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Important News regarding the Update


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#21 Toreth

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Posted 01 April 2022 - 03:41

Relentless - Offense (Lvl 2000)
+0.15% per point of Damage is transferred to Attack (casting level can be adjusted from your Preferences)

Aegis Shield - Defense (Lvl 2000)
+0.15% per point of Defense is transferred to Armor (casting level can be adjusted from your Preferences)

Avenger - Offense (Lvl 4000)
+0.03% per point boost to Damage when an opponent hits you (Max 5)

Soul Guard - Defense (Lvl 4500)
+0.1% chance per point that an attack that would otherwise defeat the player instead has their hit points reduced to 1

The following skills will also become available on the Player Skill Tree:

Allied Frenzy - Defense (Lvl 3500)
Increases the level range that Assist works by +1 level per point

Guild Berserker - Offense (Lvl 3500)
Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only

Gambler - Special (Lvl 3500)
+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat

Healer - Defense (Lvl 4000)
+0.01% per point chance that players health will fully restore after any given combat round

The two transfers in Relentless and Aegis Shield are great; they’ll likely see bountiful use - especially Relentless (likely the best buff of the group).

Others have already touched on Avenger a bit, and I’ll say the multiplier looks fine from 175-203 given BE bonuses. 5.25% to 6.09% increase in A STAT while defending doesn’t seem like too big of an issue. The wording at the end “(Max 5)” is likely throwing players off a little, but I read it as something akin to SSI charges and the buff would work for 5 incoming attacks.

You’ll notice the all caps and bold of “a stat” instead of copying “damage” directly, and it’s because others have already stated it: we don’t need more damage. Damage is usually the last thing we need, if we’re being frank. While switching the increase to attack to help combat the oppressive “let me just slap this defensive set on” era that we’re in, I could see a benefit to armor if it came down to that as well, however, there are better options to helping armor survivability. My initial reaction here is to change the damage boost to an attack boost. Priority stat order for this: Attack > Armor >>>>>>>>> Literally Anything Else

Soul Guard is interesting in help potentially combat being 2% OHKO’d in some combats, but this is injecting another RNG buff into an already RNG heavy aspect of PvP. While it isn’t detrimental to the outcome of a combat the way that GS, HG, Dispel, etc. are, I can only imagine being lucky enough to avoid SOME of those chance buffs to have my opponent survive with 1 HP from Soul Guard, have Healer proc, get Soul Guard to proc again, get healed again, etc. If I was playing FS in the passenger seat of a vehicle on the app and that combat happened, I’d throw my phone out of the window. Again, while Soul Guard isn’t necessarily that big of an issue by itself, it’s another layer of RNG on an already multi-tier RNG fest. Disclaimer: It ain’t real fun.

Allied Frenzy: Ummm - does anyone even use this or assist? I don’t think I’ve seen either of these on anybody. (From the XMas box)

Guild Berserker being added to the tree at 175/203 levels automatically invalidates the composed potion level of 70. Longer duration from potion? Sure, but…why even use the buff? It doesn’t…do anything? It doesn’t actually increase the enhancements above the cap of 100%, and most gear is going to get the noted enhancements to 100%, anyway.

Gambler - RNG fest again. Not much to say here - there’s trade-off for massive bump, which is good, I guess?

Note: Gambler, Guild Berserker, and Allied Frenzy all immediately going on the block list. 0 reason to use them in any content whatsoever.

Healer is good - perfect levels coming in just a bit under composing levels. Well done on this one, too.

Now comes underlying issues with the majority of these being PvP buffs - the PvP community (and aspect) has been in shambles for a long while. Things have become stagnant and it’s because there’s largely an “objective best” set to use, which should never be the case. Sure, you can build for stuff situationally, but for offline or general use, when I have access to buffs that immediately say “nope” to a specific buff you’re running (Looking at you Dispel Curse), then it starts to make things dull. I know I can go to most PvPers in offline sets and say “oh, they’re likely in a form of a defensive set.” While it’s fine and well to use a defensive set for that purpose, it’s because it’s “easy mode” when compared to other options. Def/Dam with barricade and a dispel activation with flinch + fumble is almost the “win button,” and PvPers don’t want a “win button,” we want competition.

