Jump to content

Malthrus

Member Since 24 Nov 2013
Offline Last Active May 07 2014 14:46

#853621 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 06 March 2014 - 18:18

You do have the same fair chance as everyone else? The keyword here is chance, as in you don't always succeed.

 

How does a better player have any advantage, because they are better at playing the game...? Please tell me you are trolling, because I don't think any game developer would take your opinion seriously with that outlook on game design.

 

Sorry but if you can't faceroll your way through every boss you might actually have to use both halves of your brain to figure out what you did wrong and how you could do better next time. This is a video game not a movie. You don't just sit there and watch it play itself, you have to actually overcome your adversary.




#853361 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 05 March 2014 - 18:32

There should be bosses/content in the game that are difficult. If every player can kill every boss, then what is there to separate a good player from an average one? MMORPG's are built on community and competition.

 

If you are just an average player, then like Mongo said you have a challenge to tackle and keep you busy for awhile, which means you don't run out of things to do as quickly. The satisfaction of killing a boss that killed you many times is tenfold compared to a new boss that you killed first try because it was too easy. I state that from personal experience of killing extremely difficult bosses from older games vs killing the watered down loot pinata's of instant gratification from more recent games.

 

You don't HAVE to kill every boss without wipes, this is what I think most people didn't understand when we were trying to figure out zork first couple times, people cared more about their repairs than trying to overcome a challenge. Guess why people used to play old MMORPG's for years yet basically all MMO's made in the last 4 years are beaten and discarded within the first couple of months? Because they were more difficult, the content kept you busier for longer.

 

However I don't think all world bosses should be difficult, but 1 or 2 of them should require a skilled group or co-ordination though and drop better stuff to compensate for increased challenge. If your stance on the game is that everyone should be able to beat every piece of content (communism gaming), then you are likely in for a disappointment when lvl 50 & ascended dungeons are released.




#853284 WASD almost good, need just small fix which is here.

Posted by Malthrus on 05 March 2014 - 13:43

I made the same thread 2 days ago, they're working on it :)




#852896 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 03 March 2014 - 12:04

Yeah but that would be even cooler! Uses a random monster model, maybe you'd get a giant squirrel boss :D




#852814 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 03 March 2014 - 01:51

It seems a few people would rather world bosses just being loot pinata's instead of having to put any effort into killing them.

 

Limiting them to 10 players with the current templar/prophet count would cause a negative impact, but my idea of the bosses scaling in power should absolutely be implemented. It is blatantly obvious to everyone who has killed them before that bringing more than 10 people as of current is breaking the encounters. This is end game group content, not hello kitty free loot adventure.




#852740 Limit World Boss Groups to 10, to increase the challenge.

Posted by Malthrus on 02 March 2014 - 18:54

A better solution in my opinion would be to make them scale in power depending on how many players are present, I totally agree though and said since the first time we killed them. Bringing 30 people completely trivializes the fights, I don't think people realize how much more difficult some of these bosses are with 10 people.

 

If you want your content to last longer, one of the best ways of doing so is to make it harder.




#851946 The state of end game Crafting & The Economy

Posted by Malthrus on 27 February 2014 - 10:39

My thoughts on the current end game crafting and economy situation are that it is extremely poor. I have reached level 40 in many gathering/crafting skills now and there is absolutely no reason to craft for anything other than grinding xp. Maybe you get to help the odd player with a craft and get a tiny fee in return, which doesn't come anywhere close to paying back the time investment spent on crafting. 
 
With no reason to craft outside of leveling up, the demand for crafting resources will run dry very quickly. This will only get worse when more people reach the maximum crafting levels and the demand for resources plummets. This essentially means there is no economy. The amount of gold you can farm by killing monsters/world bosses for the amount of resources you can buy at the moment is completely out of proportion (ie. 1 hour of AoE grinding for 3300 bronze ore or 5000 coal). Why is this? Because the demand is so low, crafting is not rewarding enough.
 
