Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils
#31This problem needs to be fixed immediately. A lot of druids rnt playing anymore bcuz of this damn problem. Plz fix it immediately.
I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.
It looks like OTM doesn't plan on doing either of these things, but you never know.
So they remove druids' way of getting energy only to replace it some other way? I doubt that if it was this way in the beginning people wouldn't have bought so many sigils.I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.
It looks like OTM doesn't plan on doing either of these things, but you never know.
If OTM plans to make sigils inactive during combat then they would need to provide a method of regen that worked in combat.
Yes I want my sigils to work but the main point is if they make one change (stop sigils while healing) then the need to make the other (provide in combat regen skills like mages have).
I have stopped playing my druid and I know two high level druids that quit the game already. That 3 top 10 druids lost since update.
Yep couldn't agree more - sigils were just designed as a handy way to reduce downtime between fights. If there is an issue with players needing them during combat that is something we have to look into at the gameplay level, for example adding more energy giving skills, reducing energy costs etc. We'll be looking at this over the next few weeks to see what we can come up with to help with this.
My point of view as one oldtimer : Without support classes beeing able to actually support melee classes out of combat zone (for about nearly two years now), we would never have been able to play this game and kill bosses.Now we have druids leaving the game.
I completely agree I would like sigils to work as they did. I am providing logic for The Aggronator as to why if sigils will not work as they did we would need skills to compensate. This is separate from OTM screwed me for my money argument and goes towards future game play.So they remove druids' way of getting energy only to replace it some other way? I doubt that if it was this way in the beginning people wouldn't have bought so many sigils.I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.
It looks like OTM doesn't plan on doing either of these things, but you never know.
If OTM plans to make sigils inactive during combat then they would need to provide a method of regen that worked in combat.
Yes I want my sigils to work but the main point is if they make one change (stop sigils while healing) then the need to make the other (provide in combat regen skills like mages have).
I have stopped playing my druid and I know two high level druids that quit the game already. That 3 top 10 druids lost since update.
This is what I don't understand.
Now they wanna suck us dry and make us spend money on restos and energy regain elixirs (that are bugged and broken) to get our energy back.I agree. At first I thought this was just a mistake by OTM but it kinda seems like they did in on purpose now.
We bought so many sigils intending for them to work a certain way, so if sigils are fundamentally changed we should be given a full refund.
Now they wanna suck us dry and make us spend money on restos and energy regain elixirs (that are bugged and broken) to get our energy back.
http://www.celtic-heroes.com/forum/view ... =4&t=35023This statement is almost 100% opposite from the goals of the game design.
Bosses are there to give a challenge to engaged players, part of the challenge is to create clans and groups that are balanced and able to take on difficult enemies. Really we would much rather potions and idols were not used during boss fights so players could face a genuine challenge, but since this isn't possible we have added timers that limit how many can be consumed in order to keep things from being trivial.
I'll repeat, bosses exist to challenge and reward engaged players. Some players play very often and so need a very difficult challenge. Others play much less and need easier challenges, hence the wide variety of bosses in existence. Bosses do not exist to generate revenue.
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