7/12 Update Plans
#26
Posted 07 July 2011 - 09:08 PM
What's the point in having the 5 levels that you have to crap-level if you want to take full advantage of the event?
#27
Posted 07 July 2011 - 09:25 PM
#28
Posted 07 July 2011 - 10:09 PM
Exactly for that sole reason. You want to cripple one class to make the one you play better. I don't know if you have ever played a rogue class in WoE, but without flying kick, you're crippled.
I know bishops are kind of lackluster, but that's not the way to bring them on par.
preserve. oh and backslide. those work well.
Edited by BlackPotato, 08 July 2011 - 08:40 AM.
#29
Posted 07 July 2011 - 10:21 PM
And you're also changing neutral barrier to 7x7 aoe and no cooldown + disable outside of pvp/woe, right? Riight? Pls. Just for one week lets see how it goes.
being the squeeky wheel about neutral barrier is stupid. worse that heim might actually listen to you, as he decides to randomly select input from the community and implement it. mechanic is a worthless class, go make a genetic/sura/rg and then you cant complain. enough said.
Edited by BlackPotato, 08 July 2011 - 08:44 AM.
#30
Posted 07 July 2011 - 11:43 PM
Could the TI be made to give rewards in more chunks?
Well really just the 70-95 one.
I just wasted more than half of the turn in on a 71 char :S
Exactly as said. Maybe put it in 3 equal parts? That way we just don't waste EXP when we use manuals.
#31
Posted 08 July 2011 - 01:31 AM
Hey Heim, quick question; how come you always leave gaps between the turn ins? Why not have 90-115, 115-130?
What's the point in having the 5 levels that you have to crap-level if you want to take full advantage of the event?
^
@Heim
Kindly Answer This
#32
Posted 08 July 2011 - 02:32 AM
#33
Posted 08 July 2011 - 06:31 AM
Hey Heim, quick question; how come you always leave gaps between the turn ins? Why not have 90-115, 115-130?
What's the point in having the 5 levels that you have to crap-level if you want to take full advantage of the event?
HEIM PLEASE ANSWER THIS!
#34
Posted 08 July 2011 - 06:39 AM
Alarms is 70 to 95, but you don't even get good experience until 73.
#35
Posted 08 July 2011 - 06:44 AM
not appreciating my posts being deleted every time. being the squeeky wheel about neutral barrier is stupid. worse that heim might actually listen to you, as he decides to randomly select input from the community and implement it. mechanic is a worthless class, go make a genetic/sura/rg and then you cant complain. enough said.
then provide some reasons why it shouldn't be changed?
#36
Posted 08 July 2011 - 07:42 AM
#37
Posted 08 July 2011 - 08:36 AM
do you even bother to pay attention? the point he made was that clearance removes preserve even on a linked stalker/chaser. obviously in any other scenario preserve would keep a copied skill mr. obviouspreserve. oh and backslide. those work well.
#38
Posted 08 July 2011 - 08:44 AM
then provide some reasons why it shouldn't be changed?
provide some reasons it should be changed? your arguement is invalid.
#39
Posted 08 July 2011 - 11:38 AM
What's the point in having the 5 levels that you have to crap-level if you want to take full advantage of the event?
you know, I remember when people loved to grind, and loved to party with people to get better exp... it makes me very sad when people now rely on TI events to lvl a character because they either A: don't know where to lvl to get good exp for their class, or B: just too damn lazy to go out and do it.....
don't get me wrong, sometimes these are nice to get over a hump if you've done something wrong with your build, and need a little extra help getting those well needed stat points to make grinding easier...
/sadface
Edited by robbin068, 08 July 2011 - 11:39 AM.
#40
Posted 08 July 2011 - 11:49 AM
you know, I remember when people loved to grind, and loved to party with people to get better exp... it makes me very sad when people now rely on TI events to lvl a character because they either A: don't know where to lvl to get good exp for their class, or B: just too damn lazy to go out and do it.....
Or C) they are victims of renewal in many of its different forms: penalized for fighting certain mobs, having to deal with playing boring botlike-repeating boredoom, are one of the classes without effective AoEs, are a support class...
