Still waiting to see new RP items so there is something to drive the games economy behind GvG.
- Alisa likes this
Posted by TheCount on 14 January 2024 - 03:12
Honestly the bare minimum for this update should have been the expanded ranges with a GvG Ladder reset. Like Ivan said before, a medal or guild achievement for placing first after a season would be a good incentive for those players with a competitive side. Some bonus RP for the top 5 would possibly keep those less interested in being first and more interested in making RP more active.
Of course, very little will change if the RP shop doesn't see a good and valuable update.
Posted by TheCount on 08 January 2024 - 18:49
- Enchant Pack also interferes with a Chest Dropped potion and many invented potions, I believe the current enchant pack doesn't need updating, or at most increased to level 175.
- Leveling Pack cost could be increased, even a slight increase in a hunting buff has been proven to be extremely valuable (Overkill 1100 is 150fsp in the AH right now)
- Bounty Pack having level 400 Anti Deflect and 250 Spell Breaker doesn't seem to be an issue. It still makes more sense to use an Anti Deflect potion than it does to spend 200 RP to have a less than 100% chance to Anti Deflect. And nobody is going to be using the RP pack for the Spell Breaker when a potion costs less than 1fsp.
- Fortune Pack D needs a price increase and Fortune Pack C removed, I could be wrong but 400 Merchant is far above anything else currently in the game. 25 RP is basically nothing when you consider the buff may benefit 10-20 people over a 12 hour period. Maybe 100 RP would be a more reasonable ask.
What is really needed is some new inventable Epics with above +7 Stam Gain. It makes no sense to want your player base to play less.
Posted by TheCount on 12 November 2022 - 02:47
Less stamina per hour just means less time most people spend on FS, which likely leads to less $ spent on FS. Less upgrades mean less $ people end up spending on FS. Less upgrades also means less reason for people to continue playing FS.
Tried to say it slow.
Posted by TheCount on 12 November 2022 - 02:41
Undead Kings is a 3 piece set. It's going to have higher overall stats than 2 piece sets.
I am all for the idea of filling the gaps with SE sets. Especially with All For One being more readily available. Typically avoiding a weapon slot is enough to make an SE set at least somewhat viable.
Posted by TheCount on 05 August 2022 - 20:25
I'm all for the rewards being +2-5% on the kill count achievements. I think 1% is too little and 10% a bit high since not all guilds will have the ability to grind them out in a reasonable time. Or change the rewards away from stats entirely, and just slap some other rewards on there. Max stam, stamina gain, GS slots, etc.
In terms of the Golden Idol and Fatality achievements I don't think we will have to worry about the rewards being unfair for the next few years at least. The stamina required for Fatality is pretty ridiculous even if you're a large guild, and almost unobtainable for a smaller one.
Overall the rewards listed are an insult rather than a motivation.
Posted by TheCount on 27 June 2022 - 13:35
Posted by TheCount on 15 June 2022 - 12:51
Not what is happening in this suggestion. Just stopping Guild Hopping from happening in the same way other Guild activities have a 7 day start up wait for new members.
~ Grim
I think this is a fine point. Making it a 7 day period would fit the overall theme of making GvG more competitive.
Disagree with preventing new members from GvGing - It sounds like you don't want all of your members to defend themselves.
A new guild member can only attack the targets in your guild who "should be be prepared" for GvGs.
Instead of restricting gameplay for players, you should focus on improving your GvG strategy and planning skills
Maybe you should plan to use the members you have before you initiate? Or even the guild you have. Rather than starting a new one or hopping around to hit a particular guild. Just a thought. If a preparation period before the start of the conflict were implemented, I would agree with you.
Posted by TheCount on 02 October 2021 - 00:48
Posted by TheCount on 26 August 2021 - 16:49
I'm not fancy or know how to quote people on here. But Penny, Sidd did not say attackers should have all of the advantages. You're kind of seeming petty because he has a differing opinion. Fumble and Smite are already advantages that attackers do not have, and assuming both are online, geared, and buffed, that's a huge thing.
The Dark Curse change is horrible. It's a glaring piece of proof the the developers do not play the game they are working on. I like the fact that changes are being made, but when Defense was already the meta by a large margin, why give them a very significant buff? I don't even think the change to Dispel Curse is good. If anything just lower the level of the Dispel in future potions and wait for the old ones to die out. I understand that there was a huge increase in the amount of Easter Baskets handed out, but nerfing the buff does not fix that or change the meta that everyone without them have to deal with
I looked at setups for the Balanced buffs, there aren't any viable options above 199. I'm only one person, but I checked everything I could think of from 25-EOC and found the change to be almost pointless. I do think they needed a change, but maybe have it work more similarly to Mighty Vigor where higher levels increase how broad the level range is. Then you can put them into pots and they'd actually be worth using.
