Showing Posts For ColdSpyder.9082:
Slippers are definitely from Clocktower.
Anyone know any other pieces?
I feel like an idiot. I can’t for the life of me figure out how to reach the Mad King’s Realm or the clocktower or any of this stuff. Nobody is helping, I can’t find anything through Google. How am I this bad? XD
So, there’s going to be a one-time only occurrence in Guild Wars on Sunday.
I, for one, think that’s really cool and am glad I will be able to make it.
My request:
Please give 1-2 weeks advanced notice for future events like this so that those of us who need to can attempt to plan our lives around the event. Three days isn’t typically enough to ask for a day off from work, etc.
I love the idea behind it, and I think that you can get an even better turnout for future events if you give us some more notice =P
Lmfao HS two-shotting and wiping out whole groups including a tank guardian. It’s posts like this that discredit REAL complaints and makes it more difficult to decide what actually needs adjusting.
Alrighty folks, it seems we have a decent spread of bets here!
For the record, I’m asking what’s going to be nerfed, not asserting that it’s unjust (although some particulars I might assert are unjust in another thread).
To be honest, there were /are a few things that need to be nerfed/fixed with the thief. One example being the pistolwhip/haste combo. I’d suggest scaling the stun duration down the same amount the channel is scaled (so it’d last half as long). Of course, devourer venom stacked with that would still keep the combo where it is, but that’s a whole nother cooldown they’re blowing for a combo that already isn’t too lethal. Plus with immobilize holding you there lets you retalliate.
Anyway, let’s try and get creative! What things might they nerf? For example, shortly after release they stealth-nerfed infiltraitor’s strike to only cover half of the distance.
That’s what I find so tragically, yet hysterically, ironic bwillb XD. Honestly, I didn’t mind moving the barrier for HS down from 66% hp. 50% is fine. I just wish it was more like 50%/30% and the numbers for the damage you did then were a bit higher to compensate for the narrowing of the niche for that ability.
Pistolwhip nerf was dumb. Outright. I agree it was OP in a certain regard, but it still is because of the issue with haste. I still assert that the stun and immunity period need to be scaled down the same ratio as the channel when quickness is applied. Tada, no more perma-stunlock from hitting two buttons.
Alrighty so we now have two bets on backstab and one brave soul who is betting on no nerf!
Lan, my friend, if you’re right then I think you and you alone will be taking home all of the winnings!
OP states that thieves kill based on what class we’re targetting. Clearly a newbie.
Not every elementalist (Or other dps-y seeming class) rolls glass cannon. Good players know they need to stack a lot of defensive stats. I have 20k hp on my thief while still outputting hilarious damage because I know that my instantaneous dps went down, but my effective dps went up.
You do more damage when you’re alive. Try stacking some vit.
Maybe put a stunbreaker on your hotbar. Mezzies can TP, eles can mistform/obby armor, warrs can endure pain, and although I’m not sure about other class specific counter mechanisms, I DO know that all classes can dodge. Please try stunbreaking and dodging that backstab thief next time. It’s far from an instantaneous process.
ALRIGHT everyone! In just about every major patch we’ve seen the thief nerfed.
That is a fact. Not a qq.
Now, I’d like to start taking bets on the next thief nerf!
Current options:
Backstab build
Unicorn bleed build
Venom-sharing build
Other
No nerf
I’ve currently got my money on the backstab build. They’ve already edged towards it with the alteration to our elite venom and making that a breakable stun, so clearly it’s in their sights. Since the nerfs have correlated with forum complaints, I’m going to assume that all the people still whining about backstab who can’t break a stun are going to correlate with an upcoming backstab nerf!
I’m going all-in for this bet.
What are you betting on and why?
Yeah, aside from power/crit based d/d thieves, every other build revolves around mashing that one button.
The problem with power/crit based d/d thieves is that they typically are in the backstab build which, when executed correctly, Absolutely demolishes players who don’t know how to stunbreak before the thief can backstab.
I suppose I’ll be fine. I like a challenge; I’ll gladly come up with new and exciting builds as this class continues to see major changes every patch because newbies don’t feel like learning how to counter a class or build.
Btw, to all newbies who think thieves are OP… I think I actually figured out a 100% guaranteed counter to that thief you can’t kill. It’s a pretty complicated combat maneuver, but bear with me:
Spend more time on the forums whining instead of in the game learning how to play.