I'm still living on prerenewal mind, sorry
#41
Posted 08 July 2011 - 12:01 PM
On the topic of people who hate leveling:
The people who take leveling too seriously and just want to get it over with, just kinda ruin the game for themselves. When they're forced to grind on a single map longer than they want to, they get frustrated and quit.
No matter what class you play, at one point or another, leveling's gonna be a b#*@h, so you might as well enjoy it. XD
Edited by jackpotjester, 08 July 2011 - 12:02 PM.
#42
Posted 08 July 2011 - 12:13 PM
#43
Posted 08 July 2011 - 12:14 PM
No need to apologize, I'm still living on a pre-renewal mind as well, however, it's not all that hard to find a party where you want to lvl, even as a support class, the problem is this:Or C) they are victims of renewal in many of its different forms: penalized for fighting certain mobs, having to deal with playing boring botlike-repeating boredoom, are one of the classes without effective AoEs, are a support class...
I'm still living on prerenewal mind, sorry
you get people that are more about getting exp then they are being sociable; thinking that just because you are in a party it's going to cost you exp...
in a sense this is right, especially if you are stuck with a person in your party (like I have a few times) that have only lvl'd their classes through TI events; for example do you remember when the Hugel event happened? I actually met people that didn't know where prontera was, or how they were to get to alde, and once when asking a priest for a warp to geffen... being asked where that was, and why I'd want to go there...
TI events (especially with new players to the game) create a class of characters who are used to sitting in one spot and having 2-4 others of thier class to support them, so they can be foolish and not learn what their classes can do...
now however if you find a support class who has played one (even in another game) and knows what they are doing, what their skills are for, when and how to use them, you can actually double your exp in a party... A friend of mine and I, took a new priestess down to Magma (after the TI event) and were leeching two characters (both ours so you know) the party was set up like this:
105 Sorc.
94 HP (fs build)
98 Priestess (fs build)
94 Bio Chem. (potter build, leeching)
99/67 Champ. (asura build, leeching)
now I can be honest with you, my Sorc actually got about the same exp as I would have just leeching my champ, I was honestly shocked, and that priestess; she has become quite the good little priestess, and I look forward to when she becomes an HP to see how much she retained I was pleasently shocked
now a lot of people won't take the time to help others grow, and become more compitent in their class, and only concearn themselves with their own exp... in some ways I can't say that I blame them, but at the same time, how does a game gain momentum and grow.. if it's players won't help newbies grow??
#44
Posted 08 July 2011 - 12:16 PM
solo leveling was always faster than party, even pre renewal. The main reason is party is because i am a cheap ass and dont wanna spam whites and blues, so i will always party xDD
that actually all depended on your class, caster class and mele class (non rogue or sin) actually will get better exp in a party because they are able to move faster through the dungeon/map and tell me a single support class who can get as much exp solo as they could in a party
#45
Posted 08 July 2011 - 12:50 PM
Flying Kick for Preserved Intimidate. Windmill or Fire Trap for Reproduce. Your call. Flying Kick is as equally important for a Chaser as is Windmill. The purpose of playing a Chaser is being able to act as a nuisance and debuffer. You'll never see a Chaser kill anyone in a serious fight between two major guilds, because they'd be busy +Divest/Masq/Windmilling everyone they see instead of attempting to waste time trying to Fire Trap them to death...when Fire Trap doesn't even hurt 150 characters in the first place. That and Fire Trap hurts guildies and allies alike.Mmm~ Now I am curious... What do you Chasers use in your Reproduce slot? Why not putting Flying Kick on it if the skill is SO important as you say~?
With the upcoming nerf to Shadow Form(Ability to cancel enemy Chaser's Shadow Form with a simple detection skill like Sight), there's really nothing more a Chaser can do to be able to kill anyone anymore.
Without Flying Kick from Intimidate, a Chaser will have to walk up to someone before they can Windmill them. The problem with that is the position lag, which is present a lot in WoE situations. Flying Kick eliminates the need to worry about position lag, therefore allowing them to immediately Windmill upon using Flying Kick on an enemy who might be position lagged. If anything, Flying Kick helps the enemy escape by position lagging them if a Chaser doesn't have Windmill ready.