In general I feel crafting is too quick to reach the maximum level, which is mainly due to how the tier system works ie. lvl 16 and lvl 32 crafting becomes way faster. It should scale upwards, the early levels (1-15) should be easier and the later levels should take much much longer.
 
Despite that, I feel there are many ways that you could make crafting at maximum level well worth your time, by adding additional incentives and by embedding it into regular gear progression, whether crafting it yourself or paying someone to craft for you.
 
Here are a few of my ideas:
____________________________________________________________________________________
 
Gear Upgrading
 
One idea I have to give crafting a purpose once you reach the maximum level, but could also be another form of progression at the lower levels (at a reduced cost), is the ability to upgrade pieces of gear with rare crafting materials and elemental flakes. This could also be done with any piece of gear in the game not just crafted items, items would need a set cost based on their level and rarity, for example:
 
Level 40 items
Green Boots = 8 Iron bars
Rare Boots = 8 Iron Bars, 3 Pure Iron
Rare Helmet = 10 Iron Bars, 3 Pure Iron
Heroic Chest = 16 Iron Bars, 4 Pure Iron, 2 Elemental Flakes
Heroic 2H Weapon = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
 
To upgrade an item, you require the profession that corresponds with that armor type with the same or higher level than the item requires to equip.
 
There would be 5 tiers of upgrades which increase in cost per upgrade, could add more levels later perhaps.
 
+1 2H Weapon upgrade = 20 Iron Bars, 5 Pure Iron, 4 Elemental Flakes
+2 2H Weapon upgrade = 30 Iron Bars, 10 Pure Iron, 6 Elemental Flakes
+3 2H Weapon upgrade = 40 Iron Bars, 15 Pure Iron, 8 Elemental Flakes
+4 2H Weapon upgrade = 50 Iron Bars, 20 Pure Iron, 10 Elemental Flakes
+5 2H Weapon upgrade = 60 Iron Bars, 25 Pure Iron, 12 Elemental Flakes
 
Upgrading an item once would increase all of its stats & DPS or armour by 5% and give the crafter some xp.
 
The pure iron goes up in cost by slightly more to make them more desirable, increasing their value more. To make it so that normal iron doesn't inflate from the higher requirement of pure iron, you should add pure iron bars which require 3-4 iron ore, 1 pure iron ore, 1 coal & flux. I always thought it was strange to be crafting with ore instead of bars anyway, this addition makes more sense.
 
Currently rare materials don't have much of a use, but with my idea there would be a constant demand for them.
 
There would also be a constant demand for crafting, as every time you get a new piece of gear you will want to upgrade it. If you do not like crafting yourself you can buy the mats and get someone to upgrade it for you, which forces some social interaction to progress your gear. To make this work with bound items, make it like a trade window where the crafter can assist you with upgrading your armour or weapon. Both players have to be standing at the same crafting workstation and you can offer gold for trade in the same window for their service.
 
The costs may seem excessive or tedious but it adds an additional form of progression to the game which we desperately need. We need a reason for crafting materials other than just leveling up or they will never have any real value at end game. We also need an economy that relies on crafting for it to not be a waste of time.
 
You might ask what happens when most people have everything upgraded, well that's when you add new harder content dungeons that drop better gear. The upgrade process repeats and crafting is once again in heavy demand.
____________________________________________________________________________________
 
Salvaging
 
Equipment should be salvageable by their corresponding profession ie. leatherworking for medium, tailoring for light, armorsmithing for heavy and weaponsmithing for weapons. This wouldn't just be limited to stuff you make from crafting, you could do this for all equipment drops in the game. You require the same crafting level as the level requirement of the item to salvage it.
 
Salvaging an item will give you a small amount of crafting experience and raw materials (ie. iron ore) which can be used to process and reforged into something else. The quality of the item (green, blue etc) will determine how many resources you salvage from the item. The amount will be around 30%~ of what the item would have needed to craft, so for an item that needs 10 iron bars you get 6~ iron ore back. 
 