While I’m grateful for the listed buffs (save a few which could be replaced with other options, IMO), the tweak from damage -> attack for Avenger and other tweaks to other buffs are needed for things to be healthy again.

Edited by Toreth, 01 April 2022 - 03:52.


#22 Alisa

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Posted 01 April 2022 - 04:22

defence is used for the ladder and not GvG. Armour serves its purpose and so does defence. defence for dueling and armour for armies. You just need to win 1 GvG attack and an enemy in full defence is likely to be hit atleast once and aslong as your damage hits past their armour + hp you will 1 hit (aslong as last ditch and forceshield dont proc)
attack beats defence and damage beats armour and hp, you cant have enough damage and attack to hit through their defences while having enough defences to defend from the attack with the same buffs activated and in bis gear for both sides. Its scissors paper rock all the way through with a little roll of RNG in GvGs :)

 

What exactly are you talking about? With SC, defence is extremely powerful. Because hybrid builds are designed to survive at least one hit due to the 2 percent rule, defense+SC(level25-50) does a better job having higher stats. In GvG, Ladder, and any other type of PvP, defence is used the most. When possible, I encourage my GvGers to use Defense builds.

 

On Avenger, I agree with EP that it should be Attack to give armour a fighting chance. I'd like to see fewer long-drawn GvG battles that end in a draw (loss). In fact, just like in the arena, I believe that as the fight drags on for 10+ combats, the stats should be reduced.


Edited by Alisa, 01 April 2022 - 04:57.

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#23 Alisa

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Posted 01 April 2022 - 04:50

Soul Guard is interesting in help potentially combat being 2% OHKO’d in some combats, but this is injecting another RNG buff into an already RNG heavy aspect of PvP. While it isn’t detrimental to the outcome of a combat the way that GS, HG, Dispel, etc. are, I can only imagine being lucky enough to avoid SOME of those chance buffs to have my opponent survive with 1 HP from Soul Guard, have Healer proc, get Soul Guard to proc again, get healed again, etc. If I was playing FS in the passenger seat of a vehicle on the app and that combat happened, I’d throw my phone out of the window. Again, while Soul Guard isn’t necessarily that big of an issue by itself, it’s another layer of RNG on an already multi-tier RNG fest. Disclaimer: It ain’t real fun.

 

Force Shield is already extremely powerful due to its ability to activate multiple times during a single battle, and we also have Last Ditch to add to the mix. I don't think we need any more forgiveness buffs, so +1 if you think we don't need any more of these types of buffs.

Allied Frenzy: Ummm - does anyone even use this or assist? I don’t think I’ve seen either of these on anybody. (From the XMas box)

 

What's the point of this buff if it's just to buff another buff? Instead, they could simply increase the Assist range level. I thought allied Frenzy was some kind of Group thing so I skipped over it. 


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#24 Filletminion

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Posted 01 April 2022 - 08:04

Just pulling my hair out, how do we end up getting a selection of buffs inflicted upon us that achieve nothing to enhance game play or provide thought challenging scenario's?

Pvp was a game of skill and knowledge, we don't need RNG based buffs. They diminish the game and any challenge it ever provided.



#25 BadPenny

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Posted 01 April 2022 - 08:15

Just pulling my hair out, how do we end up getting a selection of buffs inflicted upon us that achieve nothing to enhance game play or provide thought challenging scenario's?

Pvp was a game of skill and knowledge, we don't need RNG based buffs. They diminish the game and any challenge it ever provided.

This is what happens in any game where the developers rarely if ever actively play the game, isn't it?


Just one old lady's opinion

 

 

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#26 Arioche

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Posted 01 April 2022 - 10:02

Hello everyone,
 
Thank you to those who have provided first impression feedback to the new skills that are being planned for this update. We appreciate any and all constructive breakdowns of them  :) 

Firstly, I'm happy to hear that Relentless and Aegis Shield have been received well. I remember in the past there were requests to add more transfer buffs to the game, so the focus was to provide those Attack and Armor transfer to aid in this rebalance.

 

This "Max 5" comment, is that a max 5% boost or max 5 times activation during total combat rounds?

