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awollsd

Member Since 25 Jan 2013
Offline Last Active Jul 14 2021 00:55

#846421 Trial of champions.... hhmmm

Posted by awollsd on 05 February 2014 - 06:14

something needs to be done about this lol.... just did it for the first time with a real group...

 

we got to wave 55 we had repaired gear before entering and worn out our gear before getting to there so HAD to use repair kits or just not have stats from gear..... (if this is going to continue gear shouldn't degrade while inside from combat only from death)

 

and getting to wave 55 takes a couple hours.. its such a time consuming event wich is fine and great its part of why i like it but in the end after 55 waves we STILL get a NORMAL LOOT CHEST?!?!?!?! so 2-3 hours worth of work.... a repair kit or 60g worth of repairs all for 1 single person to get 1 green item???

 

come on now... lol

 

 

so yeah ToC needs

combat doesn't degrade gear

ALL party members get an item

greatly enhances quality/type of loot.




#845853 More restrictions on Group Summon

Posted by awollsd on 02 February 2014 - 21:10

this has been brought up a couple times now and instead of posting whats already been said i'll simply say i dont agree with this, being able to bring friends with me is a good things imo... 


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#844616 new dungeon mode??

Posted by awollsd on 29 January 2014 - 07:59

i've been thinking it would be REALY fun fighting all the bosses in TR at the same time :)

 

dmg reflect and high deffence and start of fight adds of the crock

big hits and knock down of the chicken

stuns and end fight add's of the dino

 

all in one fight would be fun :) and should be fairly difficult to complete

 

this added diffulty would be added reward in that the items in the chest was given to each person in the party instead of roll and only one players gets it....

 

 

 

also a new arena type where you go and fight each boss in the game one by one right after each other and they are set to be same level as highest lvl person in your party (like trials of champions) 

this would have a regular chest at the end but would contain 1 random heroic from all heroics your level and below (so a lvl 40 would get a heroic that was anywhere from lvl 1 to lvl 40) perhaps though make loot potions increase the chance its a higher level ... idk 




#844518 The ability to kick/ban/mute someone from a custom chat

Posted by awollsd on 28 January 2014 - 21:25

yeah.. as title says we really need the ability to remove ppl from custom chats we start/use for guild chats or really anything else....




#843898 Reduce remnant drop

Posted by awollsd on 25 January 2014 - 20:00

yeah no remnenants change... sure it might be somewhat easy to get the helm but you also need them for the crafted weapons..  so 20 for helm, 20 for melee weapon, 20 for ranged weapon (and if tank, or dual wield) 20 more for shield OR 2nd melee weapon.....

 

so need 60-80 remnents at 3 per run assuming you get all 3 thats still 20-25 runs needed.. now take into the reality that you will never win all three infact be lucky to win 1 per run that starts to get into 100+ runs just for your 3-4 items.




#841993 Abiltiy to change your mind when assigning atributes....

Posted by awollsd on 17 January 2014 - 22:12

ok i would love being able to say OOPS didn't mean to put that many points on vit *click minus button* ad the point to Sorc click Set and then attribute points be locked....

 

 

it'ld be nice not only for mistakes like clicking too many times but also if say hmm i wounder how much haste/spell attack power i'ld have if i went full sorc instead... let me check.... nah its not worth it ok i'll put it back....  

 

so yeah please make it so atrib points aren't assigned untill you click a "Set" or "confirm" button... but also make it so it removes any un-confirmed atributes when you close the character window so that cant just add them then not click confirm and run around with stats boosted but not actualy have set any atrib's 




#841981 Remodelling of the real Tank

Posted by awollsd on 17 January 2014 - 21:48

i totaly support buffing the templar class but not at the expense of ruining hybrid builds....  moving the taunt talents further into the skill tree doesn't improve templars any just makes it harder for hybrids wich we shouldn't be focused on....

 

instead focus on the issue templars tankability... they have NO dps so its verry rare for someone to chose this class in the first place... ontop of that when they do choose it they still get out tanked by the hybrid that holds better agro and has as good or better sustainability..... so whats the point...

 

1st Templar needs a dps boost.... perhaps 2 skills (talent or skill trainer) both require a shield and 1h to be equiped and both increase melee attack power by 50-60% of your deffence? or block? 1 should be single target the other should be aoe naturaly single target having more base dmg.

