Good its about time lycan be put down and get there daily dose of nerf no favoritism
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Good its about time lycan be put down and get there daily dose of nerf no favoritism
https://i.imgflip.com/2ui87e.jpg
Nice to see the only thing you got from that was Lycan was nerfed... Its okay you don't get it that everyone got nerfed, maybe its just because you can't read. I dont give a crap we got nerfed, I just honestly did not understand it and was looking for advice.
Yeah most of the skills got nerfed hard some not so much, sad that i got to give up playing 2 skills now and once again game enforcing the policy "not to have fun and play with skills i find fun and enjoy" but with skills not nerfed to shit.
Oh I know my sword got nerfed its just I hated how lycans could aoe the shit out of stuff and instant kill crap it was a long time coming.
Me hating to be in any animal form to the point of refusing to usem didn't help much ether and because of this I ended up hating seeing them hitting harder then me with aoe killing a pile of crap without alot of effort made me kinda salty all in all even if I got nerfed as well it is more then worth it been kinda getting to the point of being sadist over how much im loving this at least this is semi progress in balancing crap I am sure eventually the balancing will be perfected over time and I am totally fine with waiting for it
Also on a side note skulk or whatever the hell makes that smoke sht with lycan was getting annoying maybe them being nerfed will decrease the amount of people actually using lycan which in turn decrease the amount of times of me having to see that annoying ass smoke that clogs the hallways of gk and me not being able to see sht
https://www.youtube.com/watch?v=qfcEHOrhJmQ
https://goo.gl/oiutNS
It's really hard to gauge the HP changes but I admit the demand of phlog has lead me to train swarms of orcs onto my group. After many long GK runs I have realized...
I'm not sure what is expected out of a group with 3+ people with near perfect gear, diverse damage types, voice chat and familiarity with the spawns and other group members. This is an ideal group and most people don't have that luxury. There were occasional individual death and there was thought put into pulls/moving the group. The successes in my group feel earned and not, "the game changed from under us, and now we are OP".
The damage type dealt by the rhinos in GK makes them relatively easy. They might be the only mob in there without crazy/non physical spike damage. I am looking at 76% knock back resistance, so this absolutely colors my attitude towards them. Still, I think they could use a little more HP. Unless the idea is, they are hard because they hang out with Keen Observers, but I think their difficulty should be independent of that. The reflecting spiders in GK are perfect. The other NPC changes don't feel any different, so I think that means the changes were good.
All of the DPS types in my groups seem relatively unchanged. The order of who is on top seems to be the same.
I did have a pick-up group where the group was not always full and we just had a lot less damage coming from builds in progress. This group required such different game play and when we added 1 person with super-DPS, it really made a noticeable difference. Most of the comments from people say damage dealt is the the GK show stopper, and I think I agree with that. But only because there is only one level 70 dungeon. When you do re-visit GK and adding lore NPCs, maybe lower first floor Orc dmg and keep the 2nd floor the same. One possibility is just decrease the 1st floor Orc non-physical crit damage by ~5-10%, because that is what is melting faces. It's a small change but I think it would be celebrated. Wargs remaining dangerous is fine by me.
Also on a side note skulk or whatever the hell makes that smoke sht with lycan was getting annoying maybe them being nerfed will decrease the amount of people actually using lycan which in turn decrease the amount of times of me having to see that annoying ass smoke that clogs the hallways of gk and me not being able to see sht
Okay I am full time Lycan well with a side of Bat..... I will always be lycan because thats what I like no matter what nerfs come out. But I have to agree... there was a day skulk was not this big black fog.... I wish we could go back to that because the big black fog is annoying even to me as a lycan, especially trying to see through it to do an attack. But will I stop using it... umm nope because of the damage buff it gives.
So where's Hammer skill +60? On gloves.
great. Add that to all the other "mandatory" Hand mods and my odds of getting a decent pair put together just shot up astronomically.