 

The Skill itself will most likely require some adjustments to its description, but each time you are hit with an attack while this buff is active it will give you a 0.03% buff to Damage. This can be activated a maximum of 5 times per combat, and the boosts received will last the entire combat. 
 

Avenger should be changed to ATTACK instead of damage.

This is going to be a direct counter to armor sets as suggested. Armor is already terrible, this needs to be changed to attack. If this is added as is, it's a mistake.

If avenger remains damage

- Armor is weaker against armor
- Defense (which through the current meta involves tons of HP through fortitude/sc) is stronger against armor

^^You often never 1 shot a defense set done right, in-fact not even 6 shot. Because of this defense sets will actually become STRONGER against armor sets.

If avenger is changed to attack

- Armor is stronger against defense

Armor still does not NEARLY stack up against defense, with that in mind ATTACK ALL DAY ;).

 

 

In addition to what EP said damage is not hard to get... There are already many was to drastically increase your damage which has helped make armor sub par. The lack of ways to increase attack has kept defense in a dominate position couple that with what has been previously stated about attack reducing buffs  flinch+fumble and dispel curse it makes it very easy to unresolve combats. 

I too would like to see avenger be changed to effect attack. 

 

 

 

Others have already touched on Avenger a bit, and I’ll say the multiplier looks fine from 175-203 given BE bonuses. 5.25% to 6.09% increase in A STAT while defending doesn’t seem like too big of an issue. The wording at the end “(Max 5)” is likely throwing players off a little, but I read it as something akin to SSI charges and the buff would work for 5 incoming attacks.

You’ll notice the all caps and bold of “a stat” instead of copying “damage” directly, and it’s because others have already stated it: we don’t need more damage. Damage is usually the last thing we need, if we’re being frank. While switching the increase to attack to help combat the oppressive “let me just slap this defensive set on” era that we’re in, I could see a benefit to armor if it came down to that as well, however, there are better options to helping armor survivability. My initial reaction here is to change the damage boost to an attack boost. Priority stat order for this: Attack > Armor >>>>>>>>> Literally Anything Else

While I’m grateful for the listed buffs (save a few which could be replaced with other options, IMO), the tweak from damage -> attack for Avenger and other tweaks to other buffs are needed for things to be healthy again.

 

I will bring your thoughts to the rest of the team regarding changing Avenger to an Attack boosting buff rather than a Damage boosting buff. I personally agree with it being changed to Attack.

 

As for Soul Guard, I believe it to be best to leave it out of the upcoming update, and revisit the concept entirely. We have another skill update planned later in the roadmap, so we have a few other skills that we could bring forward instead. Namely, we have another skill similar to Avenger (Stalwart Heart) that boosts Armor. We are currently deliberating if the boost only activates when the player takes damage, or when the next turn begins in combat. I'd love to hear your thoughts about this alternative  :)

 

Once again, thank you to those who have provided feedback so far. I'll bring it to the team and see what I can do!



#27 Artzik

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Posted 01 April 2022 - 11:59

All For One, would be awesome   :wub:


Edited by Artzik, 01 April 2022 - 11:59.


#28 Maehdros

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Posted 01 April 2022 - 12:53

Hello everyone,
 
Thank you to those who have provided first impression feedback to the new skills that are being planned for this update. We appreciate any and all constructive breakdowns of them  :) 
Firstly, I'm happy to hear that Relentless and Aegis Shield have been received well. I remember in the past there were requests to add more transfer buffs to the game, so the focus was to provide those Attack and Armor transfer to aid in this rebalance.
 
 
The Skill itself will most likely require some adjustments to its description, but each time you are hit with an attack while this buff is active it will give you a 0.03% buff to Damage. This can be activated a maximum of 5 times per combat, and the boosts received will last the entire combat. 
 
 
 
 
 
 
 
I will bring your thoughts to the rest of the team regarding changing Avenger to an Attack boosting buff rather than a Damage boosting buff. I personally agree with it being changed to Attack.
 