 

2nd templars have increased threat generation, taunt, inciting cry, and impale... yet i have not found one that can hold agro from a prophet/mage and some rangers.... yet the hybrids can hold it perfectly some builds can hold agro even using threat reducing skills (such as radiance for the stun)  i would suggest here both inciting cry and impale's threat range being increased (once lose agro unless the mobs new target is warrior or assassin the mobs will be out of range of the inciting/impale) aswell as possibly reducing the CD of inciting just a bit. 

 

these 2 changes should help templar a lot and increase not only the playability but also the apeal to play them for the players.




#841559 Suggestions i'd like to hear feedback on and possibly see implemented.

Posted by awollsd on 16 January 2014 - 22:56

i would like to add if possible the ability to post notes on your friends list.... i'ld love to be able to make a note labeling friends as  tanks, healers, farmers, tailors, minors, weaponsmiths......




#839118 New classes [Ideas]

Posted by awollsd on 10 January 2014 - 00:13

i like these  just implementing them would be fine..

 

 

however drawing off a branched suggestion from the other class suggestion thread... they said how about just titles if have X points in Y class and B points in A class... what if that was altered a bit....

 

 

and instead of just titles having certain amounts of points in a certain class/group of classes would unlock 2ndary talent tree's?

 

so say i want to be summoner i'ld need to put 25 points into mage (must have void portal) and 13 points into prophet (must have ancestrial spirit) and that unlocks the summoner class...  but also if have 25 points in mage and 13 points into prophet(must have life breather) it unlocked a necromancer 

 

now this would be getting realy advanced and would be high level it would be beyond lvl 50 content but then the number of classes could be vertualy limitless 

 

 

idk maybe that over complicates things i do that sometimes haha but could be interesting and games these days need some complication (advanced builds/game play) :)




#839060 Higher Classes

Posted by awollsd on 09 January 2014 - 21:52

Prophet ==> Diviner ==> Seraphim

 

+100 to this :)




#838715 Make remnants bind on pickup

Posted by awollsd on 09 January 2014 - 01:53

yeah i get what you're saying..  just how do we know there will be more max level crafters that are not only max level but also WILLING TO spam these runs for the remenants for everyone that needs them..... 

 

how many max level tailors are there right now??  i know of 3 but lets say 5 ...   how many players are in game? over the three servers i never see less than 250 on at a time so a good guesstimate would be about 500 total players but lets call it 400....  lets say 1/4 of that are clothies..... so that be 100 CONSERVITIVE so them 5 people are going to have to not only craft and not only do all the tediousness it took to level but ALSO have to be willing to farm mats for 20 more people...  do you realy think EACH and EVERY one of them will be willing to do that? probably not so out of the 5 2 of them dont want to farm the remanants for others so that leaves 3 crafters and now they are having to farm mats for 33.3 people........  and to have to continualy do these every 5 levels for TR? for lvl 45 dng's? for lvl 50dng's? 

 

 

now you're saying there will be more max level crafters but there will also be more and more non crafting players.. and sense this is a thread of presumptions we could also say that as the population grows the ratio of crafters to no crafters also seperate as a much smaller percentage of the gaming population is as dedicated and/or interested in the grind for farming/gathering/crafting.. so now we could be getting into each crafter is having to gather remnants for 50, 60,.. 100.. helms of each 5th level.... 

 

 

sory i just dont see it.. .i mean i love the idea behind the sugestion just dont think this would actualy help in the long run just ask yourself if the game gets 10,000 players how many of them are going to actualy be max level crafters with todays gamers? 




#838711 Make group summon more level restricted

Posted by awollsd on 09 January 2014 - 01:41

yeah people should feel free to make any sugestions they think will help the game grow and retain players for sure people should never get upset because someone made a suggestion..... 

 

that said...

 

i dont really know how i feel about this... one hand you are correct the zones do have level requirments for a reason.. BUT i'm pretty sure its so people dont wounder off into a zone much higher than them and get screwed... not so much to completly limit the person from going...

 

i look at it like this...  if i'm 14 i cant drive but i certainly can get in a car with someone thats 30 and ride around... why couldn't someone capable of doing the zone escort me. and as far as playability i find it realy helpful and more comunity focused to allow it because if it was set in stone no summon no entrance at all untill you are this level then there is no more "cant find a healer but i have a friend thats only 2 levels too low we can go ahead and take him"  and no "hey we're 4 manning this dungeon any lower level want to tag along just for some free exp or to get a taste of the dungeon/zone" 

 

 

so yeah i think i perfer it how it is, lets us interact more freely with people of various levels. though i wouldn't yell and moan if they did change it i supose. cause it would make sense i guess.




