Posts by MDNCITAJ

    If I were a developer,


    I would rework the endgame, so that more common players can play and enjoy it.

    I also would remake it a 6 player instance, because it is very difficult to create a 12 player raid at the moment.

    Hello, after today's patch we have tried Boss 1 and it was buggy after 20%.

    Add's did not loose their debuff. Even after killing every Add (with debuff) Boss was locked at 20% HP


    Greetings

    Nowadays people do not want to grind instances like they did in the past

    Times has changed and so does the gaming market.

    People quickly loose interest and turn to other games if they are not having fun.


    Here are some thoughts of mine, that could make things better:


    1. Stats

    • Usefull stats like Sta/Sta (Plate), Str/Str (Chain), Dex/Dex (Leather), Int/Int (Cloth) (Str/Sta,Int/Sta)
    • Not-Usefull or "crap"stats like Wis/Wis, Sta/Wis, Dex/Sta
    • My suggestion: Usefull stats can be dropped on red items, not usefull stats will be added to droptable of yellow stats on the purple items. I think this would be a huge change for the better.

    2. Ice-Shards

    • too much randomness, at the end not enough shards.
    • My suggestion: From B1 to B6 they always drop 1+2+3+4+5+5=20 Shards - no variable loot, fix loot please

    3. Gameplay


    There are alot of good suggestions in this thread about this topic. Enough said i think.


    Greetings

    I think that the dev's have already changed alot in gorge for the better.


    But I also hope that we shoud have a "second round" to exchange opinions,

    because I think some things in gorge should be changed.


    • Boss 1: Lower the freeze duration or cycle - at least healer must not be freezed OR make it possible to defreeze. Rakots suggestion is good too. every 10% add-waves are to much (annoying^^)
    • Trash-Mobs: Remove movement slow effect. It is just an annoying way to lengthen the instance without making it harder/ more challenging and its not fun at all
    • Loot: 3 purple stats at endboss all the time, add stat fragments like inferno, add more Ice-Shards (20 shards every run)

    Hello Arcadia team,


    i want to collect some suggestions people would love to see ;)


    1. Hot stew do not "overrule" magical attack or magical damage food - please make that happen (simple solution just do not make it a party buff. only a single buff)
    2. decreasing the amount of critical errors in chamber of elements and instance inferno/gorge
    3. increase the length of guild attack,def,hp buff to 3 or 4 hours
    4. add a possibility to hide pets. (like cenedrils: you have the benefit of the attributs, but its hidden) PLEEEASE ;)


    Thanks and keep on doing your good work

    Scaling is a clean solution. BUT i dont like it.
    Because:
    1. you dont run Gorge with 5 ppl (-> 2x2 objects) If it is scaling like that, ppl just decrease the raidsize for Boss 2 and increase it when B2 is dead and continue the run.
    2. I think there should be minimum requirements for this instace, and so 3x3 objects (+ the enhanced length of the event) is too easy for a full raid, and maybe too hard for a small raid. But i mean guys if you cant do B2, then you should rlly work on your event skills and communications ;)


    after all b2 is the funniest event in all the custom inis (my opinion)^^

    I still think either the physical defense is ~15 to 20 % too high in comparison to the magical defense in gorge or the permanent attack speed debuffs of the trash mobs disadvantage some classes more than others - or both.
    I am not entirely sure, but it is definitly yet unbalanced.


    What did you experienced?

    Sorry my english is bad so i will write german ..
    Ich denke der Blutpfeil ist gar kein Problem wenn der Kundi weiss ihn gut einzusetzen und ich bin mir sicher der Kundi ist weiterhin ein sehr starker DD ( zumindest in Inferno oder Tikal) . Für seinen Heiler bedeutet es einfach mehr Konzentration und Disziplin . Es ist nicht unmöglich Kundis in einem gutem Team zu heilen :)


    Gruß
    L.


    It is not a question about using the BA wisely, because you have to use it permanently to compete with a bunch of other classes that deal way more damage without the disadvantage of a 10%/s HP-Loss.


    For over 9 years BA had a 3% HP Malus, i think it has proven that this is the way it should be.


    I mean in Gorge especially you have so much dot's and aoe damage that hit the whole party melee or range AND stuns and slows... 10% BA is just too high---

    Thanks for you participation!


    In Gorge you already receive a big amount of incoming damage. For all party members, including range dps.
    The additional damage from BA is really too heavy, i suggest coming back to 3% loss per second.
    There is no other dps class that have a constant HP drain by a skill...


    About Gorge in generell, I think there is a better thread for this discussion. Let's focus in this one on scout issues.


    ;)

    What are your thoughts about the latest changes of the Blood Arrow (BA)?


    For myself i think the HP-Loss is definitly too high.
    But if you want to deal decent damage now compared to other dps classes you have to use BA all the time now. That's okay for me, but since you raised the %HP-Loss from 3% to 10% per second, you really did a terrible thing. Now Healers always need to pay a special attention to scout. It's not fair and not balanced...


    What were you thinking? What was the idea behind it? I think 3%-HP Loss is absolutely enough.


    Grettings