As for Soul Guard, I believe it to be best to leave it out of the upcoming update, and revisit the concept entirely. We have another skill update planned later in the roadmap, so we have a few other skills that we could bring forward instead. Namely, we have another skill similar to Avenger (Stalwart Heart) that boosts Armor. We are currently deliberating if the boost only activates when the player takes damage, or when the next turn begins in combat. I'd love to hear your thoughts about this alternative  :)
 
Once again, thank you to those who have provided feedback so far. I'll bring it to the team and see what I can do!



Removing soul guard after some relatively negative feedback but keeping an assist buff that very very few would use?

Remove allied frenzy and add the new armor buff you mentioned above. If it's in the pipeline it shouldnt take too long to introduce?

Glad you agree on the suggested change to Avenger. ( boosting attack not damage)

With the current available buffs and composed potions damage can easily surpass armor stats.

ARMOR NEEDS LOVE TOO. And if we can't get the gear to give us good attack armor stats, please give us buffs to do so.


Appreciate finally getting some new skills, and very much appreciate that you and the team are listening.


Imo tweak Avenger and add the new armor skill you mentioned as well into the tree.



Cheers~


Maeh.

#29 michael65

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Posted 01 April 2022 - 17:49

Random Number Generator or chance buffs have been always a part of FS. Replace them with "a sure thing" buffs is easier but can interfere with "it's a game" aspect of FS.

 

As to Flinch, levellers may not desire change to the buff. Different description for levellers and PvPers might work.

 

My 2 cents.

 

 

[Edit] 

Some creatures like champions and elites may require 2+hitting.

Also, enhancements like first strike and hypnosis require 2+hitting.

Given a player's gear and creature to hunt, flinch alone or with other buffs can bring success.

To minimize chance of kill streak loss, I have used flinch.

 

Edit in response to comment below. Putting response here to avoid burying update post by cows.

[Edit ends]


Edited by michael65, 08 April 2022 - 22:08.


#30 shindrak

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Posted 01 April 2022 - 21:27

 

Avenger - Offense (Lvl 4000)
+0.03% per point boost to Damage when an opponent hits you (Max 5)
As others stated it is already easy to gain Damage so change to boost attack would be better to make  balance Armor setups vs Defensive setups .
 
Soul Guard - Defense (Lvl 4500)
+0.1% chance per point that an attack that would otherwise defeat the player instead has their hit points reduced to 1
Looks like Combination of Force shield and Last ditch.. i hope you can reconsider looking into new special buff
 Greed skill would be cool
 
Allied Frenzy - Defense (Lvl 3500)
Increases the level range that Assist works by +1 level per point
Assist skill was useless and this one even more useless, i would suggest you add Titan Immobilize instead or reconsider another skill suggested in the past plus hoof already said no longer adding this buff as below since he already made change on assist skill...
 

Hoofmaster said

We're no longer adding the Allied Frenzy skill. Instead we have changed the Assist skill to the following:

Assist
+0.05% per point chance of one of your allies who is up to 25 (+1 level per point) levels above your level assisting in combat vs. creatures. (Ally is randomly selected and adds 50% of their attack, defense, damage, armor and hp).

 

 


Edited by shindrak, 01 April 2022 - 21:36.


#31 EpicPiety

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Posted 02 April 2022 - 05:56

Random Number Generator or chance buffs have been always a part of FS. Replace them with "a sure thing" buffs is easier but can interfere with "it's a game" aspect of FS.

 

As to Flinch, levellers may not desire change to the buff. Different description for levellers and PvPers might work.

 

My 2 cents.

I'm not sure how involved you are in Leveling and PvP, however the significance of RNG buffs is very high. Doubling/Tripling/adding stats (The synergies are out of control), i can go on more. As one of the most distinguished levelers in the game I can assure you nerfing flinch will have absolutely no effect. As a leveler you either protect yourself with Summon shield imp (If you are trying to gold hunt) or you are maximizing exp gains and should be dying instead of two hitting it when enhancements kick in. 

Little known fact, when you die (lose combat against a creature) even if you are running 50x doubler you will only use 1 stamina and lose 1 stamina worth of exp. However if the creature gets first strike or dodge and you miss the first hit and you manage to survive to the 2nd hit and kill it you will have used double the stamina. You can make HUGE improvements if you understand this concept, this is one of many.

