 to 5 min. If you wipe the enemy team fast youre out in few secs anyways but it just starts getting annoying if the round last for more than 8 min even if its obvious which team is dominating. 

    Its already 5 minutes per round thinkingface:

    @Jordan for victory condition maybe there could be a death counter per round. Like if your side kills 40 people in that round then win the round automatically. Or maybe the game could check the lead of kills per round, like if your side takes a lead of 40 kills then win the round. Not sure if this is possible to implement though.

    Imo the number of kills should be high though, because its usually hard to regroup when your side starts wiping and so taking a decent lead isnt that rare. However, ive been in a lot of matches where we regroup at last minute and win the round back, so yeah if this can be implemented then the lead count should be quite high in order to allow this kind of scenarios to happen (which are quite funny imo).

    P.s. after thing back on it I like the lead idea better because it shows the difference between the two teams.

  12. 16 hours ago, Holiwis21 said:


    I understand, on the other hand, is the idea of implementing this system with the current% considered? I mean, being able to raise a weapon up to 110% with this system. Several of us have weapons 107-109% and I think that many of us would like to reach the limit (110%) although it is more for personal satisfaction, since the difference is minimal.
    Sorry if it is annoying to continue with the topic, greetings and thanks for answering :).

    Yes would be cool if we could use drivers to cap pre awakens at 110%, im getting triggered that i cant reach 50k m atk base on mage :(. As jordan said tho the dmg difference isnt that noticieable, is mostly an aesthetic thing.

  13. 2 hours ago, AceFire said:

    I agree, but I doubt that's possible. There are no lvl 4 gems so even with cap 70 there's no real way to go over 50 without giving up the stats that u need.

    I mean thats why OP asked for a fixed base increase, but yeah idk if its good to do that. However what I think could help is reduce the range of aerolite (idea of one person in another post). I would say boosted range aerolite is one of the main issues because the range is insane and interrupts + boost the dmg taken on everyone involved (which is pretty much all the party since the range is huge).

     

    I think in the original server it wasnt that much of an issue because the level of knowledge overall was lesser than here (most people know what to do and how to optimize their builds here) + there werent as many people geared up like here (from what i remember). Here in TW you see 2 pts coming to u at once, drop KD and then all dead.

  14. 11 hours ago, Holiwis21 said:

    Many changes I would say.
    I think removing the augmented area of the aerolyte with the glyph could turn out to be a fair nerf. That's too broken, one of the most OP CC in the game with such a large area. In 3vs3 you can cover 1/3 of the map. In GvG it covers the total width of the sector of the side crystals.
    At least in Arena it would be a significant change.

    This is actually a really good suggestion imo. The glyph feels too op and allows for constant 1 kd wipes (im mostly talking about tw/gvg but I guess arena also applies) even on capped resistances+ block. By disabling the glyph aoe extension effect illus would now have to think twice before just spamming aero since they will have to find the best landing spot, and this would help by reducing the *1 kd wipes* situation we have right now since it would be harder to disable everyone at the same time.

    Maybe lowering the range extension would be enough but regardless this could help a lot in making pvp (tw/gvg) feel less 1 kd dead central.

  15. I kinda agree in that damage dealt (mostly magic) is out of hand right now, but this is mostly in TW where a few guilds (1 rlly) stack parties and run together dealing crazy dmg and idk how this could be balanced properly since reducing general dmg could backfire and actually hurt guilds that only have 1 party to fight.

    Still its pretty annoying having 50 fire/ice/holy + capped block and still dying in 1 kd, it feels kinda like theres not much u can do about that and idk how healthy that is.

    Now instead of resistances there could be HP increase or KD boosted dmg nerf, maybe lowering KD boost multiplier might be better in this case but idk.

    Now, what I think adds to this issue is snow storm immobilize, which DOESNT BREAK LIKE IN THE "ORIGINAL CLASSIC" SERVER and prevents you from avoiding dmg by moving away of aoes once hit, and so if you actually survive the KD push now you have to deal with a immobilize and dont u ever expect your healers to PW that when you have 5+ debuffs on you at the same time (gun/broken shell etc) and they will  probably get CCd themselves. I would personally like if jordan reverts snow storm to the way it originally worked because right now it adds fuel to this issue and is too OP by itself.

     

  16. Prices raise because there are people willing to pay those prices. I would say rich ap spenders/hoarders raise the price since they mostly buy in bulk without caring about the prices, they want their upgrades now and its understandable, however it hurts the f2p community since they set a high bar price wise.

    I would say theres no real fix for this in the short term besides stone wiping/heavily increasing stones availability. You could potentially wait for rich people to get their stuff done and then buy when demands is lower however that might not even lower the prices much since rich people might start hoarding for next cap (?

    I support the idea of SuperDork in which you could transform X amount of lucky stones into a halcyons, that could help avoid situations where u fail a ton of stones in a row. Deciding on which X to set would be tricky though.

    Regardless of all this I do appreciate the higher availability of viridian SS even tho their prices havent dropped much.

  17. Since this game is bug central I support a rework of defector. I dont think removing it completely would do good unless GMs can trace people dodging in a consistent way but maybe reduce the time abit? like half of current time (to 5 min or so)?

     

    This game is full of bugs and its pretty common to see people getting dc in 10v10, also AMD gpu users (like myself) need to deal with screen freezes on top of that. Its really annoying to join in and immediately getting screen freeze, then i have to afk and wait till match is over (risking a report and making teammates hate me) or close the game and get 10 min defector because of game bugs. I usually spam 10v10 and there have been days where my screen froze half my matches, effectively losing so many matches due to a very long defector.

  18. 3 minutes ago, SenorBernd said:

    Now that you say it, you're right. I see many especially BR players that complain about their connection/DCs.

    Thing is, maybe it'll be the total end of the world like people try to describe it here for a little while when everyones going for the new released world bosses/awa drops. I'm almost a 100% certain that for older World Bosses nothing like yall described it will ever happen.

    So here, perfect solution: just keep the currently relevant bosses(Jordan already said this would be ver ylow priority so if at all, this would come like late-ish into 65 cap?) OUT of the tracker. Like in 65 cap just keep Bazuda and Oisadar out and make the tracker only list Gore Render and lesser WBs. 

    Yeh I mostly see the issue for newer bosses, specially the ones that drop items from awakened quests.

  19. 7 minutes ago, Matt said:

    How to know who hit it first if theres 20+ people spamming AoEs and people do inconsistent damage and lose aggro immediately?
    Sounds like they'd have to implement another system to let everyone know so nobody kses!

    You wont know until its dead! fun times ahead :) 

    @SenorBernd A lot of people just DCs when theres too many players (see TW), but yeah u can hide all the effects and models at least.

    • Like 1
  20. 20 minutes ago, SenorBernd said:

     

    Correct me if i'm wrong but isn't the general rule -> first hit = claim = right to kill it? I don't understand how after years of practicing this, this suddenly is unclear to people that play for years @Matt ?

    @Shal well that's easy to answer i guess. If someone tags the mob first, he claims it. It shouldn't matter if he then waits a min for his people to arrive. You can just go to the other 4 channels and kill them there in the meantime? 

    As i said correct me if i'm wrong but it seems crystal clear to me tbh.

    Alright so keep the 1st hit wins it, fair enough. With timer I imagine kequa and company are gonna be so fun with 40+ aoes on the spawn.

  21. 4 minutes ago, SenorBernd said:

    At least some people who really deserve will get banned then :) They just need to make the punishment for resetting WBs an instant permaban. People will think twice about stealing them then.

    Do you understand that a lot of the reports will be wrongly reported tho? A lot of people that thought were in the right but actually werent right. Jordan will have to go through them, and if theres a timer there will be way more of them.

    Also in my example, who are you banning? the afk or the party? If permaban is the answer then rules need to be crystal clear with no chance of mistake.

  22. Im against this. Trophy achievements arent a necessity really and I agree with matt and yes i do believe it would result in people endlessly resetting/stealing the bosses (mostly the ones that will come with next caps). Matt brings a good point in that it could result in a ton of reports that would easily overwhelm the GM/GS team so why add the fuel for that.

    Also see you when awaken quest items start to drop from wb bosses, we will have the usual problem of 1 person being afk in spawn and calling the boss when it shows up saying he/she was there waiting the whole time while other party complaining and saying that he cant solo it and will just "steal it" then GS/GM would need to see whos right. If you add a timer then GS/GM better be prepared cos its gonna be an endless influx of reports of that kind which will easily overwhelm them.

    • Like 3
  23. I like the idea of adding buffs/changes to certain classes every now and then in order to promote variety. Maybe this could be done in a monthly or bi monthly manner when content is starting to lack and I think it could help spicing things up if done properly.

  24. 6 minutes ago, Kibo said:

    Didn't finish reading the thread yet but just wanted to say I feel that PDPS gets its redemption arc with awakened weapons release, considering all the double hit bonuses with rapier/bow/dagger

    True, at least in arena they will be op. In proper party fights we will see (im not considering ranger which i remember was very good).

     

    Also I forgot to say one thing, why is snow storm immobilize not breaking in this server? this wasnt the case in the original, it cucks pdps even harder.

    • Like 2
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