This might need adjusting at first until gold inflates more because it would be better currently to just vendor the item instead of salvaging it, but you get the basic idea. You could also nerf the amount that items vendor for to make salvaging more attractive. As for non-crafted gear you could just make the amount salvaged similar to what a same level item of that quality would have taken to craft. You could also add some grey (trash items) that are broken versions of gear that drop off monsters. They will be high-yield salvage items, that give you many resources when salvaged.
 
With this change instead of making 100 belts to skill up and vendoring them, adding 50g to the economy, the materials are removed from the economy as you get less and less with each craft. On top of that you will need to purchase the vendor materials again which removes a little more gold from the system. This is mostly a suggestion to fix the massive inflation of gold. With this addition and the removal of repair kits the value of gold will stop rising so rapidly.
____________________________________________________________________________________
 
Other Crafting Ideas
 
On top of this idea it would be good if we could have a chance to roll random stats on every item that requires flakes (like the TR boss loot), so you have a reason to craft many of the same rare item to try and get a perfect roll.
 
There should be better gathering tools that you can buy from a vendor for gold that are bind on pickup. This works as a gold sink and makes gold useful for improving your gathering efficiency. There are 7 of these tools (one for each gathering profession). These various tools increase the rate at which you gather resources, they are all 2 handed so you can't dual-wield them.
 
10% Increased gathering speed, requires level 10 in skill. Cost: 10G
20% Increased gathering speed, requires level 20 in skill. Cost: 50G
30% Increased gathering speed, requires level 30 in skill. Cost: 200G
40% Increased gathering speed, requires level 40 in skill. Cost: 600G
50% Increased gathering speed, requires level 50 in skill. Cost: 1500G
 
As for Cooking and Alchemy, you should simply buff the stat increasing potions & food so their effect is more noticeable, making potion and food buffs a requirement for grinding mobs and running hard mode dungeons. For example the 25 sorcery food should become 50 sorcery and the 10% primary stat potions should become 15%, with even higher stat boosting food & potions for level 45 and beyond. I also think the higher tier health/mana potions should cost 1 or 2 more berries, they are far too cheap to produce in bulk. It takes no time at all to farm several 100 of them. Otherwise when the trade system is in place you will be able to buy tons of them for next to nothing.
 
There needs to be more non-combat related items that you can make with crafting also. Some stuff for the roleplayers or perhaps some items that boost your crafting levels on use/equip. Stuff such as a chef's hat which boosts your cooking level by 1 when worn, or perhaps just a cosmetic item. Maybe a special Alchemy potion that turns you into a goblin or some other creature in the game for a set duration on use. Maybe in the very distant future some recipes for player housing which require many different skills to create furniture. I also saw a really good idea in another thread about camping tents & sleeping bags for camps for rested xp. The entire game shouldn't just revolve around combat, sometimes people like to take a break and do other things.
____________________________________________________________________________________
 
The Wilderness
 
I'm going to add a few ideas to revamp the wilderness. Trappers Atoll is currently a dead zone and there is no reason you should ever go there. Nobody will go there to gather because you can just gather lvl 48 materials from areas like cronnoch mountain where there are no monsters and the nodes sit there uncontested.
 
My idea to incorporate my crafting ideas with the wilderness is to make it so that gathering nodes in the wilderness are high-yield. This means they have more resources in them per node and they have twice the chance to contain rare resources such as pure iron. They should give you more resources per cast as well as containing more resources because they should be faster than a regular node. This gives players an incentive to risk going into a pvp zone to gather materials at a faster and more profitable rate. All gathering materials are obtainable outside the wilderness so you don't have to go there if you don't like pvp, but there is a higher reward in doing so for those who are feeling brave.
 
For this to be feasible however the wilderness needs to be massively expanded. Trappers Atoll is far too small of an area for this idea to work, because otherwise a small group of players could completely control the whole area and all of the resources. This is due to the small size of the island and the large number of choke points created by all the slopes. Trapper Atoll should be but a small island in a large open pvp area, the size of the entire wilderness should at least match the size of Eldevin East. This gives gatherers a choice of different spots to gather in as opposed to running into a concentrated area where certain death awaits them.
 