If for whatever reason you wanted to live through using defense while leveling just use defense damage setups with shield wall. Utilize Fortitude and Chi strike and call it a day. You will blast through any creature with ease. If levelers think flinch is necessary it just means they lack proper education on the topic.

Creatures having attack have absolutely no effect on anything leveling related. If you are interested in this topic hit me up in-game I'd be glad to walk you through how to improve your leveling (Discord works better for me though).


Edited by EpicPiety, 02 April 2022 - 06:01.


#32 Undjuvion

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Posted 02 April 2022 - 17:56

thoughts on making Soul Guard PvE only?



#33 EpicPiety

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Posted 02 April 2022 - 18:10

thoughts on making Soul Guard PvE only?

Don't think it is needed. Will make PvE easier. I'm not sure it will add any complexity to PvE that we desire.



#34 Undjuvion

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Posted 02 April 2022 - 18:21

Don't think it is needed. Will make PvE easier. I'm not sure it will add any complexity to PvE that we desire.

 

most are in a guild or have plenty of buffs to not even remotely need it, there are a minority who could get a tiny use outta it, gold farming and elites for quests,  better than scraping it or no? fair enough to say its not needed, tho what buffs truly are, bar a minority? i think u are right for the rich or well covered, which is most, perhaps it might be fun for a minority?



#35 EpicPiety

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Posted 02 April 2022 - 18:51

most are in a guild or have plenty of buffs to not even remotely need it, there are a minority who could get a tiny use outta it, gold farming and elites for quests,  better than scraping it or no? fair enough to say its not needed, tho what buffs truly are, bar a minority? i think u are right for the rich or well covered, which is most, perhaps it might be fun for a minority?

If we are talking about gold hunting, i think you will want things that activate at 100%. We have SSI for this, so i think we wouldn't have a use for it.

As far as tackling more difficult creatures that you may not be able to one shot. This will just be random RNG that makes it easier. I'm not sure we want creatures to be any easier.

I'd rather have it PvE Only opposed to PvP and PvE... But i think it's better if it was just not added in general.


Edited by EpicPiety, 04 April 2022 - 12:38.


#36 Undjuvion

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Posted 02 April 2022 - 18:55

If we are talking about gold hunting, i think you will want things that activate at 100%. We have SSI for this, so i think we wouldn't have a use for it.

As far as tackling more difficult creatures that you may not be able to one shot it will just be random RNG that makes it easier. I'm not sure we want creatures to be any easier.

I'd rather have it PvE Only opposed to PvP and PvE... But i think it's better if it was just not added in general.

 

i get the impression some would like it and i thank you for your thoughts, you are quite astute so u speak volumnes!



#37 Tilley10

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Posted 02 April 2022 - 19:38


Hello everyone

Due to unforeseen circumstances, we have been unable to push the next update in time for this week, which includes the new Daily Quest Reroll and the new Player Skills. We aim to try and get this to you as soon as we can.

We would like to formally apologise for this.

If it could alleviate your frustration in any way, I would like to share with you the details of this update:

The Daily Quest Reroll will allow you to reroll your Daily Quest an unlimited number of time per day. The first reroll is FREE, and subsequent rerolls will cost FSP-- increasing in cost the more rerolls you perform.

Can you clarify if the re-roll will be that same level of DQ (Common, Rare, Legendary, etc.)? Or, if it can change to a different tier? Will the re-roll change the DQ itself? Will the re-roll change the reward? Or, can you get the same DQ or reward after the re-roll? Looking for more definitive answers while we wait for this release.

It will also add some new skills to the Player Skill Tree.

Relentless - Offense (Lvl 2000)
+0.15% per point of Damage is transferred to Attack (casting level can be adjusted from your Preferences)

YES!!! This is great - more transfer buffs will allow people more flexibility on changing stats.

Aegis Shield - Defense (Lvl 2000)
+0.15% per point of Defense is transferred to Armor (casting level can be adjusted from your Preferences)

YES!!! This is great - more transfer buffs will allow people more flexibility on changing stats.

Avenger - Offense (Lvl 4000)
+0.03% per point boost to Damage when an opponent hits you (Max 5)

More damage isn't needed in this game. Please swap to something else (attack or armor). Otherwise, unique idea! Looks nice.