Exactly what skills are used most often by Chasers nowadays? Minus Flying Kick, Full Divest and the Masquerades are the only important things left for a Chaser to do. It's all you'll ever see from them when you see them when two conflicting alliances collide. What does a Sura do? Oh they have Cursed Circle, GFist, GoH, Gentle Touch, Snap, Windmill, Tiger Cannon, Knuckle Arrow, Earth Shaker, etc...Sorcerers make use of their entire skill tree as well as their Scholar tree.
#46
Posted 08 July 2011 - 01:13 PM
Flying Kick for Preserved Intimidate. Windmill or Fire Trap for Reproduce. Your call. Flying Kick is as equally important for a Chaser as is Windmill. The purpose of playing a Chaser is being able to act as a nuisance and debuffer. You'll never see a Chaser kill anyone in a serious fight between two major guilds, because they'd be busy +Divest/Masq/Windmilling everyone they see instead of attempting to waste time trying to Fire Trap them to death...when Fire Trap doesn't even hurt 150 characters in the first place. That and Fire Trap hurts guildies and allies alike.
With the upcoming nerf to Shadow Form(Ability to cancel enemy Chaser's Shadow Form with a simple detection skill like Sight), there's really nothing more a Chaser can do to be able to kill anyone anymore.
Without Flying Kick from Intimidate, a Chaser will have to walk up to someone before they can Windmill them. The problem with that is the position lag, which is present a lot in WoE situations. Flying Kick eliminates the need to worry about position lag, therefore allowing them to immediately Windmill upon using Flying Kick on an enemy who might be position lagged. If anything, Flying Kick helps the enemy escape by position lagging them if a Chaser doesn't have Windmill ready.
Exactly what skills are used most often by Chasers nowadays? Minus Flying Kick, Full Divest and the Masquerades are the only important things left for a Chaser to do. It's all you'll ever see from them when you see them when two conflicting alliances collide. What does a Sura do? Oh they have Cursed Circle, GFist, GoH, Gentle Touch, Snap, Windmill, Tiger Cannon, Knuckle Arrow, Earth Shaker, etc...Sorcerers make use of their entire skill tree as well as their Scholar tree.
hurts when you get freezing/manhole/shadowformed/firetrapped by an alice wearing chaser. other than that fire trap kinda tickles unless cox internet craps out on you and you end up with a 10 second lag spike.
#47
Posted 08 July 2011 - 02:30 PM
#48
Posted 08 July 2011 - 03:19 PM
dear GM Team,
please reconsider your Cool-Down-Delay decision.
Even though I understand why you are implementing this the way it is, I would like to point this out in hope you think about it again.
My proposal is, that you reduce the delay per Turn in from currently 23 Hours to 12 Hours for Non-VIP and to 6 Hours for VIP Member.
I would also like to ask to change the turn in way to this:
First time get quest -> Kill Monster -> Turn in & get EXP -> Get new Turn in Quest -> COOL DOWN (Meanwhile kill Monster) -> Turn in & get EXP -> Get new Turn in Quest -> COOL DOWN (Meanwhile kill Monster) .....
Thank you for your time!
#49
Posted 08 July 2011 - 05:00 PM
I wanted to know something useful for the Reproduce slot, but nobody was telling me, but they were complaining about clearance on anyone. Copying an opponent skill should be a HIGH-risk technique. Not easy mode like it is.
#50
Posted 08 July 2011 - 05:05 PM
Regarding the question about why there are gaps: The point is the following week provides the overlap, you may not get all the way from 70-95 in the 1 week, but if you get to the 90ish the following week will push you into the mid 100s, the following week a 105-120 one will happen so you can keep on your journey. You may fall behind but at no point should there be a longer than 1 week gap in that characters leveling from these bonus Turnins. The HUGE level range to avoid gaps would make the kill exp terrible, and it also stifles any sort of challenge that would be in the dungeon if we allowed the high end to extend. We can only set up so many of these quests in a week (creation time) so they need to be staggared so we can build up the library of quests so later we can just turn on and off.
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