Mad King's Clocktower on Farm!
Appears that may have just been RNG earlier as I am not seeing diminishing returns right now. Beat it three times in a row really easy.
From what I remember you’d get 7 tricks or treat bags for finishing it last year, so…
For christmas I’d like to get a crossbow for my characters.
With love, a cute kitty.
From what I remember you’d get 7 tricks or treat bags for finishing it last year, so…
100% false. I don’t know how many bags you got from chest 1/2, but the 3rd chest would give 7 and the final one would be 9. So they HEAVILY nerfed it for this year. You’re lucky if you get 10 on a full chest run.
Last year the chest at the top gave a random amount of like 7-12 I think.
I farmed the hell out of it last year, and it was so much fun, it wasn’t over the top either IMO, they’re just crappy trick or treat bags.
Worthless this year, since all you have now is the little chests on the way that give a few with a cooldown.
Also OP, it’s obvious you’re just here to gloat (it’s not that hard) =p
Also OP, it’s obvious you’re just here to gloat (it’s not that hard) =p
As I said in the other thread, the clocktower’s “Legendary” status was never actually due to difficulty.
The amount of bags you got last year was basically, 1, 3, 6 for the chests up to the tower and 9 for the final one, +/- a few for RNGness.
Last year, you could also talk to the boatmaster within the clocktower’s waiting room to join the clocktower (again), which would port you to another instance. By doing this, there was no wait. I would commonly get into another instance that was just about to start. Rarely, I would get into one that had already started, so I’d just port again. Now you have to leave the instance to join again, which due to the loading screens, isn’t really worth it.
I also remember being able to quickly loot the final chest, going through the portal and just making it back in time for the teleport (I would load into the teleport/view of the clocktower), which is something I haven’t been able to do this time. The timer needs to be increased by like 5 seconds to allow for winners to go again.
They should give additional rewards based on your score to make it worth it to stay. The end round ~2 minute wait is far too long.
So you have to run it twice for the other 3 chests to respawn? Only up to around 600 candy corn with one day under my belt. 10k for the bag right? Going to happen? Not unless I buy them off the TP. But the golem did say the Bloody Prince is killing drop rates so maybe over time they’ll become more abundant. I almost want to unload my stock now cause I have a feeling candy corn prices are going to plummet hard.
Beat it three times in a row really easy.
That’s because you are clearly a TM player :P .
It’s definitely not worth farming (5 in-a-row got me 17 bags, I did notice better returns after repeated success although that might have been RNG coincidence). I’m probably going to do it on my other characters for the skins and then leave it alone.
When I first entered it I asked what the point of the PvP was. Obviously I got trolled – “The first position get 5g.” For a troll attempt that’s actually a pretty good idea (maybe not as much as that, but 1g could be nice).
Epistemic.8013: Guys this is bullkitten a sentient plant creature is hitting these
wooden doors with fireballs and it’s working.
The chests reset rather fast, probably within two or three attempts (might depend on how fast people fail or how far they get). Reward for completing it the first time has been the gloves and two costume potions. Further attempts only got me a few more candy bags I think.
I’ve only been getting 4 in the final chest. I think 2 in the one before that (after the drop).
It’s not worth farming as there are other methods that produce better results. Orichalcum ore and ancient wood log node farming provides better results compared to time spent (limited by how many alts you have). Frostgorge yields about 4 gold an hour and you can semi afk it; the jumping puzzle to cannot.
Bags will get cheaper by the end of the event which is what makes farming the jumping puzzle very inefficient.
Too bad we can’t have hard content where the extra difficulty gives extra rewards. It seems the game is balanced where most of the rewards are the same despite difficulty. Some dungeons give a bit more gold due to length. How about making hard content actually give decent rewards to give the content more incentive.
Too bad we can’t have hard content where the extra difficulty gives extra rewards. It seems the game is balanced where most of the rewards are the same despite difficulty. Some dungeons give a bit more gold due to length. How about making hard content actually give decent rewards to give the content more incentive.