Soul Guard - Defense (Lvl 4500)
+0.1% chance per point that an attack that would otherwise defeat the player instead has their hit points reduced to 1

Oof, more RNG - this will make PvP even more frustrating than it currently is (looking at you Dispel Curse, Invert, High Guard, Golden Shield, Savagery).

The following skills will also become available on the Player Skill Tree:

Allied Frenzy - Defense (Lvl 3500)
Increases the level range that Assist works by +1 level per point

Worthless buff as nobody is using Assist for anything. Please consider a different buff to replace this or entirely rework Assist & Allied Fenzy.

Guild Berserker - Offense (Lvl 3500)
Increase the effectiveness of First Strike, Nullify, and Breaker in GVG Only

This kills Guild Berserker through composing (max of level 70). Also, Guild Berserker doesn't do a whole lot. I would allow Guild Berserker to increase these buffs above the 100% cap (it currently doesn't). And also look into increasing Guild Berserker in composing to a higher level (200, 250, 300).

Gambler - Special (Lvl 3500)
+0.1% chance per point that a random stat will be tripled while all other stats are halved at the start of combat

I have never personally used Gambler (waste of a donation chest). This feels fine - I don't see a whole lot of use out of this.

Healer - Defense (Lvl 4000)
+0.01% per point chance that players health will fully restore after any given combat round

This is good, allows more people to use Healer. And the Healer in composing is higher than this. No complaints from me.

I will also share with you the patch notes for this update:

  • Composing costs have been added to the Composing Multi Brew panel
  • Daily Quest Re-roll has been added to the Questbook
  • Log in freeze fixed
  • New skills have been added to Player Skill Tree
  • New skill cast levels have been added to Settings
  • PvP Stamina hit value now set to Player Preference

Can you give more detail about the PvP Stamina hit value now set to Player Preference? Is this for all of PvP? In specific areas? I will definitely use this so I am looking for more information on this.

Once again, we apologize for the inconvenience this has caused. We hope to bring this update to you all as soon as possible.

~ Fallen Sword Team
Thoughts, opinions, suggestions and changes are in orange above.

A big THANK YOU for working on these updates. I do appreciate it. I hope this can be released within the week and everyone can start testing these changes. :D

Edited by Tilley10, 03 April 2022 - 00:25.


#38 yghorbeviahn

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Posted 02 April 2022 - 23:08

The whole idea of the buff Assist is flawed to start with, I don't think that buff is even needed on the game...Maybe if Assist could work with anyone around X level, not just on your friends list, then yeah, I could see it being reasonable (but still pretty useless)

I really like the idea behind Death Dealer, it's the only buff that takes your Kill Streak into consideration, if we had a Death Dealer that buffed other or multiple stats it could be useful for SE/Titan hunting (sometimes)...A Death Dealer that increased your XP Gain would be interesting to see, how people would work out the math of having that extra XP Gain against doing a suicide hunt...But I don't think any other XP Gain buff is needed.

#39 Alisa

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Posted 03 April 2022 - 00:23

A Death Dealer that increased your XP Gain would be interesting to see, how people would work out the math of having that extra XP Gain against doing a suicide hunt...But I don't think any other XP Gain buff is needed.

 

I'd prefer fewer XP buffs and more PVP buffs that steal more XP when hitting.
 
a little off topic, but still about updates
Personally, I'd like to see the 28day protection upgrade removed and a cool down period when you can use the 7day protection after it expires. Certain people I know are going to give me the "but players will quit and blah blah blah" speech. Okay, toughen up. We get two 2x XP per year, but in my opinion, it should only be once.
 
In some ways, I think this upgrade is killing BB because "PvPers" can't hit players with protection active to complete their DQ. After all, you won't get a count unless they lose XP. Some people simply want to smash for the sake of amusement.

Edited by Alisa, 03 April 2022 - 00:25.

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#40 EpicPiety

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Posted 03 April 2022 - 01:42

The whole idea of the buff Assist is flawed to start with, I don't think that buff is even needed on the game...Maybe if Assist could work with anyone around X level, not just on your friends list, then yeah, I could see it being reasonable (but still pretty useless)
 

Agree remove it...




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