I suggest that the evade period and the stun duration scale down with the duration of the root/channel as far as pistol whip is concerned.
I’ve run every path of AC every day since they fixed the DR system. I have had 0 such issues, personally, although I have noticed leaving mobs alive in certain parts will cause instances like this. Easily fixed.
CoF Path 1 you would need 1 more body, like the others have said, but I’ve done runs of that with only 4 people for every part other than that and it’s turned out fine. That being said, whoever you invite shouldn’t impact your ability to complete the dungeon as long as they can stand next to the pillar for that last room before the boss.
Ah yes, thank you Tulisin.
As for the gap closers, I’ve never traited my steal to do damage as there are other traits I prefer… but as for infiltrator’s strike, that does almost no damage. The key aspect of that gap closer is the brief immobilize it offers. I can assure you that spamming infiltrators strike in any amount for damage is… Ineffective. Besides, now that auto attack is the highest damage skill of any sword combo, you have no other damage to fear! ;P
As for the swiftness vs. quickness correction, again ty. Since those two words are synonymous I often mix them up XD. That being the case a thief DOES need to worry if his target is quicker than him. Many cases I will back off by using shadow return on infiltrator’s strike and wait for the buff to end and then gapclose back onto them and restart. While a handy counter to which you will have to devise a counter of your own, it still fails your assertion that battles are won by spamming.
Thieves have about one damage ability per weaponset. That’s just the way it is. A thief’s job is to use those other skills to get to a point where he can mash that damage onto you. It’s very tactical in its own right, in some ways more than pressing whatever button isn’t on cooldown.
The only “spammy” build out there that could ignore most circumstantial parameters is the heartseeker strike build, which got properly nerfed (Although I would’ve like to see a slight damage increase to our low-hp procs if they’re going to make it more particular as to when we can effectively use it). Any thief using this ability on you when you’re above 100% should be no threat, and if a thief was able to get you below 25 or even 50% with enough initiative left to spam this ability then you’ve been horribly outplayed, sir.
Thief stealth is tactical. There is only one ability that applies more than 4 seconds of stealth (If traited) and that particular skill shows a nice big ring with an icon over it to let everyone know you’re there. Stealth on paper is fine in this regard, however the bug where the effect persists 1-2 seconds after the thief exits to attack NEEDS to be worked on.
Stealth does not make a thief invincible. Every ability in this game can be fired without targeting and if you hit the thief, you hit the thief. Applying stealth adds an extra dimension to combat; how can the thief move to trick you, and can you figure out where he is? It’s a mind game and one of the most “skillful” aspects of PvP.
All your other suggestions are just outlandish and all I can say is I’m glad that ANet will most certainly not put any of them into effect.
Hahaha I’ve found a wonderful build now. I have high hopes that it won’t be nerfed due to how players perceive OPness, even though this nasty build is probably my most effective one yet.
“Over the top damage – no need for quick interrupts, one HS will outDPS his heal anyway. "
If you’re fighting a dagger thief then I recommend not letting your health drop below 50% before healing, otherwise this might be the case. If you did then you failed to fight the thief properly.
“Low cost – just spam, no need to use abilities or careful timing to regenerate INI.”
The initiative system is global across all weapons so even though we have a weapon swap we don’t get a whole new 5 skills to use when our other ones have been spammed like with a cooldown class. This is the mechanic that makes the class unique and has been quite balanced. If you spam without a means to recover initiative then you’re SOL for quite some time unless you enjoy auto attacking for over half of combat.
“Gap closer – no need to cripple/stun/dispel Swiftness, just spam.”
Uhhh this makes little sense, however allow me to break it down into “Gap closers” and “Swiftness + spam.”
—Gap closers – Yes the thief has many gap closers. They cost initiative and, aside from heartseeker strike, they don’t do damage. If using heartseeker strike to gapclose then you have significantly less reliable means of escape. Use this to your advantage.
—Swiftness + spam – Yes, swiftness is horribly broken. Namely Pistol Whip + swiftness, in the thief’s case. I would love it if they’d fix the constant evading while stunning enemies without ruining the damage for everyone to the point where auto attacks are more DPS. Lucky for me I’m not a newb who has to use this cheesy tactic.
“Leap finisher – triggers Stealth and all kinds of beneficial effects easily with no setback.”
If you’re referring to how a move’s combo finisher can trigger combos off of fields… Then you just sat in a thief’s field while he used his leap finisher. Nice. Why learn how to position yourself when you can whine until the class in question gets nerfed?
If you’re referring to heartseeker strike doing more damage as a finisher when you’re low HP, then Idk what beneficial effects you’re referring to.
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This was fun. I’m going to continue stomping people in WvW and pumping out the most delicious numbers I’ve accomplished yet in PvE. Thank goodness I enjoy making my class effective as opposed to making my class iconic with a certain setup in mind, then being thrown to the hounds when it comes to what the developer nerfs when it comes to what people whine about. I feel sorry for more heavy RPers like that because they’re getting shafted. Oh well.
Wait, with how weapon skills work on a thief with their initiative system, there is always going to be one attack that grants the best/most efficient form of damage. With no cooldowns, won’t that ability always be used? Isn’t that the reason we only HAVE one, maybe two damaging abilities per weapon set and the rest are utility based around that?
NAWP. QQ NEWB THIEF L2Press MOAR BUTTONS IDIOT.
^I literally copy and pasted that together from two different posts.
While there are changes that need to be made, it’s fallacious to assert it’s because we max our damage with 1 or 2 skills.
why is the condition removal on shadow return and not on shadow step
in Thief
Posted by: ColdSpyder.9082
First off, the ability is set up that way to force that tactical decision out of you. It’s about maximizing the benefit by making smart decisions quickly.
I use the stealthing heal ability as it removes all damaging conditions. This helps escapes.
I also run sword/pistol as my secondary to my current d/d build (I keep a bow on hand for certain situations). The shadowstep in that build is spammable for initiative and can be useful for removing immobilize and still stepping to your target.
When I don’t have my S/P out, however, I find that I’m rarely having these troubles even as a d/d thief with no shadowstep. Getting caught by an immobilize means you’ve already failed on one note and didn’t dodge ;P as d/d I am using a build to evade roll/lotus strike pretty consistently, with the stealth heal for whenever I make a mistake or just need the extra stealth.
ANet nerfed Pistolwhip to the point where there’s no sense using it for damage. You get a stun at the price of 5 initiative and being rooted in place, albeit we have an evade period during that root.
As a PvE thief, I find Pistol Whip to be alarmingly underwhelming right now.
What did I do? I pulled together the materials I had farmed up until that point and built a set of full carrion gear. Armor/jewelry/weapons. I devised a new build in Heart of the Mists to accompany this set. I am now back to creaming newbies in WvW and dealing great damage in dungeons. Learn to adapt.
That being said, I still agree with the notion that our class has been based primarily around complaints by the community which has a LOT of bads in it (Most good players are playing and not rolling around these forums ;P). I realize we’re going to see a major lack of balance overall as a class, however for the time being we still have avenues for success.
It’s just a shame that I don’t get to make my iconic sword/pistol combo my main weapon set anymore. I’m still keeping it to help tank in dungeons and increase my mobility in WvW (Rune of energy on sword for the lulz) but I’ve adapted my build.
Welcome to MMOs
Chill affects the minute cooldown thieves have. For example auto attacks will take 66% longer to complete a sequence.
There might be other mechanic at play that I’m unaware of, but that’s my understanding of it.
Omnomberry pies are actually better, are they not?
In any case, if you need a chef then feel free to mail me in-game.
Top-level exotics can be acquired a few different ways:
1. Dungeon rewards – Browse the dungeon gear reward merchants by the WvW portals in Lion’s Arch. Find a set and run the dungeon (Or dungeons, if there are two with the same stat set you want) and earn tokens to save up for your gear.
2. Crafting – You can craft many stat sets quite easily with whatever armor/weapon/jewelry crafts you have.
3. Purchasing – You can get crafted gear and similar gears by outright buying them. There is, however, about a 15% price increase from buying the raw materials to make them.
4. WvWvW – You get badges in WvW from some player kills which can be spent on gear. There is, however, only one stat set and the badges will take you some time to get enough of for an entire set.
5. Karma Rewards – There are some merchants strewn about (I know of two or three in Orr?) who sell exotic gears with a few different stat sets for karma. The armor pieces cost 42k karma a piece. One easy way to get karma is by doing WvW with a small group and running supply camps (You get around 100 karma every time you take a camp, not to mention dolyaks and sentry flags along the way… It adds up very fast).
Not sure if I missed anything.
I found I barely made any money leveling up either. I would typically have enough to buy the skill books as long as I didn’t purchase anything. It’s kind of “just the way it is.”
While you’re leveling just worry about having what you need =P
Once you’re 80 you can make money several different ways.
Did you browse through the PvP locker in Heart of the Mists? Try using that to get an idea of armor styles you want to seek out in Tyria!
HEYYYY everyone. GoM rep here.
I will say this: If you press B and our team doesn’t have the highest points per 15 OR highest score, then odds are you won’t see anyone in BL or EB. I, and my guild, will be toting along doing the usual supply disruption for the sake of karma. Unfortunately all of our “Commanders” will be too busy dancing in Lion’s Arch to actually play the game for the week.
Lol what a wonderful server I’m on =P
1 Run several dungeon types.
2 Buy exotics (Or rares for CoF/CoE/HotW/Orr) and salvage for ectos and other materials.
3 Either use or sell these for even MORE profit on top of the absurd amount you’ve already made from creaming all those dungeon bosses.
4 Profit.
I’m sure you can cover the language gap…
Ahahahaha… but seriously. I just feel this goes along with many of the sentiments that warriors/guardians are being heavily favored… ;P
I’m sure you can cover the language gap…
Ahahahaha… but seriously. I just feel this goes along with many of the sentiments that warriors/guardians are being heavily favored… ;P
Make it so when under the effects of haste, all your applied CC suffers a similar duration reduction proportional to how quickly you’re not able to use skills.
Leaves a parallel window of escape for PW and nerfs the PvP insta-gib mechanic without hurting those of us who use PW for PvP
Thoughts?
1st off, lolololololol at WoW having hardcore content.
Now that we’ve gotten that out of the way, let’s be productive.
My guild and I run AC/TA/CoF almost daily since we can do those in the couple of hours a night we have even on weekdays. We actually have a few level 35-45 people we make sure to ask first to go with us to AC because they know how to do it and it makes the run really smooth.
Honestly there are issues to dungeon runs, like playing as melee, but your argument of level being a problem is null and void. If others can run it far from level 80, so can you. If other people are being “kittens” about inviting pre-80s, then make some friends and make a static group.
You are your own limiting factor here.
End the free transfers? Yes please.
24h battles? I’m honestly indifferent, but we should focus on one issue per thread.
Yeahhhhhhhhhhhh technically. Now it’s an expectation that everyone should be able to complete explorable and it is being tweaked so everyone can access the content.
I find it hard to argue since this is one of the ways to go about getting your end-game gear. Everyone SHOULD be able to access it, for the most part.
I wonder what would happen if they added a hard mode to explorables and the only rewards were purely aesthetic?
As someone who gets bored of the themes, I’ll of course ask they develop whole new dungeons for this next-level content, but then people who can’t meet the challenge will argue that they’re being ripped off of not being able to access all areas ;P
Some people want dungeons to be harder.
They want their skills and knowledge to be tested. They want another challenge, a higher bar to jump over. They play the game to beat challenges.
Some people want dungeons to be easier.
They just want content they can play through without challenge requiring larger investments of time and energy. They play the game because it’s a game.
This is just how it is. The main issue is even if they added a hard mode, people, who want dungeons to be easier, complain that they’re blocked from accessing all the content; whereas if there is no further challenge created then the people, who want the game to be harder, get bored and quit.
No one group is more important than the other. Enough of that. We’re all people who play for different reasons.
I’m not some hardcore gamer myself, but I play with a guild of people who are more hardcore (At least the leader is) and his ability to learn the dungeon and our tendency to all run together consistently allows me to solve all the problems put forth. I can agree that it would be nice to have more challenging content.
I wonder what the solution will be?
Don’t forget this game is powered by anti-grind philosophy (although they failed to deliver it in few aspects).
I might bludgeon myself in the head if I hear anyone else go on about this quote. ANet stated that there will not be a grind to access the fun content. I.E. you don’t have to be level 80 to do your first SM or EM dungeon, or to WvW, or to sPvP, or, ultimately, to craft (Albeit accessing content in which to gather is always helpful ;P).
On with the ideas presented by the OP. I do enjoy the sentiment of alternative skins, however the most valid counter-argument (Which I didn’t even think of until I read it by some other responder) is that transmute stones are a gear sink which turns gear into a reagent. For the most part I can agree with this sentiment and if I want multiple sets of gear, even if only for looks, I CAN just make multiple sets of armor and store in my ludicrously large bank… that being the case, I don’t entirely see the point in changing the current system.
Perhaps a middle ground would be to create multiple sets of armor but then to be given additional armor slots/tabs so that we don’t have to use up bank space. These tabs could be purchased for gems, as suggested here. This would make it so even people without maxed out bank space could use the current system of transmuting for multiple sets.
It’s true, too bad my guild is small and most people are hell bent on staying on our server even if it’s low ;P
I really don’t mind low pop and eventually low ranked servers. Outmanned means more karma for me when I go yakslapping haha
If you were attacking TC at the keep close to your spawn, you may have seen me (ColdSpyder, GoM thief) running around.
Just to let you know I’m trying to help you take that keep hahaha. (Mostly because I need the vista and POI)
Anyways I’m gone now. If the situation is the same after my class then I will be back there =P chase me more if you want but I’ll just run. Let’s attack TC maybe?
Pretty much.
I personally LOVE the outmanned buff (Regardless of how useless it can be) because that just means I get 33% more karma at almost any time of day! XD
Take number of people playing for your server on WvW and put that in the denominator when factoring number of points.
Discuss.
I see oodles of people complaining about how hopeless WvW is.
“It’s hopeless because we got night-capped.”
Then when you get owned the server with the more rounded population will go up in the rankings. Just give it time.
“It’s hopeless because we’re outmanned constantly.”
(My server suffers from this, GoM, because all the fairweather players transferred off the first day of week long battles)
See above. Your server will eventually get knocked down a few pegs.
“If a server wins the first few days it’s over and nothing is worth doing.”
Again, rankings will balance out.
OVERALL I just have to say that regardless of the fact that my server gets pooped on due to being outmanned all the time, getting night-capped, and the fact that we get 2v1ed (Because some kittens on our server do that orb exploit, can’t blame the other servers for shutting us out before fighting each other)… I still have TONS of fun in WvW.
I made 3g and however much karma yesterday playing WvW. My guild and I just took supply camps and steam rolled enemies as long as they didn’t outnumber us more than 3:1. If they did outnumber us, we just walked away from the fight lol (As long as we were paying attention. I know my noob kitten got caught a few times XD)
Where’s the issue? Someone thinks they or a few people are super good and deserve to be higher in the rankings out of pride and complain when another server wins in points?
Meh.
My personal experience with AC is somewhat similar.
The first boss who AoE scorpion wires can be a hassle if not done in a very coordinated way and if you don’t know what to look for. Basically my latency on my POS computer, even with minimum settings, prevents me from being able to read his charge-up properly. Luckily my guild leader has a nice computer and can read it and he calls it out over voice chat. Even so, I tried waiting until the last second to dodge so that I’d be in mid-air for the scorpion wire; it must be a latency issue because it failed to work for me three times in a row. Then I tried evading as soon as my guildy called out the charge-up and it worked like a charm. This may seem fine, which it is, but my guild leader had the exact OPPOSITE issue. He was jumping as soon as he called it and it got him killed, so he had to wait until the very end of the charge up! Haha, I suppose it’s a matter of latency but we’ve figured it out so it works.
As far as that being an insta-death, as long as I’m at full HP beforehand I can stand to get pulled and still evade afterward as a medium armor thief with 0 vitality. Smarter yet, with my class I can set a teleport recall point which I can recall to regardless of being knocked down which helps me escape sometimes as well.
The traps I’ve honestly never had a problem with as a thief. I put on shadowstep, movespeed signet, and my shortbow and I can move across any space without issue. They DO hurt a lot though, but I find it to be thrilling.
The ignoring CC mechanics is a little cheesy, but it’s necessary. As a S/D tank-thief prior to reaching level 80, I was able to nearly stun-lock enemies in 1v1. C&D, 1, autoattack until the debuff is almost over and start casting C&D again just before it’s up so I’m invisible asap to stun again. Now with this timer we have to be very coordinated as a group so that we can save that one pivotal stun for when it’s needed most.
Heyyyyyy everybody. To preface I understand the need for limits and the reality of implementing new variables in an MMO, but I just have some questions.
1. How long do I have to wait after I clear a dungeon?
For example, my guild and I can clear TA in 15-25 minutes, depending on who’s with us. Do I just have to wait to start the next run? Is it waiting for 30 mins? Orrrrrr do I literally have to wait to make the next run take longer so it doesn’t look like I’m exploiting?
2. Are these DR systems account wide?
My guild and I can clear dungeons like TA really fast. Either way it looks like we’re going to have to sit around be it inbetween dungeons or in the middle of one. So can I level my alt to 80 and run dungeons in an alternating fashion so I can actually play the game 100% of the time without being punished for it?
If anyone knows definitively (speculation is not helpful) then please let me know
I’m not sure about everyone else, but it’s my experience that dungeons might take 30-40 minutes the first time through but after that my static group easily clears dungeons in an average of 25 minutes. We consistently ‘beat the clock’ and end up getting punished for it.
While I can understand dungeons taking 30+ minutes for a PUG, my guild and I are very cohesive in our exploration of content and learn it rather quickly (Well our GM seems to notice everything and then relay info for everyone) and we get very efficient after 1 or 2 runs of a dungeon.
Our current solution is to literally AFK for 5-10 minutes prior to killing the last boss of any given dungeon. Ranger will grade papers and I will study for an exam etc.
I just want to double check if that will solve our issue of perma-DR?
S/P does not have a lot of condition damage associated with it so you’re best off going with some combination of power and crit/critdmg for offense.
Personally I went with a combination of berserker jewelry and knight armor. Berserker offers power/precision/crit damage while knight offers power/precision/toughness. My weapons are a varity of WvW weapons (For toughness, vit, and power) and berserker’s crafted weapons (For more offense).
^Amon pretty much sums it up. I do this to people as well. If I’m caught out I can easily take on multiple players if they aren’t smart.
Typically though I just function as a support for my group traited so poison has reduced cooldown/grants might/lasts an extra hit/steals hp/applies to all allies.
Makes it funny to run straight into a group and single out one person… Their group tries to move but he/she is stuck still for several seconds until he/she dies =P
There has always been a “revealed” debuff when exiting stealth, as the first responder stated.
This promotes tactical stealth as opposed to “Sit there and be forever invis” play, which has little to no challenge associated with it.
Yes, OP, now you have to learn how to stay alive other than spamming stealth.
I recommend using S/P or even S/D to have plenty of evasion.
“This one thief beat me, a thief, another thief, and a necro in 3v1. Thief OP.”
Lol
Lol
Thief clearly OP. Oh wait, three of you grouped up, stood still for multiple seconds after being opened up on, and got hit by a minimum of two pistolwhips without maybe using your own? I mean, there ARE two of you thieves as compared to him as a single thief. You could pistol whip him twice as hard!
This is just horrid play by the OP. Move along.
Yeah I’ve run AC now and I only got 2.6 silver in it.
However, my buddy who ran all three dungeons with us (He also ran more before I joined up with my static group) was getting 13 or 26 silver a run.
It’s clearly a bug and I’m not sure what exactly is causing me to get such crap rewards. Guess I’ll have to hold out until a fix comes in.
Okay, so they did three things then…
They increased the difficulty of (some) dungeons
They added diminishing returns (I just got 2.6 silver for running a different path of TA, cool)
They reduced the beginning rate of silver rewarded (6.5 silver down from 26 silver… 25% of the original reward that is then further reduced [at least for TA]?)
I don’t mind them making it harder. Most dungeons really were tooooooo easy, such as TA and CoF. We could 4 man those dungeons in a half hour and spam it.
I don’t mind them adding diminishing returns. Now it stops beign a cash crop and the gold prices on items stop inflating because some people have more time to waste on easy dungeons. Makes sense.
I DO mind them giving me 25% of the reward for my first run. Wtf? My repair bill was 9 silver (Already had 5 yellow pieces of armor before going in, but still) and I got 6.5 silver as a reward. What? Luckily doing a second run without dying caused me to make a net profit of 10 copper from these dungeon runs!
Come on now. You can’t make it harder and then fail to reward people for overcoming these challenges.
I’m not sure if this was the fix intended by the patch or what, but after running my first dungeon for today I received 6.5 silver for it.
What?
Sure, I only died once so it covered the bill, but what?
I thought it was supposed to be diminishing returns, not a flat cut.
The dungeon in question is TA, explorable mode, Up/Up path (If path even matters).
Am I seriously only going to get 6s for every run I do? Or is it also going to impose a diminishing return on THAT?
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Edit: I just read the update at the top (Hurr durr shoulda done that first). Apparently doing so much as a different path in the same dungeon should reset your diminished return (Provided you aren’t clearing in less than a half hour).
I’m getting shafted by a bug.
…and I still hold by 25% of the previous reward is way too low.
(edited by ColdSpyder.9082)