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here's what I think of the update, and what could be better!

Posted: Sat May 26, 2012 11:22 pm
by chaz
Ok. First of all, I would like to say that mages own in pvp: my lvl 86 mage owned a lvl 100 ranger (kiztalas :D) and many others.

Next, I would like to say that sv kinda sucks now, many people have already said, the mobs have got too much hp and too much dps! :(

Also, otherworld is AWESOME, but one thing: people might go mad at me for saying this but I think druids are kinda underpowered in OW, but only a little bit. To fix it, IMO make their vines and lightening hit higher more frequently then they will be perfect!

That's pretty much it, but one question: how do I get new abilities?

Re: here's what I think of the update, and what could be bet

Posted: Sun May 27, 2012 12:15 am
by Gort
I completely agree about your analysis of the Druid class. I think the problems are more fundamental so then what you're describing. For example I had to drop almost 1000 points in health and 64 in dex in order for my focus to be high enough that my spell power is equivalent to what it was before the patch. This is also taking into consideration me raising my heal and my embrace to 20 from 15. So, it is apparent to me that this patch brought about a fairly substantial drop in overall Druid power.

Another point to consider and this one may not be specific to Druid but as a Druid, a non-tank oriented class, I am going to bring it up: So we have three abilities now that we can get the other two of course we can't because those quests are broken. I'm finding that I likely will not be tanking enough of the time to really be able to raise those abilities comparable to other classes. I haven't thought of a perfect solution to this particular problem, however one idea is Druid abilities could go up by two instead of one or go up twice as fast as other classes because I want everyone to really consider the implications of not doing something like this, it could result in a significant shortage of group oriented Druids. For example, I am now considering restating and reskilling so that I am more solo oriented because I just get the stuff beat out of me every time I draw aggro from healing and this is a problem also when you compound it with the fact that right now we're encouraged according to experience awarded for killing, to either solo things in Otherworld for example, or work in small groups of two or three which means that a Druid isn't always going to have a warrior to draw aggro away from him or her as soon as they start taking abuse from healing Agro. I know it might seem logical to simply suggest well Druids that are group oriented need to ensure that they always have a warrior in the group however as long as there's no experience bonus for grouping with more people Druids are encouraged to either find just one other person to group with or maybe two other people so if we are always going to find a warrior to be one of those people then other classes might not get to pair with Druids as much, so this doesn't seem like a solution either.

I really think that there are a number of issues that are urgent that this update has brought about however I hope that two immediate ones are looking into the ability quests in terms of skill skill up progression as well as starting abilities relative to the level you are when you complete the quest. if high levels are forced to start at zero Willpower for example, when they obtain the quest it puts them at a serious disadvantage when the mobs in that level range are balanced in consideration with having a relative ability level that isn't possible for those characters, unless you want to reinstitute ask and have us stand around taking damage to skill up when we aren't playing...

Please, please fix the abilities relative to starting level, and please fix Druids. Druids are definitely underpowered! Also when considering adjusting starting abilities relative to player level it needs to be a very even algorithm otherwise someone might find it strategic to way until level 100 instead of 97 because the jump is bigger than might be possible to naturally achieve in those three levels. I hope this all makes sense and I hope you heed my suggestions.

Gort

Re: here's what I think of the update, and what could be bet

Posted: Sun May 27, 2012 1:15 am
by Rhyl
I agree, Druids are underpowered, and always have been... in regards of defending themselves. Druids are healers, and their healing should be high, but the ability to adequately defend themselves, if they are attacked, should also be taken into consideration.

Also, I disagree with the agro changing to the player that is simply trying to be nice and heals a fellow player as they pass by, when its a one on one scenario. For example, I'm running by a player that is going one on one with a mob, his health is low, so I decide to heal him. I'm not in his group, nor am I trying to interfere with HIS kill, however, as soon as I cast heal on him, the mob turns on me. I was simply trying to be nice and help out, but now the mob is now hitting on me. I turned and ran, not because it would have killed me, but because I didn't want to steal HIS kill (I'm not saying I would have taken his kill, because I am not sure if that is how it would work now), but I did not want it to turn out that way.

IMO, in regards to this aspect, this should go back to how it was before. If a player is going one on one with a mob, then the mob should stay with that player. If there is more then one mob, then one or more of the mobs can turn on the healer.

Just my 2 cents, not worth much and won't get you anything, but its still my 2 cents. :)