#838706 Make remnants bind on pickup

Posted by awollsd on 09 January 2014 - 01:32

yeah but i also feel a LOT fewer crafters will be willing to go farm the remenants especialy for all the people that want/need them...  imagine how many runs it would take a single crafter to farm enough to craft 20? 30? as population grows 50+ orders for a helm???  who is going to want to do that regardeless what they could charge for it... it would be better to just grind mobs with loot potion for drops to sell.

 

and now that its harder for crafters to craft items for people there will be less of them wanting to do it.. so those of us who dont like the gathering/crafting part of the game are either 1 accepting that we must use lower tiered gear OR 2 be forced to partake in an aspect of the game we would rather not....

 

 

am all for making crafting more useful i'm also for making random drops more useful..  but i realy dont want to restrict players on either side (crafters or non crafters) 




#833625 Boondock's - first boss

Posted by awollsd on 21 December 2013 - 22:52

so there is nothing wrong with ohdar? I see now my only problem is lack of community then because I was in the q for 4 hours and got 2 partys and lost 6 gold in repair costs and never finished? 

(again off topic so sory but yeah wanted to reply)

 

no there is nothing wrong with ohdar... with a decent tank/healer its not bad. with a good tank its down right easy....

 

1st boss only problem there is the rock throw.... everyone should be spread out. behind the boss. healer keep healing the tank. when you see the boss reach down to pick up a rock check the direction he looks if he's looking at you cast redemption (a skill everyone in the game should have, same as blind) and you live threw the rock attack even if you was like me and specced as a glass cannon (pur sorc for me).... now with a REALY good tank he can actualy time his taunts so that he's the one hit by all the rock throws makes the boss tank and spank easy mode.

 

2nd boss. his threat is from his spinning attack. for this one the party should form a circle around the boss. with tank tanking him in the middle. you see the boss start spinning towards you run in a big circle you'll stay ahead of the boss and not take dmg then tank will continue tanking.  

 

3rd boss he has 2 rock attacks and an add. first problem is the thrown rock do the same with it as the first boss and you're good. but then you have his 2nd rock attack that drops from above. this one is avoidable simply watch your feet and if see a target under you move..... but remember not to get too close to other party members always want to be spread out. as for the bear add that comes with the boss at half life. simply ignore it let the tank taunt it and tank it aswell 

 

 

now all that said we've found that if a tank can time things right he can actualy hold agro and take all the rock threw except the dropped rock thats easy to avoid. if you get a tank like that then the entire dungeon is easy but even without its still totaly doable. one other sugestion on bosses dps could only use auto basic attack to generate less threat so the tank can hold the bosses better make it easier on the healer sense he does have to heal threw an awful lot of damage.




#799175 Skills and Talent balance

Posted by awollsd on 04 July 2013 - 18:33

i'ld have to agree with people about boiling blood, atleast in pvp aspect. the cast time is way too long for it to be used. though if wanting it to be useful in pvp realy the only change it would need is its cast time reduced to instant or 0.5 seconds. even 1 second would be too long in pvp imo.

 

yes its dmg is lower than your other skills dps output but remember its total dps you're dealing that matters not individual skill damage. you're not going to JUST use boiling blood but going to cast it + your other skills so its like getting added damage. going by neons post it'ld be a total of 7k dmg over 12 seconds wich starts to look much better. 

 

That is if the cast time is reduced 2 seconds is a long time to sit in pvp casting so a low dps skill.

 

 

However in pve i think its fine yeah its not a lot of dmg but can be used to pull mobs so can 1 on 1 wich is literaly all i use it for.  solo betex caves, boiling blood an ogre, fight him alone intead of with the 2 bats.. 

 

And to close. reducing the cast time would make the skill useful in pvp and wouldnt realy change much in pve, in pve you have time to sit and cast a 2 second cast to pull the mob so only thing it would change is you wouldn't have to sit for 2 seconds  casting.

 

 

now a sugestion i'ld have would be the void portal minion, it should have an aoe skill it uses with a CD of 5 seconds (or less) and its threat generation should be slightly increased. as it is now its useless the minions damage is realy low and thats fine i assume its meant to try to tank mobs and help mage survivability but it cant hold threat at all even my splash damage from incenerate pulls agro off him. and with him only having single target attacks if i do pull multiple mobs he doesnt help pull the extra mobs off me to tank them buying me a little more time like i think he should. 






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