Why nerf ah now when u can nerf it when full update for ah comes,what is point,its still weaker than other combat skills,it keeps getting nerfed for those 5 ppl playing with ah.
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Why nerf ah now when u can nerf it when full update for ah comes,what is point,its still weaker than other combat skills,it keeps getting nerfed for those 5 ppl playing with ah.
strange after update everywhere in-game i have worse or Much more Worse FPS than before (sometimes it go down to 3-7 at zone when usually was 40-60) and loading time when changing zones are 3-5 time longer
I'm going to mostly speak to candle making since it's what I've spent the most energy on, though I'll say I love the new goblin/hogan's look and fully second PC's take on the lvl 40 dungeon. I plan to take one of my alts through on an appropriately leveled build b/c it was fun even zooming through with the launch chaos.
On candle making - Marking the whole thing as spoiler for those who want to naturally uncover some of candle making's nuances.
Spoiler:
Another topic I wanted to address is the continued creep of dailies and I am torn on the matter. On the one hand I like that it breathes new life into dungeons that it could be hard to find a group for. In this case we will likely see a rejuvenation of labs which is nice and winter nexus and DC were hard to find runs for prior to casino dailies. On the other hand I think they create a bit of an issue in that they are limited time events in a game that does not use the notion of instanced dungeon groups. I tend to avoid the Casino Dailies because I feel that they are very business oriented. PUGs form to quickly rush the dungeon to get some loot, but mostly focus on the quest objectives. Even in Wolf Cave I find most groups ignore one of the chests that is hardly out of the way and just quickly move through. I think you kind of have to keep this cadence though because there's always the risk another group will creep up behind you and you want to move quickly to keep everyone's flow going. For the aurest quests I would prefer to see something along the lines of Fae Realm dailies where you can pick up multiple "daily" quests and do them at your convenience, but if you already have the one offered active you cannot take it twice. I think this would still create renewed interest in areas like Labs, but it would also create breathing room for players to go at a slower pace and do the dungeon when they want. I would love to have an easier time finding groups that aren't looking to rush through a dungeon, but want to slowly explore it and I think the idea of a daily that has to be done today with anyone on the server interested competing for resources takes a little bit of the soul out of it. With Agrashab elite dailies on the other hand groups tend to bounce from elite group to elite group seeing if anyone in the group has the quest - it feels slower and more communicative and I'm sure that's in part because it aligns with current end game content/loot. I haven't done an aurest mission yet so I cannot say for sure, but conceptually dailies give me pause.
I am one of these few people that stick with AH throughout. AH in dungeons is risky, some say useless, as its pathing can cause major unwanted pulling. I therefor regard AH mostly as a skill for solo players. Losing 40% health on your pets in solo play is a big deal. Granted, with my gear and max level i can still do what i did altho in some situations more slowly, but i certainly cant do more than i did before this patch. And i think solo play should be an important part of this game.
I have a feeling with more and more dailies and high end dungeons that are group oriented, and events that are often group oriented as well, solo play could use some love.
Love the new craft skill, more crafting always ftw.
Pitty that we cannot butcher stringa's anymore, they were my favorite source of stomachs.
A rant of sorts, as I tried to do the new Hogan's Dungeon without spoilers, talk to the guy at the door need candles and he talks about Gorvessa. So off I go to Gorvessa raise favour to learn candle making then am forced to ask in Help, "where is her candle station" as I can't find it. Told its in the dungeon and I said that is shit putting the table required to make an entry item inside a gate. Was told you don't craft the entry items they are drops from higher level zones. So I rant again. why require an item from a zone 2 or 3 levels higher to enter a dungeon?
In short, please don't gateway content with items that are not obtainable at the level intended for the content. Also please include in Gorvessa's conversation something, hint or otherwise, about locations of the tables.
PS world boss feedback, why put in boss curses that aren't cureable in normal content for those who fail on bosses towards the end of an event, although maybe not a problem if George ever gets balanced so he can be killed outside of US primetime.
Sugestion for new daily:
Make it Seasonal like 2 month and after that make NPC disappears for 4 month (to earn money?) and back after those so we have those extra daily available 2 month each half year
Thanks for the feedback, please keep it coming! A couple bits of info to add:
- RE: new framerate problems in low-density areas: I'm not really sure where that would be coming from. We didn't have graphics changes in the last update, at least, not intentionally. We'll be looking for a culprit.
- RE: debuffing monsters' vulnerability: the way it works now is just a limitation of the implementation and will eventually be a true multiplicative. In other words, if you make a monster take 20% more Fire damage, and they normally take 0% fire damage, 0%+20%=0%. Doesn't work that way yet (in all cases), but it will.
- RE: new bosses: they ARE actually easier than the final boss of Gazluk Keep. I was worried I set the bar too high there in terms of how much damage I expect a group of 6 people to be able to generate. And really, it's just hard to figure out where the difficulty point should be, so this time around I decided to err on the easier end. But if most people think they're pushovers, I'll probably bump them up a notch in the next update.
Also, the captain encounter is supposed to be a forced-multi-pull encounter: if you aggro any of those three elites, you should always get all of them. New tech, and obviously not working out well enough yet, but I'll do some more work to fix that also.
I also agree this case isn't so bad but I don't like the design decision, the other hiccup is players trying to lock up the market, only 2 player vendors have the item, which used tab value is 10 councils, one has listed for 1500 councils, the other with most stock has them listed for 4500.
I'm not sure if this is an engine limitation and even as someone who loves 90's style textures, the new dungeon and goblin dungeon are very bland. I like the textures, but it is monotonously repetitive. Much of this is to do with the lighting or lack there of, but it needs something else. Maybe some mossy, leafy or mouldy textures. Just something to break up the grey. They were both enjoyable to play through though.
The new dungeon is fairly low level and classed as solo yet is gated behind drops from higher level content. Seems an odd decision.