On top of this there should be monster spawns in the wilderness, which drop a lot more gold than normal monsters (5-10s per mob, AoE pulls of 10+ mobs possible), however they don't drop any green/blue items to vendor or salvage. There should be camps which have lots of monsters for AoE grinding and there should be camps which have only champion monsters, which are spread out, have a lot of health and deal more damage. These champion monsters yield much more experience and drop a lot more gold (10 times the xp yield of AoE mob and 50s-1g each). They are designed to be farmed in a small group or solo by well geared builds that do not have the capability of AoE grinding.
 
The reason I say they should drop gold is because there needs to be a risk associated with dying in the wilderness. The penalty for death should be heavy durability loss (20-30%), you drop all of your gold on you (note: you can deposit gold in your vault), any gathering materials you farmed in the wilderness and any gems or heroic equipment drops that you found in the wilderness. You will only lose those items if they are in your bags, items in your bank or vault are safe.
 
Heroic equipment drops will have a tiny chance to drop off normal monsters (AoE camps), a much larger chance to drop off champion monsters (Single target camps). There should also be a world boss in the centre of the wilderness, who has a set loot table with a bunch of unique heroic items and gems.
 
These heroic items will be unique to the wilderness and have a very low drop chance. However they should have potential to be some of the best items in the game for at least 2 out of your 13 equipment slots. They do not roll random stats, they have a chance to roll 1 or 2 sockets depending on the slot. They are bind on equip, so you can sell them to players who don't want to go into the wilderness themselves, giving pvpers an option to make money.
 
This creates a situation where you have to determine the risk factor of farming in the wilderness, that you could be killed at any moment with all the gold & items you farmed in there. You could choose to make frequent bank journeys, there could be a couple of pvp enabled banks & vaults in there that create pvp hot spots (as well as the mob camps, high yield resources & world boss).
 
All in all I think this makes for a fairly complete and dynamic open world pvp area which would be well worth the risk venturing out to. I tried to avoid suggestions such as full loot because I realise the game will probably not get rid of bound items and I know a lot of people would hate it if the death penalty was too harsh (such as losing a bunch of your 10k gold worth gems), but these penalties and rewards seem fair to me.
____________________________________________________________________________________
 
Conclusion
 
I purposely left out more dungeons, harder bosses, larger group sized dungeons (raiding), multiple tiers of end game gear, rated pvp & pvp rankings/titles etc. Because I know some of that is well on its way to being complete. I wanted to focus mainly on crafting, its impact on the economy and open world pvp.
 
I would love to hear in this thread what other people have to say and their thoughts on the state of the end game. I know HCS is working hard on it currently and most likely have lined up many activities for us to do at the intended maximum level of 50. But while us, the players can't see what is going on behind the scenes it would be nice to hear what the community thinks and what could be done to improve the game. Maybe some of our ideas will make it into the final product.
 
tl;dr version - there isn't one, read it all or don't bother posting.



#851926 Split Offensive sorcery and healing sorcery

Posted by Malthrus on 27 February 2014 - 04:50

Yes warrior seems fairly weak to mages atm, but it's a game of rock paper scissors, because prophets and assassins rape mages currently (mainly due to bugged DoT damage in pvp though). Warrior should beat prophets though and have a fair shot vs assassin & rangers.




#851924 Split Offensive sorcery and healing sorcery

Posted by Malthrus on 27 February 2014 - 04:41

Mages don't get more points to distribute, sorcery is 1 stat not 2. You can't cast 2 things at once so you're not twice as effective for having a stat that raises 2 different types of spells. Like I said the imbalance is within cauterize, try playing a mage and healing through someone elses damage with revitalize. The only thing that makes prophet healing good are the prophet specific healing talents: Dogma, Crimson Chain, Redemption HoT & Dark Prayer.

 

Also you mentioned there is no dodge talent for spell & ranged, i'll correct you there that the 15% dodge talent in assassin for dual wielding effects all 3 damage types. There are also 3 different types of gems you can put in your armour to build defense against your desired damage type, so you can build full spell defense if you're having trouble against mages/prophets.