Any chance we could switch that to something else? chest perhaps? most the chest mods seem mediocre so far, wouldn't mind a huge direct damage bonus on it.
I wanted to add some thoughts on the Rahu sewers. I only explored the northern half of the dungeon so far, plus most of the SW quadrant, so it's likely I'm missing some important stuff still.
Quick summary: The atmosphere is great but the difficulty seems high for a level 60 solo dungeon, and the loot seems lacking in a few spots.
I'm going to wrap the rest in spoiler quotes because it's kind of long and contains some spoilers for people who haven't been there yet.
Spoiler:
I heard this from a bunch of different people in game, but I strongly disagree.Quote:
Quick summary: The atmosphere is great but the difficulty seems high for a level 60 solo dungeon, and the loot seems lacking in a few spots.
If you think the Sewers is hard, try soloing in Labyrinth in Ilmari which is another "level 60 dungeon." The Sewers is a joke by comparison, and the devs were quite fair in their labeling the Sewers a solo dungeon. Keep in mind too that the sewers also has the layout of a full dungeon and not a simple cave in Gazluk. A lot of the Gazluk caves don't have bosses or even unique elites, but the Sewers do, so I'd expect its design to be more complex (hence the keys and maze layout).
As far as loot goes, I don't know what to say. I'm doing the 1000 kill task for the second time and I think in my 20+ hours in the Sewers I've come across 3-5 yellow items. I haven't farmed anywhere else really so I don't know if: the drop rate was lowered throughout the game, the Sewers just has a bad drop rate, or I'm just really unlucky. But outside of wanting yellows, the loot inside is quite good and diverse in its innate bonuses.
Atmosphere: I like really it. It's not often my wife comes over and compliments how a room looks because she's one of those "good graphics = good game" people, so I know if she says "ooh! that looks pretty" then I trust the game has done a good job. My only criticism is how ridiculous it looks when vipers are spitting acid at me. It's kind of an eye soar that half my screen is blinded with green spit frantically spewing left and right. The mobs are really unique looking and I like the fact that I now have a place to level up anatomy in Rodents and Plants. Prior to this patch I thought I'd never get plant anatomy up to 50 for the synergy bonus, but now that is looking very positive.
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Side note: Has anyone else felt like Armor got nuked? I have about 800 armor and I feel like it's near useless and gets dissolved in 3 hits. I don't remember being so fragile before the patch, so I'm wondering if it's just me and the fact that I've only been in stronger dungeons lately.
All in all I'm loving the patch.
Something the mobs do just CHEWS through armor. It makes mitigation coming from sources other than armor very important. That and the stuns are a blessing and a curse. It kind of seems designed to make sure people don't aoe like crazy.
And I've found that the zone respawns faster when there are a ton of players inside vs when it is empty. It's great but I imagine if persists for end game group dungeons, it's going to get real ugly quick. More dedicated pulling spot/more safe rooms would be welcomed! But it's a really hard thing to perfect with 25 meter screaming.
Does not want us to run in and gather up 10 mobs and AE them, so gives them a stacking stun ability that will stun you for 10-12 consecutive seconds if you try that( and also nerfs AE damage vs multiple targets)...makes sense, I can understand the point of that.
Puts 10 of those mobs in the same room, makes them social and also call for help in such a large radius that other mobs outside said room will probably also join the fun...wait what? This is where I'm lost.
Removes utility ability that 2 skills had ( hookshot and spider pull) to safely singly pull one mob out at a time ....body pulling still works but not very well against ranged mobs that root you. I'm actually not sure if body pulling is intended to work or they just haven't figured out how to stop you from doing it yet. Logic tells me they don't want us doing it since they removed the skills that did it for you.
Can I deal with it anyways? Sure, is it fun?...Not particularly.
Negativity aside though, I like the layout of that dungeon.. I like the new mobs and the new skills. I especially like the new precognition skills, but they need to have a buff icon so you don't have to check persona every time you die to make sure it's still active. ( it also needs to last longer then 5 seconds, skill says 6 seconds but persona-general says it's 5...either way needs to be more like 10 or 15 ).
