I think its time to retire.
Mallyx’s healing skill is literally a carbon copy of Consume Conditions, with the added bonus that it grants Resistance. I didn’t get to see all of the utility skills, but I feel like it could potentially wreck this profession if they don’t significantly change things in HoT.
it also applies weakness to yourself which is quite debilitating especially if you go into duration.
Just remember people, If regen and vamprisim traits were to heal through DS, it would be stackable with Unholy Sanctuary. So its practically double the regen, mixed with life steal procs, it can get ridiculous amounts of healing in DS.
Now if only we could do something usefull for the team instead of being the selfish tank.
Slow looks like a good addition to the necromancer’s kitten nal, it lowers the enemy to our level regarding cast times. Combined with chill this could be very dangerous.
Resistance I’m kinda feel conflicted yes, we have a play style of drawing conditions to ourselves but we als have the corruption skills. While we do have transfer skills and consume conditions, they do not come without risks (miss the transfer and you’re still stuck with the conditions and don’t forget consume condition’s long cast time). If we would have easy acces to resisastance (which is the case with most boons), then it would feel really cheap.
So either we make the boon hard in acces (something cleansing ire like) or we reserve it for the drawing condition/support playstyle (I thought about making unholy martyr give 2 second of resistance on drawing a condition).
The other thing they’d better do is make sure that boon removal always prioritizes resistance.
Pretty sure aegis and stab will come first.
For necromancer it isn’t. https://forum-en.gw2archive.eu/forum/professions/necromancer/Necro-Boon-Removal-Priorities/4252200 shows you which boons are removed by whitch skill. I do hope that for the necromancer boon removal, resistance will be first since every removal skill applies conditions on the foe.
Considering it’s simularities with fear: it will most likely last only 1~3 seconds and will have to pass defiance, so I’m not worrying too much about it.
Make resistance be the first boon removed by necromancer boon removal/lcorruption.
Question: in what will this be corrupted?
It’s a hybrid between conditionclear and berserker stance and to be quite honest , I consider it a lot weaker the either one of them. Considering it can last through a fear means it will be very short (like 1~3 seconds top), great for getting your heal without being slowed or poisoned or completing your movement skill without being crippled but actual damage reduction? Not really.
Depending on how much condition clear is changed to resesistance means a higher investment in long duration conditions and stacking conditions. You have resistance for 3 seconds every 48 seconds against my 35% bleed duration blood is power? good luck pall.
Instead of an “inspect gear” checkbox, they should make a checkbox for “meta” in the LFG tool. When you put the party in LFG and check the “meta” option, people that aren’t running meta builds are automatically kicked or simply cannot join the group at all. That would be a much better solution than a “inspect gear” option.
And who will decide meta? Some random player nobody knows about? Also it means that with every balance patch the lfg has to be adapted to the new meta. So quite a bit of effort for a small problem with lots of extra problems waiting around the corner.
Well in a simplified manner, the party advertiser would select the “required gear” out of the menu. Just check off which gear you want in your party, whether it is only berserker or assassin and knight gear, etc. Could also chose required rarity (rare, exotic, ascended, etc) which would be more helpful in fractals. Downscaling wouldn’t be an issue as you only have to have the gear equipped to join the party.
You did not answer my question about people wanting different roles(with different stats) for their lfg.
The solution doesn’t even solve the whole issue since it does not adress runes,sigil and traits while some people demand meta builds in the lfg. So this idea is a incomplete solution for a problem for a ‘small’ problem.
Also let’s take this scenario: At TA there is a a guardian with a greatsword and a staff, The greatsword is berserker and the staff cleric. This person will contribute with the staff outside of combat by mowing down blossoms and in combat he will use greatsword. He will be banned from this group because he has a cleric staf even though it does not hinder contribution at all. Same for thiefs who use shortbow solely for stealth.
Also demanding exotic zerker/assassin will prevent people with exotic armor but a rare bacpack prevent from entering even if thy wore acended rings amulets and earings.
I would be okay with those listings only showing up if you meet the requirements. Completely eliminate the hostility between the zerker only and play how i want crowds.
This never, it will feel like the dungeon/place is empty while it is not. Also some people have multiple sets waiting in their inventory.
The two obviously can’t get along, each thinking they themselves are right. Why not just separate them so they don’t even see each other?
Sorry, a minority (there aren’t that many speedclear haters, most ‘fear’ this kind of stuff because it can negatively affect play how you want groups) can’t get along with another minority, this kind of stuff will always be, no reason to split the community on this one.
Not really sure where you’re coming from, honestly.
Necros are one of the strongest classes in the game in PvP formats. 6k autos in DS on a 100% crit chance with an EHP of around 40k really makes me wonder what kind of traits you’re using, not to mention all that CC and debuffing U.U They’re not mobile, but I mean is the decrepit dude with a zombie horde really supposed to be ninja-ing his way around the battlefield?
My gripes with necromancers is the dependency on DS and their rather meh elite skills. DS is absolutely stupidly strong, but there’s no way to build outside of it. Even rangers with the recent buffs have viable alternatives/capabilities while not building solely around their class mechanic. With the elites, I feel like I’m between a rock and a hard place seeing as LF, while it pumps out ridiculous damage, is not very useful outside of WvW blobs and some PvE content, the minion itself is only so-so (or worse) if you’re not building MM, and plague suffers the same issues as Lich Form.
We’ll see what GS and specializations bring in regards to building outside of DS and the elite skill issue.
Are you talking about WvW our sPvP? There are differences, which favor necromancers a lot (the most noicable one is the 100% life force at the start of every fight). Also death shroud is what you allow it become, if you keep your distance and use cc wisely, you’ll realize they are not that strong. A lot of life force comes from dagger auto attack and warhorn #5 both are very close range. Spectral armor is another big life force generator and if you don’t attack it, it generates nothing.
Maybe instead of gear inspections, there could be a different way.
Something like “minimum requirements” built into the LFG. The advertising leader can set minimum power, precision and ferocity (or toughness, vitality for equality). Only people who meet those requirements can join the party. Solves the issue of needing to check gear without pressuring anyone. You don’t meet the requirements? You can’t join. Simple, right?
How will this work with upscaling/downscaling, temporary boost like food,… ? Also not every build has/requires the same stats so you can’t judge them well especially if you want roles (with different stats) for some reason.
I believe that if something is OP in PvP, it’s also OP in PvE. ANet just didn’t notice it.
Dhuumfire has never been OP in PvE and yet it caused a series of nerfs.
Fine, fine. I can guarantee that would be the next Dhuumfire fiasco. You sure you want that?
Again, because “health” is a Necro’s only real defense, they have to be extremely careful with how much Necros get. It is extremely easy to make a Necro nigh impossible to kill with anything but team focus fire. Increasing the amount of “health” we have is a very delicate process for balancing. Would I like full healing in death shroud? Well, yeah, sure. Do I think it would be healthy? Not right now I don’t. I’m more interested in keeping the profession balanced and healthy for the game than “being on par with other classes.”
But how can you say that when the necro’s defense will be comming from only himself , especially since high defense necro builds are based on high death shroud uptime and have access to protection, regen and weakness? It means that their defensive performance will be about the same in a 5v1 as in 5v5 especially if the team has pets of some sort. The necro will be able to protect a point all by himself no matter the amount of opponents. I am exagerating a bit, but the issue will still stands, too much personal defense and the necro will be too much survivable in a 1vX.
snip
I will admit that the solution I suggested are quite complex, but I have a question?
Why are you so for crit immunity? X damage reduction is way fairer since it doesn’t descriminate soldier or zerker even though they invested different amounts in offense.
Snip
I’m not sure how to allow you to understand the situation except by referencing you to a few important notes. I’ve played in those high ranks. Conditions, specifically applied dis AoE are completely hard-stomping. The reason is, we are required to have pets to be effectve, literally every talent in a 4/0/6/4/0 build is a “minion” talent. Without them, we’re done. As said, you could basically say a “traitless” necromancer.
Next, engineer. It’s the only way to allow these units to fight in teams by giving them substantial (and I mean very high measures) condition protection and power protection. There is a reason though that many condition users actually use hybrids though, (carrion, celestial, etc) where minion masters are probably the least of your worries, they have no affect against any “objects” including doors, trebs, etc. As long as the pets are susceptible to Aoe in the way that they are, pets will never last in team fights, but also be muted by any class with high frontal Aoe. Our current list of builds that can shut us down in LITERALLY seconds due to natural aoe are: Med Guardian, Condi guardian, Celest de or staff Ele, Zerker ele, Any condition or celestial warrior with either sword or bow, any Power build with GS or hammer, condition Necro, DS Necro, condi or celest engineer, and thieves can trick pets enough not ignore them. Hopefully you get the idea. 1v1 all of these builds can completely clear a minion masters kitten nal in mere seconds.
Do you know the only reason we beat those builds in cases that they do that? Death nova overload. Both sides of these fights are incredibly toxic. As for rangers, Rangers essentially never ping down any pets (ever). That isnt how they win. Any Ranger I’ve fought and most to spent 100% uptime on me, and for the most part pets were untouched EXCEPT being cced, by usually roots or a spirit immob or trap. Same with thieves.
Point is. Minions need to live to be able to play MM. You don’t HAVE to kill minions in order to kill a minion Master. And in fact, in practice, if you’re good (and that “goodness” requirement is probably lower with less pet auto damage) this change would make fighting them less risky because insead you can focus on kiting them without the risk of 5 explosions going off in your face because of your AoE. And in team fights, the main focus of the game, pets would still die, just not nearly as quick and by single attacks.
When do I finally get an answer for fetid consumption, you know the trait that allows pets to draw conditions passively?
Also I know you don’t have to kill the minions and I know aoe kills pets quickly but the solution you offer does more then that and that’s where my problem lies. Let’s say I want to focus on one pet (like the worm) . The problem is that even though I am focussing on one minion. I’m still getting the drawback of the new flesh of the master even though this is a situation you want to encourage (or at least don’t want to discourage). Another thing it does is negating some traits/sigils that require crits to happen even though the effects are not horrible to minionmaster (like sigil of strength/range/incapitation/….).
Another way to handle Flesh of the master in a similar manner would be:
Immunity to critical hits and reduces the duration of ALL conditions on pets by 50%.
The problem with this is Burning would still be able to kill them even with that. And frankly saying “Immune to critical hits, reduced condition duration AND immune to burning” just sounds weird… But that’s essentially what would have to happen to achieve a similar effect.
And with the above, since (usually) single target condition application is stronger and/or longer, single target condition dps would still be manageable (constant crossfires would still have 100% bleed uptime). Again though, burning is just too potent for their HP pools at just about any level.
Why not reduce damage (50%) and condition duration of bleeding(50%),torment(50%),confusion(25%),burning(75%),poison(25%)…. from moves with area off effect (or moves that can hit more then 3 targets)?
I wish I could say condition and critical immunity wasnt neccessary. But
Like I said. Pets are dying in single fields or 2 other condition heavy attacks (bonfire, f1 bow, a necromancer opener, etc). This is the only reason turrets can see any play in pvp. Take this away from them, they wouldn’t last a moment, it’s just a necessary evil. Aoe is too potent. A condition user is only at the disadvantage that they can’t clear a MMs board in a few seconds and basically just kill the master as a “traitless” and “utilityless” build. (Because MM require such heavy allocation into pets). Again, it’s sort of a necessary evil. No one wants MORE pets in the field at once, that’s certainly not the answer. And faster does us no good when pets, in team fights, or against any heavy Aoe user (ESPECIALLY conditions) are dying before they can even make contact a good majority of the time.
Aoe is something different then bleeding and crits. Crossfire is not aoe, backstab is not aoe, greatsword swing is not aoe. Yet you’re hurting their performance even if they are not aoe.
I wouldn’t ask for it if I haven’t seen it work on turrets, and conditions can still be made to kill the engineer, it’s just makes “wreck everything he has in a few seconds” not a viable tactic. I still wanted the ability to CC them, however, so their travel times and ability to be CCed and counter played still exists and is still beyond that of turrets. Especially if minions lose a chunk of passive damage in the process.
Engineers are not necromancers. Engineers have always been condtion weak turret or not. Necromancers? Not really and the most of their condition removal comes from a healing skill and weapons, which is not really vital for the minionmancer (the weapons are debatable but the healing skill is certainly not necessairy).
So instead of a fight going from cover the game in AOEs and kill an empty handed necromancer, it’d follow more suit to Aoe cripple/fear/cc/knockback pets and kite them while focusing your damage on the necromancer which would make condition users in a 1v1 fight basically have to handle minions just like any other class that can still do it, without having a gross advantage leaving the necromancer essentially empty handed not only in 1v1 but exiling them from team fights.
That’s not true because due to their immunity to condition damage the minions will not be able to die no matter what the condition user does. The power user still can kill a minion(s).
Also what about fetid consumption????
First off, obviously +1. I am in no way biased when I say this is a really well written and great set of suggestions.
Also, the reason we suggest AoE reduction and condi reduction is this: as long as minions do not have any form of AoE or damaging condi resistance there are only two ways to make sure that they don’t instantly die to spammed AoE: lots of HP or lots of healing. The problem is that either one of those simply adds a binary situation where you either have enough AoE to instantly kill them all, which has absolutely no play/counterplay along with it, or don’t, in which case they have so much HP/healing that you can’t even begin to harm them.
Basically, by giving AoE reduction to the minions only, you open up the ability to lower their overall HP. This means if you want to kill the minions you have the ability to actually focus them down (lower HP), but you can no longer have an easy matchup against MM simply by having so much AoE there is no counterplay to it.
I aggree with what you say but the text doesn’t stand anything about aoe reduction. The thing that stands in the text is condition immunity and crit immunity which is something completely different. A condi ranger crossfire aimed at a flesh worm will not do any bleeding even if it is a single target move.
First I think the sentiment is in the right place, more active less passive. That being said, there is one thing that I clearly dislike in the entire wall of text. Flesh of the master , we don’t need more passive immunities in this game especially on stats. Removing critting and conditon damage on pets is like making the minions immune to 3 stats in one go (I’m also against turrets uncrittable & condition damage immune). Another thing you do is making the fight against a pure condition user completely unfair, he cannot damage the minions and since each minion does over time healing he simply cannot stop the healing nor damage. Also did you forget about fetid consumption?
Now on a side if the problem is AOE vulnerability,could you not solve the problem by increasing the amount of minions summoned (more but weaker minions)?
perhaps life force is used as fuel.
hotjoin/practice is not the place where you learn to play. The only thing you do learn there is how to maipulate spectator mode and win/lose 4vs5.
On trailer druid still got pet so I don’t think we get new class mechanic. New weapon plus some new utility’s and that’s all.
Just because there is a pet doesn’t it mean that it is the same class mechanic.
Of course, what Marjory does may be different from what we get, but unlike Caladbolg (the only other instance of a Necro wielding a Greatsword), the weapon itself isn’t known to have any mystic powers.
Isn’ the sword fused with the ghost of her sister?
They dont mention it. But i think its implied. Otherwise there would be no reason not to choose that specialisation.
It could be for future expansions. Laying a solid groundwork is very important in such things.
now let’s hope it solves some of the necromancer’s pve problems.
It wasn’t Omadd’s machine that corrupted Scarlet. It was the Sylvari’s natural affinity to Modremoth, plus the fact that at the time, she was outside the influence of the Pale Tree. Remember, the second person to be corrupted by Modremoth was a soundless, a Sylvari that turn away from the Pale Tree. It’s not like he used Omadd’s machine, nor did any of the hundreds of Sylvari that attacked the pact.
Yes, I know that but that was not what I hinted at. The thing is that omads machine works by opening the mind bringing the person to a higher state of awareness. In this state the PC could view the “Eternal Alchemy”.
The thing is that with opening of the mind, you are more vulnerable to external influences like mordremoth. Since the PC isn’t seeing the “Eternal Alchemy” anymore we could assume that othe PC’s mind is closed enough to block the signals from the “Eternal Alchemy” but we aren’t sure if the PC’s mind is closed enough for mordemoth’s influence, especially since he’s gaining power.
Alternatively it could also be that Mordremoth knew we accessed the machine (since scarlet modified a few parts and she was under influence of the dragon) allowing Mordremoth to place a “seed of his influence” in the PC during his moment of heightened awareness.
This is of course pure speculation but it could explain the excessive desire of the PC with the dragon egg and the shadow of the dragon’s perfect timing .
Nobody considers the idea that all PC will be corrupted? Mordremoth’s sphere of influence is plant and mind, so every PC is succesable to mordremoth in a way. All PC have opened their mind in Omad’s machine so the PC is even more vulnerable. That and it seems the dragon is growing stronger so who knows?
@PaxTheGreatOne you forgot that each condition has it’s own base damage that is not affected by stats.
You could translate those stats to base ‘condition damage’ just by dividing that damage through the modifier. This results in: bleeding 850, burning 1312, confusion 867, poison 840, torment 850 all at level 80. Most conditions have base stat around 850 (with the exception of burning which is funny since in most celestial specs burning is the main condition).
So it might be enough to boost every base condition damage to 926.
I don’t get this thread. You are complaining that your asura and chars don’t like ‘girly’ because they have the male set as default. So you ask to for the char and asura to have access for both armor (which would be unfair to the other tree races), instead of more ‘girly’ male armor?
A friend of mine bought it and it was F2P. Best purchase ever.
This:
Nades.
3 nades per 5 targets, 2 times in 1 second: 3*5*2*9=270 unique hits.
270*400 = 108000 retaliation damage or 12k per second
every nade able to hit for ~800r, so it will be 216k total
FOUR times more “rewarding” than Elems, right?
Euh, grenades attack speed lies about 1 set per second not 2. Also you forgot the 15 stacks of vulnerability you apply per set.
True.
But there are A LOT of skill changes needed then.
Retal fix vs 40 (sketchy guess) skills needing to be recoded?
Pretty sure ANYONE can realize which would take less resources AND have a more far reaching required change.
Well, considering that retaliation influences every skill (including mobs from pve) , it could be possible that you’re better off changing just the 40 skills.
Also what are those 40 skills (just the bulk)? I consider the amount to be around 20 (grenades, flamethrower, ranger longbow come to mind) and not all have to be solved. They can be utility , the rest of the weapon is not that disadvantegious regarding retaliation, the class has no problems with retaliation itself or the class has a viable alternative.
edit: change 10 to 20
(edited by Tim.6450)
A bit of odd maths, but your reasoning is sound.
However, Might vs Damage procs are not comparable.
There are VERY few sigils with 1 sec internal CDs, you just used the most extreme case that as mentioned is not comparable at all in effect.
Self kill in one volley vs a damage buff sigil.The point is that Retal procs have ZERO CD and ZERO LIMIT, meaning its A MUST have if you want to be competitive in WvW in large groups.
Just the fact that you are forced to have it, makes it clear that its a broken mechanic.
Furthermore the fact that it makes some classes, like Engi’s, not viable in zerging.
Yeah the math is shaky and I use an extreme example but it still can have an influence from 6% to 300% depending on the sigil. I also never said that engineers facing retaliation wasn’t a problem. I just claim that the problem in that sceneraio can be solved better by changing the grenade and/or flamethrower kit auto attack.
Sigils have internal CDs, Retal procs do not…
Yes you’re right they have an icd , but since you do more hits/second you will be closer to the icd then with a non muti-proc weapon since you have more chance to proc that sigil which is most of the time based on crit and it has it’s own personal chance modifier. Example a necromancer scepter auto attack chain will on average proc a sigil of strength with 66% crit chance every 3 seconds while grenades with the same crit chance will proc them on average every second.
Edit: also sigils were added as an afterthought, i was more refering to traits like sharpshooter and steel-packed powder.
(edited by Tim.6450)
I don’t see a problem with reataliation. The ‘problem’ is the property of the skills used. Most players who complain use engineers with grenades and flamethrowers as an example to justify the need to change retaliation. One problem is that these skills reap the advantages of proc trait, sigils,… but gain the disadvantages of retaliation as it should be. By modifying retaliation you shift the balance in an unfair way.
The second problem is grenades and flamethrowers are the most extreme cases (mass multi-proc auto attacks). Changing retaliation for those skills would make retaliation useless.
So in short instead of changing retaliation change the problem skills.
It’s not zerk or ascended only but you do need as much offense as possible. An exotic sinister necromancer can do it, but you still need at least two (order of whisper) spy kits and 2 Ash legion spy kits. As a point of reference I took 3,5~4 min to do the first part.
The thing that annoys me the most is the fact that the order of removed boons is quite advantageous for the receiver and not the user.
So.. Other people can’t play how they want?
They can’t have the team mates that they enjoy running with?But you can have what you want?
I think your crown is squashing your brain sire.
I did not forbid anybody from playing full zerker or finding likewise team mates. By adding this feature you help a lot of players who want to check their requirements. On the other hand you make it easier for finding a reason to kick which will happen, diminishing the chances for players finding their teammates because they play an unpopular setup.
It’s giving something to one group while taking it from another group. So yeah please forgive me for saying that that playerbase will lose something.
There will still be groups. They just won’t be the elitist groups.
It’s not that there are always groups avaidable. Also just because they have the gearcheck means that they are elitist. A simple example would a no nomad group. It just cuts the extreme cornercases while still being completely accessible for beginning players.
Eventually, based on the new level up system there would be a plurb explaining the check box. Then if he wants to experience the aspect of the game he can.
If they remember this feature since it could be 50 levels later.
So? That’s how it goes, that’s why this is the elitist option. If this is a problem for you do not check that box. It’s also far better to be kicked immediately like that than to get half way through the dungeon before the group decides you’re not living up to their expectations and kicks you anyway.
That’s not a feature that’s a choir. Let’s assume a player who wants to play a less effective setup because he enjoys it, but has limited time for the content. He has an optimal setup but doesn’t like. He has to constantly shift this check box just to make sure that he won’t get kicked.
This is superior in every way. It allows the groups that care about such things to “ping” your gear themselves at any time, so if you’re trying to trick them you’ll get caught. It allows those who don’t want to experience that aspect of the game to NEVER experience it.
jay now you enhanced your smooth playing experience by doing constant checks and what with armor break cases?
On a side note, it will finally allow people a way of identifying pieces of gear that look interesting to them without having to pester the player and hope they’ll respond at all.
Different feature, different discussion (just a side effect that can be recreated without this feature)
So what your saying is, joining a phiw group, I could be kicked for any reason or even no reason.
As opposed to the tangible – not a good build/gear?
Which could still happen anyway.Thats nice to know.
No it makes it easier to find a reason, you can’t kick every lvl 80 character without hurting yourself, you can kick a lvl 80 character in nomad gear. It’s not about that it can’t happen, it’s just that by adding this feature you could make it’s occurence much higher.
I’m against this feature for 3 reasons:
1: It is an extra step an inexperienced player has to take: A player who looks at his lfg tool group without knowing about this feature will think that there are no groups and will feel that the content is dead but it isn’t since the groups are hidden by this feature.
2: It makes the play how you want groups far more vulnerable: A player who has this feature activated will enter a a play how you want group, the other players will check his gear and see that he has gear that don’t satisfy their personal desires and they will kick the player faster then the group creator can respond to the kick motion. (before you say this doesn’t happen I had such an occasion with a low lvl who joined my group)
3. I don’t see how this is superior to ping’ing your gear, you could say that he could ping the wrong gear, but it is also reasonably to asssume that you’re not going to check it before every battle, so the troll can switch out somewhere in the dungeon.
and at 3.000 you get hit for 250 ?
333,33..
Could you say what armor you are going to use? Dyes have the annoying tendency to be a different color depending on the armor.
@Tim
I don’t play pve, but from what I gather, there are fewer skills to interrupt and so you will proc dhuum less? Is that right? If so, I agree that that would make dhuum weaker for pve players, but seeing as many pve builds don’t even use it, I don’t think it would nerf a condition mancer in pve, because surely they just run something like 06404 anyways? Sorry for being a bit ignorant about pve.
That’s not the reason, the reason is that the conditionmancer cannot take anymore cc without losing in damage somewhere else and they only have doom and reaper’s mark, not enough to cover the proc every 10 seconds .
Also optimal condition build in pve runs 6/6/0/0/2 with dhuumfire.
Yes, I have noticed that Necromancer is extremely rare and Engineer seems unusually frequent. I’m not sure if the dailies are pure RNG or if Engineers are just on a long streak and they’ll be extremely rare later down the line.
That’s not how pure RNG works which I doubt is the mechanism since the dailies are made to be accessable for everyone. So if a player has 6 or lower different classes ( which is reasonable to assume since you have only 5 free slots) he will lose out if both dailies do not match one of his classes, so by increasing the probability of a class which is possessed often and reducing the possibility of a class that is not often possessed you reduce the occurences of not being able to acquire the pvp dailies.
For pvp/wvwvw this idea seems great , but for pve this would be a serious nerf towards the conditionmancer.
I would prefer not. I kinda like the small-scale event. It gives me the feeling like you see in a fairy tail. The witch that lurks into a forest and takes the innocent bypassers. Making it a world boss would deminish this feeling.
1. The visuals: great looking characters without the difficulty of many sliders, beautifull artwork, great map design (I feel like every part of a map is unique in some way),… .
2. The combat system: very fluid, quite simple and nature of the skills, dodgeing is not totally stat bound,… .
3. The mordrem: good mechanics that are engaging without too much denial of other combat methods.
4. Quality of life updates: wallet, wardrobe, free trait changes, … .
5. The living story model: free update every 2 weeks who am I to say no?
Personally, I’ve been collecting them to build a suit of “drop armor” for jumping puzzles. I don’t know yet how much I’ll actually use it, but if this lets me jump from newfound heights like a madman and survive, I figure there’s something fun there.
I can’t see them being broadly useful, but they’re something different, anyway, and that appeals to me.
Drop armor. That sounds amazing! Lol I think I’m going to have to make a set of drop armor myself just for exploration/puzzles. Drop armor!
What class would be the best for that? Necro?
necros don’t need this armor. Spectral walk is just plain better.
I like this thread here some ideas of mine:
- Loyal to your country: “Just because you’re not on duty doesn’t mean you can’t help your nation.”-kill 10 units of your race’s enemy faction
- Home sweet home:“It’s nice to visit your home from time to time.”-visit your home instance.
- This is not how I imaginated my vacation:“You would think that a resort would be safe.”"- kill 20 creatures in southsun cove
- nobody is safe:“It’s not that you need friends.”-kill 20 neutral creatures