 

What would fix this situation is if hybrid gear existed, where you could have melee & sorcery on the same item for example, at 70%~ of the value of a pure piece of equipment, which someone above already suggested and has been suggested many times.




#851917 Prestige Points

Posted by Malthrus on 27 February 2014 - 04:02

Basically no. Everything else in the game currently (from reaching max level in anything to obtaining the best gear) EXCEPT for max-tier gems are already way too easy to obtain, and you want to make the only cosmetic set that has any sense of accomplishment attached to it easy to get for 1 months casual work?

 

There SHOULD be things in the game that take a long time to obtain, so people who have finished the game have a long term goal to work towards something cool and unique. If you suddenly saw a bunch of other people wearing the same set as you it suddenly isn't as cool or feel as rewarding anymore. 

 

It's not like you really need to buy the gloves or boots as their visual difference is very little, could reduce the cost of those 2 pieces.

 

You can fill the whole game with zero effort instant gratification equipment with stats on it all you like, but leave a cosmetic set or two for the more dedicated/hardcore player, so when you see somebody wearing that set you know they worked hard for it. It is called "Prestige" after all.




#851539 a few suggestions (some people asked me to post new thread)

Posted by Malthrus on 25 February 2014 - 01:16

Crit shouldn't be forced into every build, I feel as if you should be able to choose which secondary stat you would like to focus on (or none at all). With Mage for example, you should be able to build a pure attack power mage, a haste mage and a crit mage. Each one would work better with different abilities, for example crit does nothing for damage over time effects but attack power is great.

 

Looking at prophet you should be able to choose whether you want to focus on direct healing, heal over time spells, absorb shields or damage/healer hybrid (purification talent). We need stats that allow you to choose which path you want to take, which would mean splitting haste, crit and attack power into 3 different stats.

 

For vitality and energy, I believe a good start would be to reduce the overall effectiveness of all stats, but give us 2-3x as many points per level to distribute. So if you go 100% sorcery you are left with very little life (like 3k instead of the 6k base we get now). Only way to force players to take life is to make them get 1 shot if they ignore it, but there should still be an option for pure glass cannon builds to exist (mage plasma shield for example allows you to absorb a lot of damage if your mana pool is large). If you made the vitality change you would need to severely reduce the CD of plasma shield and increase the mana it burns by 2x more than it currently is for it to be viable/balanced.

 

For energy you could increase the amount of mana it regenerates in combat by 2-3x of what it is now. There are some classes that are really struggling with mana atm, note this doesn't effect world bosses because of low potion CD but wait until people start doing 5 mans again.

 

Crit is currently pretty bad for dps, I would suggest to fix crit that you change the currently worthless crit chance gems into crit damage gems. Each tier gives you 5%~ increased critical potency (damage/healing), which makes your crits hit harder. If you stacked 3 of these gems you would then benefit more from putting points into the attribute that gives crit than putting it into melee/ranged/sorcery.

 

On a side note about prophets: they do NOT need more damage. Perhaps at lower levels but once you have purification (free 3000 attack power) you have more DPS than a mage can ever get vs single target. The drawback is prophet's don't have free your mind to fix mana issues and they can't AoE as well. I think that's an ok compromise for the fact that you have to spend like 20 points in strong healing/defensive talents to get there. You shouldn't be able to deal damage as good as a damage class and have massive healing/defensive CD's, otherwise what's the point of playing a pure damage dealer?

 

Just look at PvP, the best build atm is a prophet that takes purification, because it does more damage than mage and can't die either due to Righteous Defense + Redemeption + Benedicition damage reduction stack + 140% Spell DPS added to benedicition + soothsaying removing all of the DoT's which the melee classes and rangers basically rely on for damage (because they penetrate 100% of armour). Not to mention the lvl 50 repent talent, which makes you immune to all negative effects with only 45s CD, does that mean 10 second immunity to silence/stun/snare & all DoT's?

