how come classes only call for other classes to be nerfed, rather than their own class? be constructive and not selfish
so true ![]()
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BEAST
Posted by ChelseaBrick
on 27 March 2014 - 15:04
how come classes only call for other classes to be nerfed, rather than their own class? be constructive and not selfish
so true ![]()
Posted by Ant
on 27 March 2014 - 14:07
I think that if players were mods of any kind it would be for the best not to have a crown or any sort recognition of who they are. Thus preventing anyone kissing ass. This would not effect how they play either, maybe they would have to send HCS proof of ID and address and IP changes monitored and maybe even have to sign a confidentiality agreementt that they won't tell anyone.
Posted by lester
on 26 March 2014 - 11:58
World bosses takes what 10 mins or more to complete you get to the 9 min mark almost killed it but your allies get wiped?Then you retrry get to the 10 min mark and complete yes! Victory right?Only to know that you used 20 mins of your time not getting a single drop from the boss.
To fix this give the bosses a set amount of health for one person then for each person in the room give the boss bonus health and when it is killed everyone gets one item for their efforts.
Or better yet give everyone a boss chest when it gets killed example would be..
You have slained Shade! You have recieved Legendary Shade Chest!
Then you have a chance to get many items and make it tradable to make a market for them.
Posted by ernzor
on 25 March 2014 - 19:39
This is the relic sets which are a bit naff right? I wonder if the heavy and medium need some class specific bonuses to separate them. In particular the heavy sets could maybe be duplicated into a warrior focused set and a templar focused set, as medium is already split into ranger and assasin.
What sort of changes would you folks suggest stat wise?
It is not just the relic sets that is the problem, but since that is what people aim for and end up wearing it may seem like that. As an assassin you can hybrid build into the warrior tree's "Battle Hardened" and each piece of HA you wear gives you more Attack Power.
The way thing ares currently it is MUCH more beneficial to put the 2 pts we would normally put in our own skill "Ambidexterous" into BH. And then if we can spare one point somewhere else BH becomes even better.
I am one of the few assassins still specced into Medium Armor at end game content. Those at lower levels either havent figured it out yet, or like me just refuse to believe an assassin should wear Heavy Armor. Yes this gives me a deficit to my overall DPS, and the only benefit I get is a small increase to crit chance, which not many at all would care about.
So, Ambi needs a change/buff/whatever. A Spires increase for MA would be awesome. A dodge/dps increase for MA would be awesome.
Yes I can see where you are going with the seperating sets for different HA classes, but we already have that in MA. And it is NOT making these sets desirable for assassins if they are plaing smart.
These sets need to be desirable!
Posted by ernzor
on 25 March 2014 - 11:42
Posted by Mojawk
on 25 March 2014 - 11:37
Hey guys,
Assassin are already one of the highest single target dps classes, we are aware that your level 40 skill "Concealed" isn't great and we're either going to rework it into more dps or some sort of defensive bonus / stealth.
We've been very busy with the 1.1 update but I'm sure after it's released we'll be focusing on quality of life improvements etc for a while ![]()
Posted by l3fty
on 25 March 2014 - 10:09
I've been focusing on crafting for a little while now and I wish my character experience would have gone up a lot more for the time invested. What if they gave more experience, but in the form of a bound consumable token, so people who don't want to level while crafting don't have to take the character xp?
Also yeah the basic gold reward amount seems pitiful, not sure why it's so low.
Posted by StankyPete
on 25 March 2014 - 04:08
Didn't see any suggestion for this or any mention of it up and coming, so thought I'd request it.
Why not have class-specific forums? Could all be subforums under the Game Help/Content forum and they'd really be a better place to post and find guides and class-based discussion. Every other MMO I've ever played has them, so I'm not sure if there's any reason Eldevin doesn't.
Thanks!
Posted by Mongo
on 24 March 2014 - 10:32
Yes! Make levelling super quick and easy so we can all rush to 45 and start to complain about no new content! It will be sexy. ![]()
Ok I am just being an arse, I personally do not mind either way if quests give 25% or 75% of a level.
Posted by ChelseaBrick
on 23 March 2014 - 13:25
They tried reducing it down to one server a few months ago and people were upset.
I personally like switching to the other servers when the US server gets a little...crazy. I like the quietness of the other two and the lower population makes grinding and working on skills much easier. It's very frustrating for someone to steal your spawn and have to find something else to do in the meantime. With multiple servers, that isn't an issue.
Posted by Mongo
on 18 March 2014 - 15:39
This is kinda a pre-emptive suggestion, I have not made this mistake yet but I can see it happening, because I am a tit. ![]()
Would kinda suck to NPC a weapon with a perfect gem in the future right? I think a confirm pop up would be good, something like... "Some of these items have Gems embedded, do you want to proceed?"
Posted by awollsd
on 17 March 2014 - 18:14
So you like to make it so hard that only hardcore players will have an chance of finishing? So Eldevin is just for the elite players and not for the casual (or handicapped) players. I don't want an easy win-button, but beatable by an team consisting of not-only hardcore players should be possible.
no that is incorrect, we think it should be hard but scaled per dungeon... 1st dungeon hard but doable by an average team (though with deaths so its not toooo easy) then the last of the ascended dungeons should be near impossible for everyone...
so the average player will have the first couple of them that they can complete and if they work on their skill and party can eventualy do the others but the top tier players still have a challenge and something to conquer......
if they make everything in the game doable by the average player than there's nothing challenging to the top players and that isn't fair nor fun as tehy will get bored and leave then the average players will have few people to play with/help them....
but at the same time if they make things like this without concidering the average player it'ld be the same but reversed....
so yeah ascended dungeons are end game content and should be hard and equaly rewarding but it shouldn't instantly be insainly hard..... it should start hard but doable and then progress to OMFG HOW DO WE BEAT THIS........... then after 10-20 tries ooohh wow i cant believe we finaly got it lets try again ![]()
Posted by Mongo
on 17 March 2014 - 17:40
i'm not saying it should be easy haha (if look at my suggestions for it) i dont think the end boss getting a charm ability for it would be all that easy.... he charms the healer? the tank? one of the top dps? not only are you going without that player for X amount of time but you are also having him fight against you...
i only meant while yes ASV should be harder it shouldn't be as hard as say ATR
Ah ok, harder is good.
I liked all your suggestions. So you meant SV is hard, but make them even harder one by one so by the time we hit the end game advanced dungeons we all cry cause we fail so bad? I like it! ![]()
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