Celtic Heroes

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Re: Boss drops discussion

#51
I wouldn't say that those skills suck, they just have no purpose atm... This is something that OTM should look into and make every skill useful for lvling and bossing
This is like saying "I wouldn't say you're stupid, you just lack intelligence and have no common sense."

If a skill has no useful purpose, it sucks.

That being said, quite a few boss drops suck because the skills suck. Fix the skills and some boss drops (not all) automatically improve.

It's been well established that rogues are the de facto target lockers on most bosses (excluding just a few, like those EDL with low cold resist). Given that role, Hide could be buffed to add X% damage to the first attack exiting Hide, the damage bonus scaling with points invested. For example: +50% damage at Hide 1, +148% damage at Hide 50.

Energy Well should be removed. It's power should be given to Energy Boost so you get both effects in one skill: energy regen and max energy. Same scalings. Extended duration. Shorter cast time.

With Energy Boost as the new ultimate +energy skill, Sacrifice should no longer add energy to the mage. Instead, Sacrifice should sap the target enemy's power at a cost to the mage's health. All of the target enemy's skills and autos should be penalized by a high %—the % as well as the health cost scale with points invested in sacrifice—for a brief period of time. Sacrifice should be instacast or 1 second cast time at most so it can be strategically used. It's brief duration means that multiple mages can carry it. The power debuff on the target applies to all skills, including heals, buffs (like armor increases) and damage shields, so it could be used offensively as well. With certain exceptions, invulnerability shields could be pierced briefly by a Sacrifice—example, 50% power reduction means an "invulnerable" target takes 50% damage while a Sacrifice debuff is active.

Given the massive availability and cheap price of idols because of chests, Spring of Life should remove all stacks of Curse of the Fallen and restore full health and energy. Not sure if SoL already does this, I have never built a druid with the skill or seen another druid use it. Energy cost, cool down, and cast time should be adjusted generously.

Entangle should not only reduce target attack speed by 50%, but also movement speed by another 50% when combined with Bolas (bolas reduces more movement speed as the ranger's relative level gets higher, a 230 ranger bolasing a level 10 target is virtually a root). So if a Bolas does -60% movement speed, stacking Entangle should make it -80%. If -80% with Bolas alone, Bolas + Entangle = -90%. Logical really, if you had a weighted chain around your feet plus a big net thrown over you, you'd probably move slower than just with the weighted chain.

OTM developers, just sit down for a few minutes and notice what skills players are obviously complaining about and not using. Then spend a few more minutes brainstorming how to fix them. (It's called rebalancing and it happens all the time in competitive MOBAs like League of Legends.) If you don't have ideas on how to rebalance skills, outsource the work to the players through a contest or something.
Agreed that the existing skills (for the most part) need fixing not removal from the game. This would make all that banked gear more useful. It makes me think OTM dosent have analytics because a quick look at those will tell you exactly what's wrong.

Spring of life does cancel curse, but the wait at no health (actually you res with one tick of sigils now) and no energy make it bad.

I think the main problem is OTM dosent see the cost to return balancing skills would give, and it's true there would be great amounts of bit***** even if it was done well and no short term profits. But long term the game would be much better and likely retain new players more often.
Member of Aeon - Taranis - 24 boxer
220+ toons
Ravenleaf druid - Silverstring ranger
Stormsong warrior - Nwerb Mage - Eventide Rogue

Toon histogram:
Level_____|200+|150-199|100-149|50-99|20-49|1-19|
# of toons|_5__|___16___|____3___|__11__|__21_|407|

Re: Boss drops discussion

#52
I think that when hrung mord and necro were created that at that time in the game those were appropriate drops, but just like most everthing things change. The engine has changed, new areas and bosses have been added, maybe it's about time to take a look at some things such as these bosses that are outdated and give them a revamp with emphasis on their loot tables and spawn Windows.
225 Druid
225 Rogue

Goonies General, Epona

Re: Boss drops discussion

#53
I think that when hrung mord and necro were created that at that time in the game those were appropriate drops.
No they were not.
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