 

Interesting idea about penetration though, you could add it as a stat which causes your abilities to ignore a portion of the targets armour. Doesn't benefit DoT builds, would be a waste for a crit build maybe since you want to stack into crit but would be great to support an attack power based build.




#837872 PvP Balance and Attribute Balance (assessed problems and remedies)

Posted by Malthrus on 06 January 2014 - 21:40

Way too much work and a waste of development time, it's not like these abilities are not overpowered in PvE also. I balance out the ignite nerf with a bloodboil buff. Damage for mage would actually be higher with my changes and aside from a well built assassin build mage is the highest single target dps and the highest aoe dps if you know how to rotate your skills properly.

 

Mage is also a 10 yd ranged dps class which avoids nearly all attacks from bosses whereas assassin has the threat of the boss 1 shotting them in melee. But rather than nerf mage single target dps I would prefer to see buffs to other classes, such as warrior single target which seems to include maelstrom from what I have seen... *cough sear buff*




#835401 PvP Balance and Attribute Balance (assessed problems and remedies)

Posted by Malthrus on 28 December 2013 - 22:58

Below I will post my thoughts on the mage class abilities, there are some other issues with the game in general that I will highlight that makes my character build (and several others) overpowered, but for now I will focus on the mage skills abilities and skill tree exclusively.

 

I decided to add some of the prophet skills that we have access to also, since mages can heal decently in this game I feel they are relevent also.

 

Mage Balance

 

Ignite - Reduce the damage to 150% instant and add 'deals 25% of the total damage dealt over 5 seconds'. This makes the ability with the mage talent a 200% instant nuke that deals an additional 50% over 5 seconds for a total of 250%. The debuff MUST be stackable on the target from multiple players, as this will suck having more than 1 mage in the group otherwise.

 

Reason: This ability is overpowered as hell, the single best damaging ability in the game. In Pvp if you follow up a mid-air incinerate with this you can easily 1 shot players on a crit before they even know you are there. My fix keeps it still an extremely powerful ability but cuts the instant burst down by 33%. This ability may need further changes but for now I think what I suggested is fine, keep the cooldown at 15 seconds please, it makes the class more fun to play having a very active ability and also ties in to one of my other changes that i'll talk about another time. *cough haste nerf*

 

Overload - Increase the range from 10yd to 12yd.

 

Reason: All our other abilities are 12yd range basically, it is annoying when your character has to run in to cast this because you usually open with incinerate since it has a travel time and does not aggro the mob immediantly so your character runs to the maximum range of incinerate of 12yd. More of a quality of life fix than anything else, the ability is in a good spot and fun to use.

 

Blazing Embers (Incinerate's DoT) & Static Discharge (Overload crit debuff) - Make these abilities stack with other mages, or make the 8% spell crit for Overload work for players other than just the mage that casted it.

 

Boiling Blood - Remove the cast time and cooldown.
Boiling Point - Reduce to 10/20% per tick.

Scald - Change to increases the duration by 2/4 seconds, increase duration of the stun to 2 seconds or remove it entirely.

 

Reason: Nobody uses this ability because the cast time is too long. My change makes the ability worth using and allows multidotting. With all the talents the ability will do 40% spell damage per second for 10 seconds, for a total of 400% over 10 seconds.

 

Chilling (Blizzard talent) - Remove the stun passive, add slows targets in the area by 30/60%. Slow does not stack with Static Discharge.

 

Reason: Mainly quality of life change, it's annoying that mini-stun abilities like these are bad in this game because they put other stuns on diminishing returns and since it's a random chance not all the monsters get stunned, which means when you are AoE grinding the monsters unstack themselves. You can chain root with frostbite talent but you need to have the talent to make this work. The slow change is more of a suggestion to replace the stun with more than anything else.

 

Plasma Shield - Change it to absorb 1.5 damage for every 1 point of mana, 25% of your maximum mana, 20 second cooldown. So for me at lvl 40 with 3.5k mana it would absorb roughly 1300 damage out of my 6.3k life.