The puzzle is not hard. There can not be hard content due to the overwhelming numbers of QQ children. If you evaluate the past year you will see they are removing almost all challenge from the game to try and make as much of the player base as happy as possible even if it means running the game into the ground or running off the fewer “hardcore” players.
re·ward – a thing given in recognition of one’s service, effort, or achievement
en·ti·tle·ment – the belief one is inherently deserving of privileges or special treatment
Too bad we can’t have hard content where the extra difficulty gives extra rewards. It seems the game is balanced where most of the rewards are the same despite difficulty. Some dungeons give a bit more gold due to length. How about making hard content actually give decent rewards to give the content more incentive.
The puzzle is not hard. There can not be hard content due to the overwhelming numbers of QQ children. If you evaluate the past year you will see they are removing almost all challenge from the game to try and make as much of the player base as happy as possible even if it means running the game into the ground or running off the fewer “hardcore” players.
Boss remake.
Twilight Assault.
Tequatl.
Boss remake.
Twilight Assault.
Tequatl.
idk what boss remake means,
TA is not hard at all. what do you mean? Did it first try with all pugs.
And Tequatl is only hard if you’re with a bunch of pugs and dont know how to do it.
The only thing that makes things hard is not understanding mechanics. You could say it depends on the player quality, I guess. The jumping puzzle = riding a bike.
re·ward – a thing given in recognition of one’s service, effort, or achievement
en·ti·tle·ment – the belief one is inherently deserving of privileges or special treatment
Boss remake.
Twilight Assault.
Tequatl.idk what boss remake means,
TA is not hard at all. what do you mean? Did it first try with all pugs.
And Tequatl is only hard if you’re with a bunch of pugs and dont know how to do it.The only thing that makes things hard is not understanding mechanics. You could say it depends on the player quality, I guess. The jumping puzzle = riding a bike.
And yet, there are people who find those things challenging. Just because you find content easy doesn’t make you a better or worse person than someone who finds it hard. The point being made that there was challenging content introduced that so-called “hard core” players found challenging.
You find this easy because you’re good at platforming. I know people who are not good at platforming, but still consider themselves hard-core MMO players used to coordinating high-mechanic raids. Your assertion that there cannot be challenging content because of “player quality” is ludicrous.
(edited by Calys Teneb.7015)
It would be nice if the clocktower was at least equally rewarding as AFKing a champ train in frostgorge.
As I recall, Sanctum Sprint rewards 10 silver, an item, and a bit of karma every time you finish it. Why not do that for the clocktower?
Priorities, what to do?
Spend hours with dye
Can we still get achievement for finish clocktower if we mised it last year?
It just that being other places to farm are more profitable than the running the puzzle. It’s alot of fun though to run through it again.
Just because you find content easy doesn’t make you a better or worse person than someone who finds it hard.
Right, maybe not a person, but it does make me a better player.
I know people who are not good at platforming, but still consider themselves hard-core MMO players used to coordinating high-mechanic raids.
Well whats wrong with that is they “consider themselves”. A player who can do both is a higher quality player and would find no challenge. Once again, depends on player quality.
re·ward – a thing given in recognition of one’s service, effort, or achievement
en·ti·tle·ment – the belief one is inherently deserving of privileges or special treatment
It just that being other places to farm are more profitable than the running the puzzle. It’s alot of fun though to run through it again.
Just because you find content easy doesn’t make you a better or worse person than someone who finds it hard.
Right, maybe not a person, but it does make me a better player.
I know people who are not good at platforming, but still consider themselves hard-core MMO players used to coordinating high-mechanic raids.
Well whats wrong with that is they “consider themselves”. A player who can do both is a higher quality player and would find no challenge. Once again, depends on player quality.
Sorry, you’re wrong.
That’s as much effort as really I need to put into this, but I’ll explain. There is no “higher” or “lower” quality player when it comes to games. Designers and developers have no concept of “higher” and “lower” quality players. It’s “players.” As a group. As a whole.
Players are the ones who came up with the tags “hard core” and “casual” as a way to differentiate themselves. They’re the ones who came up with “higher quality” and “lower quality” as a product of their ego. Which you have on full display.
Different players have different talents and abilities, which are geared to different pieces of content. Content that is geared to them is easy, content that is not is difficult. There are very few players who find no difficulty with content on the first try. I put Trib mode on farm, but I didn’t feel I was better than anyone else. I simply did it.
I find it hilarious that the friends I’m speaking of have been playing games with me since Atari, when content was truly difficult and you played for no more reward than your name on the local arcade machine, yet you think you’re a “higher quality” player than them.