I also don't think a solo level 60 in average gear( 2-3 mods, not optimized for specific builds) can survive this place.
Also if I remember correctly, players are almost unanimously against mob evasion ( rats all have it) and mob critical hits. ...nothing like missing a 40 second cooldown ability randomly. Critical hits might be a little easier to stomach btw if there was a combat log so you at least knew why you died. I'm still of the opinion though that monster damage scales way too high for critical hits to be reasonable, though. It would be reasonable if their damage wasn't already extreme.
Sorry i said negativity aside then added more negative stuff .. needs to be brought up though.
Mob evasion isn't so bad. Sure it can be annoying, but it affects different players differently. If you're built around big nukes then it's a pain, but if you're not it's not as big of an issue. Plus, if it would be a problem for your build, you can build accuracy, which is pretty easy to get. The new belt modifiers make it very easy to get +12 or +15 accuracy, which is all you really need for most enemies. It is kind of a huge pain in the ass though for ghosts if you miss your stun and have to wait 15+ seconds for it to come back though. That's pretty stupid especially considering how early you can bump into ghost enemies. By the sewers though you should have plenty of options.
The real issue I have with evasion is that accuracy doesn't even work against some forms of evasion. For enemies that passively have evasion like the rats in the sewers it's fine, but if an enemy gains evasion through a buff or a debuff on the player, then accuracy doesn't do anything. This makes accuracy worthless in locations like Dark Chapel or certain enemies, and I've been bug reporting this problem for every patch for ages. It's gotten to the point where I'm not even sure if this is intentional or not. Outside of Ratkin this makes accuracy pointless to build past level 20 except for very specific cases (Ex. Projectile accuracy vs Gazluk Infiltrators only if you use ranged attacks). I really wish I could just get a slap to the face telling me "It's intentional" or "We know about it." so I can shut up about it since it bothers me so much.
Mob critical hits though? I totally agree. Mitigation against it is very hard to get if not impossible for most skills, so it feels heavily limiting, especially as someone who loves playing tank. I don't mind the game being more difficult or having more variance in combat, but critical hits are a very poor way of doing so. I've already made a post about why they're bad mathematically, so I'll save making another giant wall of text.
It might be a lot of work, but I'd much prefer if mobs had a list of different attacks with an equal chance of being randomly selected. This would make combat more random in a fun and interesting way. Even if it was just "Basic attack" and "Slightly stronger basic attack". It'd be much easier to balance (You'd have to be trying on purpose to make it as bad as critical hits right now) and less swingy. There's also a lot of opportunity to have some fun too, like maybe having one of the random attacks apply a stacking debuff, so an unlucky player has to play around being massively debuffed if the enemy decides to use it 10x in a row. It would certainly be more fun than just outright dying at least.
That would be me. :)
I can go in and do some stuff but not really sustain a proper crawl in any way. I'm in that bracket of players who has struggled to get decent modded gear for their level (around the 50-60) as I mostly solo and can play a fair bit but not dedicate my life to it. I was also surprised to see lots of stronger players go blasting past me often when I was in there hoovering up all the mobs with little thought for anyone else. I think I misinterpreted the "solo" part as the game doesn't do instancing right?
I know there was a mention of helping getting equipment for the 50-55 range so maybe this will help. I could be going about the acquisition of items all wrong of course. :)
Overall even though I have a skill at 70 and one in the 60's my gear clearly wasn't up to snuff which shows how important it is I guess. It wasn't solo friendly to me anyway but maybe it wasn't aimed at me.
There is no instancing, but stronger players are in Rahu sewers only because they are capped in content, and it's new. In a released game, there doesn't seem be any particular reason a high level player would do that.
The "solo" part means only few mobs are elite. With some balancing it can be tuned so you can crawl through it solo or in a duo, as intended.
Before I start my wall of text: In the sewers, has anyone else had mobs just poof on them as soon the mob died, without leaving a corpse? It only happened to me four times over several hours but it felt pretty weird.
The Labyrinth is designed to be a group dungeon, so I don't think it's a good comparison to the Sewers. I think better equivalents would be how the Goblin Dungeon feels around level 30, or how Kur Tower feels at 40ish. I haven't done those in a rather long time, so I picked on the Gazluk Caves instead. I think you are right that the Gazluk Caves may not be the best comparison since they are shorter and simpler. Thinking back on the Goblin Dungeon - yes, I die in there a lot, but I also tend to go in the early 20s and I'd expect to steamroll the starting section by 40. The nice thing about the Goblin Dungeon is that even if you die a lot, reaching individual chests makes a fun and rewarding mini goal. Kur Tower doesn't have chests but it always felt like the zombies are dropping lots of stuff, so as long as you can kill a few at a time, you are in pretty good shape and likely to get upgrades.
In the Sewers, it feels like the easier mobs don't drop much that is worthwhile, while the harder mobs are ... hard. I spent another 4 hours or so with my cow there last night and I definitely had fun. I felt like I had a pretty good hang of the place by the time I finished and mostly stopped dying but I was 65 cow / 70 druid by then, with what I consider to be a very strong and tanky build and nice gear. If the main audience for the sewers is supposed to be 55-60 with, say, orange gear, I think it's too difficult for them without grouping.
I don't think there's anything hugely wrong with the Sewer mobs - they just maybe hit a touch too hard, stun a bit too often, root for a little bit too long... I spent some time in the water area and thought those mobs were pretty reasonable. The poison slugs there possibly do a bit too much damage - I took a lot of damage from them since I didn't bother with poison resist - I figured since I outleveled and outgeared the place by 5-10 levels, I should be fine without it.
My main problem were the ratkin:
The ratkin stun seems a bit excessive. It felt like my main strategy consisted of loading up Toxic Flesh + Brambleskin and then standing about stunned while the ratkin melee hopefully killed themselves on my damage shield. Since I was pretty tanky, standing around wasn't normally too dangerous but I remember one lovely time when I was stunned and low on health and managed to heal myself just as the stun wore off. I was then immediately restunned and the ratkin killed me before the stun wore off and I could cast another heal. It was pretty frustrating, and I imagine this situation would come up pretty often for someone not tank-geared.
I'm unclear why I was sometimes taking a lot of damage and sometimes not. I assume that's a function of the crits, but without a combat log, I don't know. It felt like my armor usually got shredded within the first couple seconds of me fighting multiple mobs, but then it was kind of variable whether I took corresponding health damage or not.
For my last hour in the dungeon, I ran out of food and decided to try fighting with some sewers-obtained cave cheese and ratkin bleu, combined with a ratkin digestive. Surprisingly, that didn't feel notably more difficult than fighting with my level 40-50 food buffs. The digestive took care of my power needs, and I didn't notice a change in health regen. My theory is that damage is happening so fast that health regen doesn't make much of a difference anyway.
I didn't think evasion was a problem here. The buff from the goblins is really nice but even when it wore off, I felt the ratkin were doable and much less difficult to hit than, say, the ranalon in the ranalon den. Of course, relying on damage shields as my primary dps source helped here, but it still didn't feel like the ranged ratkin were doing a ranalon-style chain evasion on me.
The necro-shaman and ratkin blaster combo is pretty cruel. They both do large amounts of range damage and one roots you, so you can't do anything but stand there and get hit. If a third mob happens to wander by, too, the death trap is pretty much complete. I found it hard to get these fights right - I obviously tried to get them solo or at least pull the shaman and blaster back, but the long root meant that sometimes I couldn't avoid a fresh add coming my way.
I found a ratkin respawn detection potion and used it: I think it helped me avoid some trash by encouraging me to move faster if a new mob was going to pop nearby but I'm not sure it actually helped me avoid death. Usually when I got dangerous adds in a fight, my current mob called for help or something had popped behind me, out of my sight range. ( Incidentally, many thanks to the devs for making the respawn spots so glaringly obvious even I can't miss them!)
I like the base gear stats, it just feels like the gear drops are rare enough that I'm unlikely to get the base gear I want with a reasonable number of mods. I want to say I got maybe 3-4 purples in my time last night, and definitely no yellows. A fair number of oranges, at least.Quote:
As far as loot goes, I don't know what to say. I'm doing the 1000 kill task for the second time and I think in my 20+ hours in the Sewers I've come across 3-5 yellow items. I haven't farmed anywhere else really so I don't know if: the drop rate was lowered throughout the game, the Sewers just has a bad drop rate, or I'm just really unlucky. But outside of wanting yellows, the loot inside is quite good and diverse in its innate bonuses.
Well, the ratkin melee's info says they do heavy armor damage. I've been assuming that's why my armor's getting shredded. I don't think it's a problem outside the sewers, unless you noticed it there too?Quote:
Side note: Has anyone else felt like Armor got nuked? I have about 800 armor and I feel like it's near useless and gets dissolved in 3 hits. I don't remember being so fragile before the patch, so I'm wondering if it's just me and the fact that I've only been in stronger dungeons lately.
Totally unrelated to the above: Since I previously whined about the druid lore, I just want to say that I really enjoyed doing the Sewers quests on my druid, and I loved the rewards, especially for the treant quest. I was only objecting to them from the perspective of a non-druid who likes to read everything.
The Ratkin miners have an attack which does high armor damage. I would estimate the raw damage value is around 250 damage to armor. If you fight multiple they will all start combat with this attack and delete your armor very quickly. It doesn't do any damage to your health, just armor. Mitigation does affect it, so you might not really notice unless you pull more than one.
I've seen that. I wrote it off as a fast respawn related bug when the zone is heavily populated. But it could be the corpse fell into the wall and being untargetable it just auto poof maybe. The mummy boss (Bhruti? ) under Gazluk by the super teleportation pad is known to do that when he dies by a wall.
I think the bigger issue was just running past me and killing all the mobs, sometimes not even burying the corpses. I'm not sure how it worked in AC for example as I never played it as much as other MMO's but if I ever come across someone in a dungeon trying to slowly work their way along I'll go elsewhere or wait. Just common courtesy really. It's not just this dungeon though where it happens of course.
What if instead of skulk producing a smoke screen that pisses everyone off the players avatar became slightly more translucent? Its the same concept of camouflage making you hard to see but it actually makes you hard to see and not just obscure everyone's vision. Could take it a step further and they just become invisible to everyone. Not only are they camoed at that point but graphic draw would be reduced also. As if a very short lived potion of invisibility was built into each use of the skill. Untill damage was taken from an AOE or they dealt damage
I just wanted to say, although I have been pretty negative about the damage formula change in regards to elemental bonuses, one thing I very much like about the change is how it affects "Bonus damage to vulnerable targets".
I always thought the vulnerability mechanic was a kind of neat idea. It gives incentive to strive away from a completely rigid rotation in combat due to the randomness of it, and it adds an element of reaction time to combat too (Although it's not terribly strict). However before this patch, the bonus damage you got from this wasn't affected by the vast majority of damage bonuses, so it was completely worthless once you got basic gear. Now the bonus damage to vulnerable targets is multiplied by percentage bonuses, meaning it can be very powerful which is what it should have been like to reward players who are more flexible with their rotation.
If anyone uses skills that has bonus damage to vulnerable targets, it's worth checking them out now. Some of these bonuses can make these attacks stronger than typical nukes. For example Riposte on sword has higher damage than Decapitate (If you hit a vulnerable target) and better mods with a significantly shorter cooldown, so if you are willing to focus on the vulnerable mechanic it is worth checking out.
One thing I'm a bit iffy about with this though is that it makes Staff and Psychology significantly stronger, since they have the ability to cause vulnerability more often, especially staff. Psychology is already an extremely good skill when soloing, and now it's even better. Staff can now do really good damage which wouldn't be a problem, but staff has decent tanking power with very little investment, so you might be very strong due to the ability to tank and do very good damage at the same time. Both of these skills are also a lot better at grouping too if they can force vulnerability for other team mates, which is actually really cool, but it also makes both skills even better. Psychology could totally use it because it's not nearly as strong in group play, but for staff I think it's a bit much. It's not a terribly huge concern, but I just wanted to state my thoughts about these two skills since they have even more draw to them now.
Meh hammer users that are bching about it should ether start from square one with a new skill or take a vacation for 1-2 years till it gets fixed
Thanks for the feedback everyone, please keep it coming! A few notes:
- We will be making small tweaks to the new dungeon's spawn rate. But the dungeon is designed with the expectation that you have at least the 3-second spawn premonition. It may not sound like it would help, but it helps. You need it!
- (tagging [MENTION=3904]Yaffy[/MENTION] in particular here, though lots of this is general.) There are no known open bugs with accuracy or evasion, meaning all old reports were closed as Fixed or Invalid. I do believe at least one actual bug report of yours was addressed in the past few months, where others were closed as invalid reports because they conflate different mechanics. There are lots of weird systems in the game that aren't connected.
- For instance, "Miss Chance" is not the opposite of accuracy. Miss Chance is a separate chance for you to miss. It can't be avoided in any way at this time -- only something that gave you a negative Miss Chance buff could counter it, and there's nothing like that. So there's no way to avoid the Darkness debuff in the Dark Chapel, and that's by design. (This also applies to player abilities that apply a Miss Chance to enemies -- right now the debuff from Cloud Sight is completely unavoidable, even on Elites and Bosses.) You can differentiate Evasion from Miss if you are watching carefully, because the floaty "EVADE" will be replaced with "MISS".
- Projectile Evasion is not the same thing as Ranged Evasion -- only literal projectiles (such as missiles) are evaded by projectile evasion. Attacks like Flamestrike are ranged attacks without a projectile. Ranged Evasion is a new stat that covers all types of ranged attacks. (And may eventually replace Projectile Evasion -- not sure yet.)
- Accuracy buffs now show up on the Persona screen, so this is an easy way to make sure that the buffs are at least buffing the appropriate stat.
- Skulk smoke screen: we'll try to find something else for it when we next look at the Werewolf skill. We can't currently do translucence for wolves (the shader won't do it), but we can probably find something else.
Thank you very much for telling me this. Now I can finally rest knowing that this is intentional. A big reason why I thought it was unintentional was because accuracy seemed like a very underused mechanic at higher levels and I thought Dark Chapel's darkness mechanic was supposed to encourage people to build accuracy. The new Rahu sewers do give more validity to accuracy at least.
This is a bit of a bummer though because I was hoping to build accuracy to build around stuff like Lord Sedgewick's curse and alcohol that decreases your accuracy but increases your evasion. It was my original idea for my unarmed build to create a sort of crazy drunken boxer type character. At least I know not to plan for it anymore at least. Thanks Citan, and sorry for the overly numerous bug reports.
Could wolves just go total black. no reflection or special light effects, just the darkest black possible. Or shrink their size down/ adopt a crouched stance.
I want to say I think the sewer is pretty well perfect in terms of difficulty. I love that mobs stun so you can't just yolo in there and solo easily even as a perfect geared lvl 70. It was a bit of a shock getting used to that massive anti armor hit but it seems fine in the end. I think it is refreshing to find an area in the game that can break 1100 armor in the blink of the eye and be challenging without being stupidly hard.
In contrast to what someone else said I personally love the necro rats using root. Way too many games favor melee over ranged and it is nice to see at least one area in the game where melee gets punished (most of my attacks btw are melee range).
I love to see higher tier content in games make you fight smarter (instead of we're higher level so now we have more hp/damage). I love that the only solution I have found to those necros is to hit the sprint button and jump right up there on the platform (hoping I get rooted next to them).
*There are two shitty things I would like to note about the sewers*
1. There is no vendor.
2. There are way too many white item drops for a dungeon when compared to say winter nexus/dark chapel. It isn't right to get less money per hour farming a level 50 dungeon when compared to a lvl 60 dungeon.
There is one thing that needs to get nerfed immediately.
Treants can be butchered to get a twig thing that you can break down for carpentry xp. I would humbly ask that you require 60 carpentry to break them down (because maybe it's a level 60 dungeon). It is a huge exploit to allow people with no carpentry skill to go in there and farm treants for a few days and suddenly have 50+carpentry skill. Considering that these mobs are very popularly hunted, slow spawning, low in number and not super easy to kill I have no problem with the amount of xp you get for the break down.
If you could do the same thing for tailoring for example no one would ever grow cotton again to gain tailor xp.
Boo on the Shaman Infusion changes. I worked so hard to have that skill at 50. Now it is a complete joke to level up and everyone has it. You ruined something that was pretty unique, rare, and powerful.
I love the new belts! I always wear a +accuracy belt and it feels like you can in some cases actually fight evasion with accuracy now. The other day I killed 7 ghosts at once on the Gazluk teleport pad and that would not have been possible without the extra accuracy from the belt stacking with my shield attack buff.
Also... Thank you for nerfing wolf. Sorry no offense but there was no reason they deserved to keep the power like that for so long after everyone else lost full aoe dmg. Welcome to the back of the bus.
I like fighting smarter, but I think the additional damage and tank ability required is currently a bit high for an average level 60. I don't think I could use your solution to the necros - unless we are thinking of different locations, I'd get multiple adds that would kill me. (I tend to slowly and carefully body pull and then move back when I can so that hopefully I just have 1-2 rats beating me up at a time. It works, but is slow and subject to occasional wipes from wandering mobs.)
Recall Beginnings and zone into Rahu? I'd love to see a vendor in the goblin area too, but the Sewers strike me as one of the dungeons closest to a vendor.Quote:
1. There is no vendor.
Yep. I had one character at 50 and a second at 37. I'll admit my sadness at wasting my time leveling that far was pretty well cured though when I realized how easy getting from 50 to 60 was.Quote:
Boo on the Shaman Infusion changes. I worked so hard to have that skill at 50. Now it is a complete joke to level up and everyone has it. You ruined something that was pretty unique, rare, and powerful.
Personal gripes aside, I think the skill works better now. It was intended as a newbie-friendly introduction to augmentation. I think with the new xp table, it becomes much easier and more fun for new players to enchant their gear as they level and to learn new recipes in time to be useful to them. I think the new xp table is maybe a bit too easy but for a skill aimed as beginners, I think too easy is better than too hard. I also like the skill better at higher levels now: I'd rather spend my time deciding what recipes I want to learn and then farming a rare component like snake hide for a recipe I actually want to use on my gear than to farm up an infinite supply of cat eyeballs to cast the same throwaway recipe over and over until I level.
There might be room in the game for a rare and difficult prestige skill but I don't think shamanic infusion was ever supposed to fill that slot.
Very belated thanks for that confirmation. I was having some crazy theories like maybe me being an animal made the mobs disappear. ;) I had one fight where I killed 3 mobs and only one of them poofed, so it seems to me that if it was fast respawns, the other two mobs should have been affected, too. Or I should have seen a corpse for a half second or something...
I'd run into problems with Baruti before but assumed he was bugging out because we kept wiping on him after killing him 0-2 times. Good to know - thank you!
One last thing about the sewers I forgot to mention before: I really appreciate the mycology and skinning/butchering options there. My problem with my two alt characters has always been that I was able to level up their combat skills pretty quickly, but they were pathetically unable to actually collect anything useful in the 60+ zones. Some of the mushrooms in the sewers are still a bit too high for me to pick but if the new level 50 content has some mushrooms, too, I think that would close the gap.