 

Reason: Too weak currently, it barely absorbs a single attack and has a moderate cooldown. There are many other better mage talents taking currently and even in a pure Pvp build this is a waste of a point. In other games the way it's balanced now would be fine, if mana pools were not half of our hp pool. In other games generally your mana is more than your health as a caster. If this were not the case I would suggest it burns 1.5/2 mana per 1 damage, but that would be rediculous with the low mana pools.

 

Replenishment - Change to 6% of your health over 6 seconds.

 

Reason: Too weak, waste of a point especially when cauterize instantly heals you to full.

 

Engulf - Reduce cast time by 1 second.

 

Reason: Like Boiling Blood, too long cast time and annoying to use. Will be a decent AoE skill with cast time reduction and maybe worth a point in a PvE build.

 

Void Portal & Call of the Wild (Ranger) - Reduce the cast time to 3 seconds. 8 Seconds is way too long to summon a pet, never used the pet before but I believe you have to resummon it every time you die?

 

Resurrect - Should no longer be useable in combat.

 

Reason: When anybody in your party dies, this ability above any other prevents wiping because any dps can simply stop doing damage; having no other responsibility and resurrect the dead player and continue on like nothing ever happened. As stated in my post in the world boss thread, this should be a talent in the prophet tree that allows you to ressurect in combat, so the healer at least has to commit to doing so. Should probably give it a cooldown too, or the mage can just heal the tank and prophet res the dead mid-fight and the issue is left reletively unsolved.

 

Rejuvenate - Reduce the duration per tick to 1s and reduce the healing by 10% per tick. So now it heals 20% of spell healing every second for 12 seconds, for a total of 240%.

 

Reason: I think everyone will agree that this heal is very weak compared to the other heals. In its current state, rejuvenate is as weak as a single revitalize over 12 seconds, which makes it incredibly useless. In the state of the game where everything is super burst oriented this ability simply doesn't do enough. With my change the heal may even be used by prophets now, since with the talent it would last an additional 6 seconds, for a total of 360% healing over 18 seconds. Now this may sound overpowered on paper but it really isn't, being a heal over time makes a huge difference and they should always be better than direct healing since you have to wait for it to tick in real time, a HoT should be a damage buffer. Compared to cauterize and dogma this ability is still a joke, but at least this will balance things out a little.

 

Cauterize - Cut in half the healing done by this ability, 200% spell healing instant. Add in the deep prophet talent 'Healing Touch', increases the healing done by 50/100% spell healing, for a total of 300%.

 

Reason: Not much to say about this, just way too strong and should have never made it through beta in its current state. 400% instant cast, seriously? The only thing that even comes close to this in pure value is ignite, and guess what the same class (mage) can abuse both of these broken spells.

 

Prophet side talk

 

Dogma should be toned down also since its basically another cauterize and outclasses Revitalize by miles, yeah it's a cooldown but if you ever watch a prophet use this skill the tank goes to full instantly. Prophet mana regen needs a nerf somewhere too, it's silly watching the dps and tank mana bars go down and watch the prophets stay at full, increase the cost of some of their heals perhaps. Oh I also suspect benediction is broken also, I have not tested myself but I believe it's doing 210% spell healing per second instead of 210% spell healing over 6 seconds, which is a huge difference. Please clarify if this is intended and just a tooltip error, if so needs to be nerfed because with the talent 'Lasting Supplication' this ability can solo heal TR apparently, lets not mention the rediculous 30% damage reduction in the deeper talent. *cough*




#830295 Otto in Eldevin should give forestry dailies

Posted by Malthrus on 13 December 2013 - 19:51

There are 2 places in the city that are marked for forestry, yet you cannot get any of the daily quests from these 2 locations. Other gathering professions are located close to or inside the city, why not forestry when there is a dedicated shop?




#830220 Save bag layout

Posted by Malthrus on 13 December 2013 - 16:12

First thing I do when I log on/switch server is rearrange my bags so that I can see every slot instead of the bags naturally overlapping like they do by default.

 

Could we have the game remember how we laid out our inventory?

 

Also can we have an open all bags keybinding please? thanks!






Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: