Celtic Heroes

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Re: Bloodthorn Causing Imbalances/Rifts

#21
Making drops really rare is counter intuitive to OTMs objective of having players/clans being able to play/compete more. We lost a few trees to the rival clan but thankfully due to the insanely low necklace drop rates, I don't think they made any sets at all, further increasing the dps power gap between clans.
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Re: Bloodthorn Causing Imbalances/Rifts

#22
Making drops really rare is counter intuitive to OTMs objective of having players/clans being able to play/compete more. We lost a few trees to the rival clan but thankfully due to the insanely low necklace drop rates, I don't think they made any sets at all, further increasing the dps power gap between clans.
This same concept applies to the perm bosses. Hrung, mord, for example. Useful drops come once every 10 kills. The comp haven't gotten nearly that many. Guess they can fight over bandage wounds bracer. And yes, I'm going to be bringing up that bandage wound braver a lot as I find it insulting that it is even an item from an endgame boss. Unless bandage wounds gets an overhaul to rival a Druids heal, it is a joke otm has put in place. I'm sure the fire on it will get going once a rival clan on some world gets their 2nd or 3rd mord kill ever by a stroke of luck and that drops.

Re: Bloodthorn Causing Imbalances/Rifts

#24
who said it should drop a necklace every kill? Low drop rates are worse for non dominant clans. if all drops only have one tier, eventually all players will have the same gear as the rest and be able to compete. that's how it is in other MMOs.
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There are two types of people in this world: Those who crave closure

A business is more profitable if they don't gouge and piss off customers.

Re: Bloodthorn Causing Imbalances/Rifts

#25
who said it should drop a necklace every kill? Low drop rates are worse for non dominant clans. if all drops only have one tier, eventually all players will have the same gear as the rest and be able to compete. that's how it is in other MMOs.
Pretty much every mmo that does not have instanced dungeons for raids winds up like ch. Progression is exponential - first you get a bit ahead win a few more locks and get better gear. Then you win locks more often with the better gear and pull farther ahead. Eventually you are winning near all of the locks and locking everyone else out as the power difference is quite large.

In any case having an extremely low drop rate and leaving it to luck alone is screwing up whole worlds. It should probably be pseudo random (could even keep the same expected numbers of drops) so that a minimum number of items would drop guaranteed. I'm pretty confident some of the godly charms from this years summer event didn't drop on *any* world which makes no sense at all.
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: Bloodthorn Causing Imbalances/Rifts

#27
who said it should drop a necklace every kill? Low drop rates are worse for non dominant clans. if all drops only have one tier, eventually all players will have the same gear as the rest and be able to compete. that's how it is in other MMOs.
Pretty much every mmo that does not have instanced dungeons for raids winds up like ch. Progression is exponential - first you get a bit ahead win a few more locks and get better gear. Then you win locks more often with the better gear and pull farther ahead. Eventually you are winning near all of the locks and locking everyone else out as the power difference is quite large.

In any case having an extremely low drop rate and leaving it to luck alone is screwing up whole worlds. It should probably be pseudo random (could even keep the same expected numbers of drops) so that a minimum number of items would drop guaranteed. I'm pretty confident some of the godly charms from this years summer event didn't drop on *any* world which makes no sense at all.
CH is actually different than other MMOs because it's the only one with target lock and you really just need to equip 8 people to compete and win bosses. In games like classic EQ (pre instance), a guild who were late to get to the Planes have no chance to catch up.
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There are two types of people in this world: Those who crave closure

A business is more profitable if they don't gouge and piss off customers.

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