I'd like to add that I like the idea of all of these changes, I'd just prefer they weren't solely strengthening the current meta when the change is actually consequential.
Posted by TheCount on 26 August 2021 - 16:23
I came here after the changes to PvP Attack ranges, Dark Curse, Dispel Curse, and Balanced buffs today and have had a quick read through of everything. I have not tested the new buffs changes other than to try to find the Balanced buff rework to be almost useless across every level range above 199, although I certainly like the direction taken. Either new gear across all combat ranges in the game or a broader scope of the level range Balanced buffs affect could change it to make it useful.
I like the idea of the Dark Curse and Dispel Curse changes, although there was already a heavy bias towards Defense to begin with and this makes it even better. I will however leave that discussion there, as new Armor based sets have been creeping into the game and if that continues it could render this argument irrelevant.
I agree with Toreth entirely on Dull Edge and Demoralize, making Dull Edge work across PvP as well would help significantly with offsetting the Defense meta we are currently in.
I also believe that, assuming Dull Edge and Demoralize get changes as Toreth discussed, that changing Shatter Armor and Hardened to work similarly to Dark Curse and Dispel Curse would be healthy for offsetting the meta. Or new buffs could be added to fill these roles.
I think Fortitude and Anchored could use changes, as of right now part of the reason Defense is so powerful is the use of these buffs to create "Defense/HP" builds, and using Chi Strike to add a ridiculous amount of damage essentially for free. I'd also like to see a Defense equivalent to Smite, and both the proposed "Defense" Smite and the current Smite being capped at 175 similarly to Fumble.
I like the direction HCS is moving with the game. Forward. Rather than essentially a standstill. I look forward to seeing where things go in the future.
Posted by TheCount on 25 March 2021 - 15:22
Many of the imbalances when it comes to PvP is lack of gear. Everything considered "overpowered" at the moment could be countered by simply adding the gear needed to do so. Defense is only the overall meta because of lack of armor sets. In practice, myself and others familiar with PvP have found that when the gear is available, Armor is more reliable than Defense.
My biggest suggestion would be adding Armor gear (both Attack/Armor and Armor/Damage) into the 1000-1499 range, 2200-2499 range, and many more armor sets 3500-EOC. Also, 4000+ gear seems to follow a trend surrounding Damage. Understandable for some sets, but when many setups at that level rely of Barricade or Entrench to get Defense or Armor. That is another issue more gear could solve.
The new gear added could come in the way of new invented Crystalline, both using Ladder Tokens and Arena Tokens. Gear could also be added by way of SE drops, preferably in the direction of the Skull Carver or Dreadlord SEs where the drops are used to invent. New creatures could be added to the Scavenging caves with drops used to invent as well, potentially tying more than one aspect of the game into each other. While these options would make the gear rarer to acquire, it also could create a supply and demand.
I won't say much on the topic of GvG reworks, as I think Ryebred's thread was as well thought out as it could be. If that's not possible though, new rewards in the RP shop used to invent rare best in slot epics across all level ranges would spark activity at least for a short time. And I'm not against the idea of cheaper RP items being used in the Recipes for rare sets similar to Clotildes or Eadgyths.
Making new SE's stronger would be nice as well. Players at level 300 shouldn't be able to kill an SE like Rion with three buffs and in epics. That doesn't feel very 'Super'. SE's similar to Empress are designed much better in my opinion.
PvP Seasons sounds like an interesting idea, I wasn't around for the first attempt so I can't speak much on it's execution. Though given the proper rewards and an opt in feature would probably bring the activity to make it worth developing.
All of these are ideas put forward by someone who is just now getting a cup of coffee, so take them as seriously as you like. I will add/edit as I wake up I'm sure. I would obviously like to see the bugs and broken things fixed first and foremost, though you sound like you have it under control.
I'd also like to thank you for opening this line of communication in the first place, and actually engaging in conversation with the community.
Posted by TheCount on 24 March 2021 - 00:18
I agree with the majority of the proposed changes.
I disagree that Fortitude should be changed to work with armor, though I would love to see an Armor counterpart to the buff. I think swapping the way Fortitude itself works would only make Armor as powerful as Defense currently is. Having the same effect for either stat would likely be more balanced, although Armor/HP would still be much more powerful than Defense/HP ever was.
I think Fumble should be nerfed, and Flinch left alone. Fumble works only on defending players, while Flinch works the same for both.
Many of the imbalances in the game comes from lack of gear. The last Attack/Armor Legendary or better set is at 3400, while Defense sets have legendary variants close to EOC.
I think the Balanced rework sounds great, not only would it be more viable but also changes up some possible metas which would be fun to learn.
I'll post some ideas here if I have them, but for now this looks good.
Posted by TheCount on 12 December 2018 - 00:44
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