“hardcore” and “casual” has nothing to do with ego or player quality. But typically hardcore are higher quality player. Imo, has to do with player experience, time spent, and progression in the game. Playing 8-9 hours a week= casual. My ~3800 hours/11k+AP hope qualifies for me “hardcore”.
I don’t understand why you are so offended and taking what I say personally. Am I saying you and your friends are bad players? No not at all. "Content that is geared to them is easy, content that is not is difficult. " Thank you for agreeing with me that difficulty is based on the player ability. 3 players each who can do one of 3 things or 1 player who can do all three? Tough decision.
Great job comparing modern day gaming (110+keys/+16 button mouse) with stick and button.
re·ward – a thing given in recognition of one’s service, effort, or achievement
en·ti·tle·ment – the belief one is inherently deserving of privileges or special treatment
PSA: you can respawn the chests and sometimes decrease wait time by exiting and re-entering into a new instance after each successful run.
It’s still a bad farm since it was heavily nerfed compared to last year.
“hardcore” and “casual” has nothing to do with ego or player quality. But typically hardcore are higher quality player. Imo, has to do with player experience, time spent, and progression in the game. Playing 8-9 hours a week= casual. My ~3800 hours/11k+AP hope qualifies for me “hardcore”.
I don’t understand why you are so offended and taking what I say personally. Am I saying you and your friends are bad players? No not at all. "Content that is geared to them is easy, content that is not is difficult. " Thank you for agreeing with me that difficulty is based on the player ability. 3 players each who can do one of 3 things or 1 player who can do all three? Tough decision.
Great job comparing modern day gaming (110+keys/+16 button mouse) with stick and button.
I’m not offended. I’m enjoying a debate with someone of a different viewpoint. I don’t generally get offended on the internet, unless you bring up something really outrageous.
I simply find the comments you made damaging to the community and the vision game developers have of their playerbase. As a dev, I don’t segregate a player base, because there is no benefit to do so. If you put in that many hours into my game, I would appreciate it, but I would consider you as much of a fan as someone who could not do so, but put as many hours as he had available.
I think that what you call “casual” gamers are willing to learn how to do the three things that you can do. And I think that doesn’t make them better or worse than you, or that you’re higher quality or more desirous as a player.
Also, games are more complex now. Not necessarily more difficult. There is a significant different between something that is complex and frustrating, and something that is simple and genuinely challenging. It’s the reason that chess, poker, and other games have been around for centuries and are world-spread.
Boss remake.
Twilight Assault.
Tequatl.idk what boss remake means,
TA is not hard at all. what do you mean? Did it first try with all pugs.
And Tequatl is only hard if you’re with a bunch of pugs and dont know how to do it.The only thing that makes things hard is not understanding mechanics. You could say it depends on the player quality, I guess. The jumping puzzle = riding a bike.
And yet, there are people who find those things challenging. Just because you find content easy doesn’t make you a better or worse person than someone who finds it hard. The point being made that there was challenging content introduced that so-called “hard core” players found challenging.
You find this easy because you’re good at platforming. I know people who are not good at platforming, but still consider themselves hard-core MMO players used to coordinating high-mechanic raids. Your assertion that there cannot be challenging content because of “player quality” is ludicrous.
People wouldn’t find Tequatl challenging if they were in the right instance. Tequatl is one of those encounters where it doesn’t matter how good or bad you are (unless you are on a turret) it matters how wrong or right the instance is. If the instance does the right thing (this is strategy, not skill) then you win. If they do the wrong thing, you fail.
The skill level required to play perfectly as a foot zerg member of the Tequatl encounter (where 80-90% of the players on a successful map should be) is lower than the average explorable dungeon. All you do is stack and DPS (you can even range it). Even if lots of people die, the corpse run it is viable. Due to the length of the stun phase, even low DPS groups that wipe and have poor discipline can take him out when he stops attacking.
People mistakenly think Tequatl is a challenge because they mistake having a disorganised and disinterested map of allies for challenging content. The only challenge to Tequatl is finding an overflow that cares about killing him.
Last year it was 16-28 bags with 7-10 without cooldown. While this year it’s 7-10 bags with 3-4 without cooldown. You should’ve expected that the rewards would be nerfed compared to last year, given that once you get a hang to it you’re able to get at least 90% succesful runs.